Posted March 08, 2021
Shadowstalker16: Games can only be optimized to a certain extent. There will always be some hardware that will not be powerful enough to run a game, especially if the game is a modern 3d game with the latest visual effects. Models and textures for example can only scale down so much and I doubt the devs of any game can make it so that their game will run on something with outdated specifications without compromising the game elsewhere.
What do you think about CDPR releasing unoptimized versions of CP2077? I think if support for weaker hardware goes in that direction, ie making another inferior version of the game entirely from scratch just to run on it, it would be a huge step backwards. It would be like the early console days where PS1 or N64 or PS2 and XBox versions were different and the player had to choose his poison in terms of optimization and the definitive version of the game.
In terms of actually optimizing for recent hardware, I think all devs should do it. But I'd imagine that it would depend on the skill of the people coding it and their publisher's will when it comes what and where they invest their time. If the design philosophy is just to vomit out open unoptimized worlds, I'd imagine quantity would take priority over (optimization) quality.
I agree with this. What do you think about CDPR releasing unoptimized versions of CP2077? I think if support for weaker hardware goes in that direction, ie making another inferior version of the game entirely from scratch just to run on it, it would be a huge step backwards. It would be like the early console days where PS1 or N64 or PS2 and XBox versions were different and the player had to choose his poison in terms of optimization and the definitive version of the game.
In terms of actually optimizing for recent hardware, I think all devs should do it. But I'd imagine that it would depend on the skill of the people coding it and their publisher's will when it comes what and where they invest their time. If the design philosophy is just to vomit out open unoptimized worlds, I'd imagine quantity would take priority over (optimization) quality.
I'm not thinking about "let's optimize our next game so it can run on both potatoes and high-end rigs equally well".
I'm thinking more on the lines of having onboard GPUs as playable targets upon designing their next game engine. Asking otherwise would not be practical, I think.