I wouldnt worry too much
I know thts the link I added previously and made a thread of.
I wouldnt worry too much
Official PlayStation Podcast Episode 439: Virtual Impressions
Featuring an interview with SVP of Platform Experience, Hideaki Nishino on PS VR2blog.playstation.com
Smfh if true that's disappointing even though generally idc about bc. With psvr it was different fir me because there's alot of games I didbt play or finish due to vr sickness and was hoping to be able to retry them in psvr2.
The fuck? lolThat is the best way to do things.
It will force devs to works with PSVR2 or patch their PSVR games to work in PS5.
There is no better results.
If PS5 had no BC we should be way ahead in graphic development for the machine but no we are being held by old generation lol
If you want to be stuck in the past is not my issue.T
The fuck? lol
That's a terrible reason not to support BC... and not even sure how you think that logic is adding up.
This just in!!!
That's a silly logic there.If you want to be stuck in the past is not my issue.
New platforms should play new games made specifically for it and not games made for past platforms.
BC just helped developers to be more lazy with cross-gen development.
BTW PSVR2 is fixing a big issue with PS5 since launch… it is the only place to have truly exclusive development for PS5.
Lol no.If you want to be stuck in the past is not my issue.
New platforms should play new games made specifically for it and not games made for past platforms.
BC just helped developers to be more lazy with cross-gen development.
BTW PSVR2 is fixing a big issue with PS5 since launch… it is the only place to have truly exclusive development for PS5.
You know we were talking about consoles… not PC.That's a silly logic there.
Can a RTX 3090 play the original DOOM? Yes. Just because you have new hardware doesn't mean you make an SDK only to run that new hardware and skip the old.
The comparision doesn't make any sense. A PC GPU doesn't have nothing to do with headset tracking, controllers tracking, haptics, the cables for the headset and internal hardware works, etc.Can a RTX 3090 play the original DOOM? Yes.
Sony: "We believe in generations, we'll keep supporting PS4 for several years more after PS5 launch because there's like 100M monthly active users in PS4 that will take several years to migrate to PS5 but we want games to take advantage in PS5 of the unique features it adds like super fast loading, 3D audio or haptic feedback"Hey look, Sony believes in generations again!
It's been revealed by the very leaker of the PSVR2's specs that many devs are porting OG PSVR games to the PSVR2 as we speak.Official PlayStation Podcast Episode 439: Virtual Impressions
Featuring an interview with SVP of Platform Experience, Hideaki Nishino on PS VR2blog.playstation.com
No you don't. Name a game on console that's better looking (and runs faster) than any PC game with a high-end GPU solely based off of strictly complex graphics features (i.e. lighting, shadows, textures, etc..) that cost ms of GPU time and gives an overall faster frames/sec at the same resolution?What I meant is if you remove the minimum hardware from development pipeline and makes the developer optimize a game fully to only the too CPU and GPU you will have a game that looks way better than the best looking game available on PC right now.
Yes, you have SDKs with tons of abstraction layers (DX) but some of them are not (i.e. Vulkan API). It's way way better to have a more powerful console GPU that can brute force typical graphics features and maintain backward/forward compatibility than to have custom SDK where the most gains in performance are when rendering at a lower resolution (that's the biggest optimization) anyway.The moment a SDK is made and optimized just for that last hardware you have a different delivery than a SDK with tons of abstractions layers and overhead to support previous hardwares.
Because consoles doesn’t have high-end GPU.No you don't. Name a game on console that's better looking (and runs faster) than any PC game with a high-end GPU solely based off of strictly complex graphics features (i.e. lighting, shadows, textures, etc..) that cost ms of GPU time and gives an overall faster frames/sec at the same resolution?
The consoles optimization is literally transparent based off of how much they pair back graphics features and resolution. Nearly every console game MUST render at a lower resolution and use supersampling upscaling to get good FPS. All of them use lower texture filtering to free up bandwidth in the texture pipeline further degrading the looks. Most use more aggressive LOD geometry in a scene, less shadow resolution, simple ambient occlusion technique (compared to the more accurate ones) etc.. etc.. There isn't a single instance that a console game equivalent is better than a high-end GPU on a PC with the same game. Even the PS ports run and look better than the PS4/PS5 equivalents.
Yes, you have SDKs with tons of abstraction layers (DX) but some of them are not (i.e. Vulkan API). It's way way better to have a more powerful console GPU that can brute force typical graphics features and maintain backward/forward compatibility than to have custom SDK where the most gains in performance are when rendering at a lower resolution (that's the biggest optimization) anyway.
Those are days of old. Nowadays games cost too much money to produce to continue making hardcoded to the metal code and having to be forced to rewrite algorithms for each new generation.Because consoles doesn’t have high-end GPU.
If you have a RTX 3090 in a console with specialized API it should be a better comparison.
Even so the best path for performance is a specialized hardware (CPU and GPU) made specifically to run games with it own low level API.