guiltyspark85
kiwifarms.net
- Registrado
- 19 de Ago, 2020
I question that they're excluding such a large audience. The 30-40%, I assume based on Steam hardware surveys, more the kind of people playing the 'latest and greatest' AAA games, or are they more skewed towards playing older games and indie titles? TDA min system requirements are mid-range first gen RT cards at this point 5-6 years old - not bleeding edge hardware.The "ray tracing mandate" certainly didn't help. Nothing like automatically soft-locking about 30-40% of your potential audience out of the game.
But I think the RT requirement could dissuade people from purchasing the game that have RT hardware. There's a quite justifiable association with turning on RT features tanks a games performance, so if TDA requires RT it's going to run like shit.
And I'm not trying to simp for RT and the obsolescence of older hardware. I've heard one of the 'really good' reasons for requiring RT is that lighting is it's significantly more efficient for artists to work with than traditional baked lighting. Fascinating how we hear about such efficiency gains with better technology and tools for game development, but teams sizes are ever increasing for marginal improvements in graphical fidelity.
I'm speaking overall, but I'm not sure how much relevance selling well on Xbox hardware has. In user base it's behind PS5 and well behind PC. TDA peaked at 31,470 concurrent players on Steam. Forza Horizon 6 on the other hand, which I assume would be more Xbox skewed than TDA, peaked at 302,645 players. That's nearly 10 x players as TDA.Sold well on Xbox, or overall? Because I know Silksong broke Steam because demand was so high but I can't imagine people were rushing out to buy Xboxes so they could own a digital copy on their Series X.
Personally I bought Silksong on Steam and a physical copy of Clair Obscur for PS5; it never even occurred to me to use Game Pass,
MachineGames and Arkane have used several different versions of id tech. The Indiana Jones game used an enhanced version of the id tech 7 engine, so I'm not sure why they couldn't move over to the id tech 8 engine. Not sure if Arkane have updated to a newer version of id tech with their Blade game, but they supposedly used id tech 6 with Wolfenstein: CyberpilotI sincerely doubt anybody outside id is even qualified to work with (much less understand) id tech. It's depressing to know now there's only two major general-purpose engines left (Unity and Unreal). id tech has always been state-of-the-art. Their decision to mandate ray tracing in id tech 8 was something a lot of people found baffling. It absolutely didn't need it. Doom 2016 ran silky-smooth on potatoes. Even "low quality" looked good. Losing that tech to history and scattering knowledge of its inner workings to the four winds by laying off its developers is a big technological loss. It being Microsoft-owned means we naturally can't expect them to open-source it like older engines were.
