Perrott
Member
You were never going to be getting PS6 exclusives to begin with.The issue many see is the resources needed to make these games run on a 15W TDP.
We barely got any PS5 exclusives because of the focus of GAAS without having dedicated Studios for those titles. Now your telling the current studios to spend extra time optimizing for the handheld?
And it's not like Sony couldn't make a PS4 handheld either. The hardware was available and nearly all of the Playstation exclusives came to the PS4 as well.
We got the PS Portal to avoid resources going into optimizing for a dedicated handheld. If Sony is going to be using resources to optimize for this new handheld at the expense of PS6 exclusives, I don't want it.
I for one don't think that PS5 Low Power mode is for a handheld either, it's just a PS5 eco mode for those with a high light bill.
Developing a Returnal-level project with production values that set the standard for a next-generation game would be orders of magnitude more expensive than it was to make Demon's Souls, Rift Apart and Returnal early in this generation. So much more expensive, that we'd be talking about budgets that only established (God of War, Spider-Man, The Last Of Us, Horizon) or big emergent (Intergalactic, Wolverine, Physint) franchises get these days -- and at that point, it'd be foolish to limit the sales potential of a $300M project by making it only available on the new console -- one that doesn't even have it's success guaranteed.
And I say that it doesn't have it's success guaranteed because, in and of itself, a home console PS6 wouldn't bring much new to the table to justify a price tag that'd no doubt rival that of PS5 Pro. More visual fidelity certainly doesn't push a 5080 ahead of a 5060 on the Steam hardware surveys.
That's where the handheld comes in, offering an element of novelty to the PS6 ecosystem at an accessible price point, while taking advantage of the facts that we'll continue to get cross-gen PS Studios titles until, at least, 2030 -- given that even current PS5 exclusive games are all optimized around offering 60fps even on the standard PS5, meaning that there aren't game-design limitations in the way Sony engineers their games that would prevent PS6-level games to operate at a lower resolution and 30fps on the PS5, as well as on the PS6 handheld.
Like, what is it that you're expecting to get out of a PS6 home-console-exclusive that would make it unfeasable across the PS5, PS5 Pro and PS6 handheld? Hell, with Cyberpunk 2077 you've seen already how a game can scale from a rasterized last-gen version, to a compromised current-gen version with limited raytracing, to a PC version that goes from low to ultra raytracing, and even a state-of-the-art pathtracing implementation on the highest end Nvidia cards, with handheld iterations of the game for Steam Deck and the Switch 2 somewhere in between all that.
Quit beating that dead horse.