Unfortunately most developers aren't pushing for faster hardware for better performance. If they were, 60 FPS would be the standard. Instead they'll try to squeeze as much eye candy out of the new hardware as possible.Raiyan 1.0 said:I'm actually rather curious about the costs of optimization for current gen consoles. It took years of engine development to make Rage and the original Crysis be able to run on the PS3 and XBox360. More powerful hardware surely means less resources spent on optimization?Grey Carter said:Do you have any experience in the gaming industry at all? Or any experience with 3D modeling, texturing or light work? Because you're way off the mark here. More work = more time = longer development cycle(or more staff) = more wages = larger budget. It's really that simple. I'd suggest you give this [http://www.escapistmagazine.com/articles/view/columns/experienced-points/9331-The-Big-Cost-of-Small-Places] a read.Therumancer said:All of that still comes down to your toolbox and paying the guy who sits there with it to create that stuff. It costs more money because the graphics dudes sitting there and says "well despite sitting here for 8 hours a day anyway if you want me to do this I demand more money for continueing to sit here for 8 hours a day making graphics". There isn't any real inherant resource here other than the people, and the fee to get the engine which by it's nature is a tool to make creating that stuff easier.Grey Carter said:You're talking about licensing a third part engine but you're missing the point. Even if you do license an engine (which itself cost a substantial amount) you still have to create assets. Stronger hardware requires more detailed, and more numerous art assets. Higher poly models, more lighting effects and with the advent of DX11, tessellation effects. They all cost money.Therumancer said:Not as true as you might think because nowadays graphics are rarely created from whole cloth, the guys doing the consoles produce developer tools, and you have a handfull of guys who in turn make their own graphics engines and toolboxes which everyone then uses.Grey Carter said:Better hardware means higher graphical fidelity. Higher graphical fidelity means more work. It's simple and true.Therumancer said:I think this is kind of sad actually. There is no real reason for development costs to go up with the new hardware. With most of the cost in developing games going to human resources this seems like the industry basically saying that it wants a pay hike (again) and to pass it down to the consumers and a new console generation is a good time to do that. Sure it's new hardware, but the graphics guys are still working all day making graphics... only now they are saying they are going to want more money when the product is already $60 plus DLC costs.
To me it seems like a subtle way of trying to plant the idea of an upcoming hike in game prices somehow being nessicary.
That's my thoughts at any rate.
Also, as far as I know, asset developers actually first create high res textures and high poly models and then downscale them accordingly, so I don't see costs rising in the area of asset development that much.
As to your second point, that used to be the case when there was a reason to do so. Now that PCs aren't considered a viable platform by most devs, they simply don't bother creating assets at higher levels of detail than they need. That's why most PC ports tend to have scarcely improved textures these days.