• polygon@beehaw.org
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    1 year ago

    I’d rather see consoles be limited to what they can handle than a game to be limited for everyone because of what a single console can handle.

    I want this game to be huge and look beautiful. If my PC can handle 60fps I don’t want to locked to 30fps because that’s all an Xbox can handle. And if I want to play it on an Xbox I don’t want it to be a blurry mess to get 60fps, I want it to look as good as it possibly can. Especially in a game like this where the visuals do a great majority of the storytelling when it comes to exploration and finding new things.

      • HER0@beehaw.org
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        1 year ago

        It will always happen. Games are going to generally target the lowest common denominator: the weakest of the current generation mainstream consoles. Right now, that means Xbox Series S.

        • maynarkh
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          1 year ago

          Yeah, but they can go above the bottleneck on the PC by committing to less on consoles, as per the article.

      • polygon@beehaw.org
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        1 year ago

        Right, that was sort of the point of the post. People will complain about 30fps on console but this is the correct way to develop games.

    • matt@lemmy.koski.co
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      1 year ago

      It still seems way to common for an engine to have other systems tied to FPS, so e.g. running at a higher framerate will mean the physics engine also runs faster, or all animations are faster.

      • Anima@fedia.io
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        1 year ago

        As a game dev: this is 100% the developers fault. The engine knows how long it’s been between frames. Devs can use that information to keep everything running at the same pace regardless of 30fps, 10, or 120.

        Next time you see a game with its speed tied to the frame rate, make sure you make some noise! Maybe devs will finally fucking learn.

      • Lols
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        1 year ago

        i wouldnt be too sure that fps and physics are tied, they managed to separate them for 76