Easton Dark said:
KingsGambit said:
Ultimately, performance is the number one factor so they tune visuals to get the best looks they can with a fixed performance expectation (and fixed resolution, another variable on PC, albeit a mandatory one).
They kind of cheat on consoles, in a way. By forgoing 60FPS in favour of 30FPS, what they're saying is "we can't design a game that both looks and performs brilliantly. So we'll knock performance down by half and use the extra horsepower for visuals." But as long as games are happy playing at 30FPS they'll get away with eking out extra visuals on that basis alone.
If a developer *could* give you the best possible experience both for performance, and visuals on even the lowliest machine (or if we all had identically specced PCs), the settings wouldn't be required for PC either. They account for different PC configurations and capabilities whereas with consoles, you can optimise for one hardware platform. If a console gamer wanted the "best" experience, they'd be playing on a PC; the trade off is simplicity and (generally) a lower initial outlay.
For some developers it's performance as #1 (hello Platinum games). For some it's visuals (hello The Order). It's an argument I see frequently over which is more important.
Well, visuals are important but the cannot be "more" important than performance. Performance is the one thing that cannot be compromised. Visuals can be altered (AA/ASF on or off, lower/higher quality textures, lower/higher poly models, lower/higher resolution) as can other aspects (shorter/longer duration decals, number and complexity of AIs, physics objects, etc) but performance has to be at a minimum playable benchmark. If performance is not up to an acceptable standard then the game is poorly optimised and/or coded, full stop. The best looking game in the world that runs at 1FPS isn't a game, it's an unplayable slideshow.
30FPS has been shown to be a playable standard. So console game makers settle for that and use the performance savings to increase other aspects (visuals, AI, dynamic effects, physics, etc). On a console, it's about uniformity. 60FPS is objectively a better, smoother experience than playing at half that, however console gamers are content to accept it as a minimum.
Easton Dark said:
I feel like the least they could do to make gamers of both persuasions happy is give a binary option like FF14 does to either make it pretty, or make it run better.
Not even getting into settings that can cause or ease physical illness, like FOV or bloom.
I agree, though not in the case of multiplayer games where it will disadvantage some. We accept this on the PC and I think it's a given that we as players accept responsibility for our own performance levels and that other players may be experiencing the same game in a better or worse way, simultaneously. Not having FoV settings at a minimumm IMO is out of order tho I appreciate it can cause issues. But on PC it should be enshrined in law, carved in stone and in every handbook.
Easton Dark said:
In other words, I don't think different graphics options are only meant for different spec PCs. I see no reason console gamers should be denied choice.
Sorry about the gif, I feel bad for using it now. I shouldn't do that.
It comes down to necessity. If a PC game dev could be assured that everyone could experience the game as best as possible, we wouldn't need advanced settings either. The only real choice console gamers *could* be offered would be two presets of "30FPS, standard visuals" or "60FPS, lower visuals", otherwise the game would suffer stuttering, artefacts and screen tearing at anything in between.
Personally, I would sacrifice 60FPS for 30FPS @ 1080p. The reason for this is that LCD screens have "native resolutions", basically the actual number of physical pixels. My HD television physically has 1,920 horizontal pixels for 1,080 vertical lines. A console game running at 720p or anything else is leaving it up to the television to "fill in" and stretch the image intelligently to occupy 1920x1080 pixels. Running content at other than native res on an LCD screen is visually, noticeably worse than running at the correct res. This same effect can be demonstrated by taking any image of, say 640x480 f.ex, and in Photoshop, resizing it to 1920x1440 and seeing how the result looks.
Whether you believe it or not, the advanced options really are just there to allow for different PC configs. We each of us have different GPUs, GPU memory (VRAM), RAM & processor (power/speed), the main factors of how a game runs. I would bet money that if you found any 20 PC gamers every single one of them would have a different hardware config (not even mentioning OS, driver version, background apps, etc).
I specced my PC so I could run everything at max, in every game released to date (and the foreseeable future), at 1080p and 60FPS without any compromises (and paid 3x the cost of a current gen console for the privilege). Someone with less video memory than I have would benefit from lowered texture quality and lower poly models. Someone with a weaker GPU would need to turn off post processing or lower shadows, reflections f.ex to have the same performance as me. Or they could play a lower res and/or framerate but maintain the same visuals as I enjoy.
Consoles don't have these issues because RAM, CPU, GPU and VRAM are identical across the board (if not necessarily the same hardware (as I illustrated with the 360 example [http://forums.digitalspy.co.uk/showthread.php?t=901401]), certainly identical performance). Thus the "need" for them is gone and the only reason to include them might be to give players a choice (tho, in so doing, increases dev workload by needing two sets of textures/models, etc). Not to mention issues like this from Capcom [http://www.escapistmagazine.com/articles/view/video-games/conferences/e32014/11694-Dead-Rising-3-PC-Version-Will-Run-Into-Issues-Above-30-FPS-Says-Capcom]. Console gamers have Brightness options strictly to allow for different lighting conditions/screen brightness.
The fact is, devs/publishers are lazy and want to do as little as possible in terms of finances and time. If they can push out and sell something "acceptable" they'd rather do that than make a better product with extra options. Heck, look at CoD/AssCreed...same game, same engine, re-released year on year for full price. It's the thing every developer dreams of...almost no work, no innovation, no investment, just re-release the same thing year on year and get paid for it. And you want these people to give you options when they don't need to?