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11/21/2014 11:48:53 PM
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Would be quite curious to see the rationale, honestly. What I've stated is not really opinion, but is largely accepted by the gaming community, as a whole. Consoles have the mystical "eight-year lifespan", and it is not until a third or halfway through that console, do you start seeing the technological limitations pushed. That extends to first-party games, too. From a development perspective, multi-platform games are generally written to maximize "core commodity", which is to say that as much code that can be reused, is reused. That is a direct attempt to minimize defects, and increase delivery rates. It comes at the cost of having a minimum and maximum configuration that you can support. In the PC world, the PC generally exceeds the maximum, which is why it is a moot point - but not in the console world. You can have platform specific code that enables some levels of optimization and is tuned towards the console, but effectively, you are trying to port the smallest amount of code between consoles, as physically possible. We already know that games in this generation can run at an equal or higher framerate, with equal or higher resolution, and better visuals. It is the exact same reason that you are seeing developers announcing cancellations for the previous generation, even recently. Dying Light is just one example of that in the news recently.
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