mid-cycle rerot
The PS5 Pro shows minimal improvement on existing titles because OF COURSE IT DOES. Higher resolution means higher detail. Higher detail means longer asset creation cycles. Can the PS5 Pro render the siren from Netflix's Love Death Robots short Jibaro? Maybe, but is there a developer that has had the time to make an asset with that amount of detail? No. Which brings us to the logistic paradox that no one wants to talk about.
When the software creation cycle is longer than the hardware creation cycle, how do software developers make software for current hardware?
Imagine Bungie trying to make Halo 2 for the Xbox 360, or Bethesda making Creation Engine 2 with an Xbox One. I am not using PlayStation as an example because PlayStation 2, 3, and 4 all had entirely different architectures and would require so much time to port an engine that the game would be scrapped. The Concord developer couldn't even develop a game fast enough to represent a relevant genre at launch.
Mid-cycle refreshes are the Duke Nukem forever syndrome. Chasing contemporary tastes has never resulted in a company finding successful patents or business models. Kodak just made higher quality film instead of lower quality digital. Borders buried itself in commercial real-estate that went from prime to depreciated while Amazon made warehouses go from abandoned to Prime. PlayStation's gamble on GTA VI saving it's $700 console is like Atari putting two 68000s in the Jaguar and losing to a company that decided to make a cheap console that read cheap discs to produce fun games.
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