- Joined
- Feb 1, 2019
- Messages
- 3,666 (1.70/day)
- Location
- UK, Midlands
System Name | Main PC |
---|---|
Processor | 13700k |
Motherboard | Asrock Z690 Steel Legend D4 - Bios 13.02 |
Cooling | Noctua NH-D15S |
Memory | 32 Gig 3200CL14 |
Video Card(s) | 4080 RTX SUPER FE 16G |
Storage | 1TB 980 PRO, 2TB SN850X, 2TB DC P4600, 1TB 860 EVO, 2x 3TB WD Red, 2x 4TB WD Red |
Display(s) | LG 27GL850 |
Case | Fractal Define R4 |
Audio Device(s) | Soundblaster AE-9 |
Power Supply | Antec HCG 750 Gold |
Software | Windows 10 21H2 LTSC |
Its not hard, you just lower the res, lower draw distances, lower shadow quality, the nice things about graphics is they are scalable, its a challenge when the CPU is a vastly different spec though or you cant fit within memory constraints.I am not saying a game can't be developed on it, just that it makes it harder. When you have two consoles with very similar specs, making a game across them is not as hard except in differences between the development tools for them. However, when one is weaker by a decent margin, its harder to make it functional well enough/stable enough. Just dropping the resolution or graphics is not always enough for it being very stable. Generally developers try to make a game on consoles as stable as possible (At least where frame drops are not crazy). PC's you don't have that luxury because PC hardware is vast and different across all users. Series S does not stop games, it just slows them down from coming out as fast on Xbox.
Games are often released on PC with much larger spec variation.
I do agree and accept of course it might delay things as optimisation is at end of development, although in reality it shouldnt be enough of a challenge that it needs anything more than a few weeks. As a developer I wouldnt release until its ready for all platforms personally, but there seems to be a itch to release everything as early as possible now days, even to the point you shipping unfinished code for day 1 patches.