I think the biggest issue lies in optimization.
People fall by the market of some companies that is just use DirectX or Unreal Engine and everything will run well in any PC spec since it fits the minimum recommended.
That is hardly true… there is no magic… if you want your game to really be optimized on PC it needs tons of money and hard work… you need to test and you need to make adjusts (some times simple parameters others a chunk of code) for different GPU brands where there is different GPU architectures with different models… and that taking only about GPU… there is still CPU, memory, I/O… everything can be different for each single PC machine build.
It is too much different options and combinations on PC that make that process way more expensive that just made a game optimized for consoles.
Don’t get me wrong… there are developers that do that but the biggest question you need to do are:
- Developer have that budget and time to make it works?
- Your estimated sales will cover the money and time to do the work?
I mean if you already expect to sell small units and have low profit then you basically can’t afford to have much money and time put into quality tests and optimizations.
You will basically do the basic port and ship it.
I don’t know if you understand how the industry changed in the last decades… we moved from a development pipeline where QA and tests were made in house to ship a product without most critical bugs and performance hits… to a development pipeline that ship the game to the consumers be the QA/testers needed to find critical bugs and performance issues.
We basically lives in an industry today that we, consumers, pays to be the Beta testers of the games.
There are exceptions of course but more games are tested, fixed and optimized after release via consumer feedback… that of course for developers that cares because there are developers that don’t give a fuck (example From Software where the consumer do the developer work via mods).
People fall by the market of some companies that is just use DirectX or Unreal Engine and everything will run well in any PC spec since it fits the minimum recommended.
That is hardly true… there is no magic… if you want your game to really be optimized on PC it needs tons of money and hard work… you need to test and you need to make adjusts (some times simple parameters others a chunk of code) for different GPU brands where there is different GPU architectures with different models… and that taking only about GPU… there is still CPU, memory, I/O… everything can be different for each single PC machine build.
It is too much different options and combinations on PC that make that process way more expensive that just made a game optimized for consoles.
Don’t get me wrong… there are developers that do that but the biggest question you need to do are:
- Developer have that budget and time to make it works?
- Your estimated sales will cover the money and time to do the work?
I mean if you already expect to sell small units and have low profit then you basically can’t afford to have much money and time put into quality tests and optimizations.
You will basically do the basic port and ship it.
I don’t know if you understand how the industry changed in the last decades… we moved from a development pipeline where QA and tests were made in house to ship a product without most critical bugs and performance hits… to a development pipeline that ship the game to the consumers be the QA/testers needed to find critical bugs and performance issues.
We basically lives in an industry today that we, consumers, pays to be the Beta testers of the games.
There are exceptions of course but more games are tested, fixed and optimized after release via consumer feedback… that of course for developers that cares because there are developers that don’t give a fuck (example From Software where the consumer do the developer work via mods).
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