
Whether we may claim that gameplay is a lot more important than story, deep inside we all care about the graphical capabilities of the systems we play on. Lately with the reveal of the PS4 I've heard some interesting things throughout the board (which by the way resembles to everything we went through in the beginning of the last generation).
For example, I've seen many posts where some people claim that the PS4 has surpassed PC and I've also seen many posts of some claiming that the PS4 is barely doing what they PC had been doing for years. Using the PlayStation systems as presentations of power of their current console gens as well as (what was considered at the time) the best-looking PC games at the release of said consoles, I've compiled some screenshots comparing console launch and late titles to PC games running at what I considered the best resolutions/settings for their year.
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In 1994, the PS (PSX/PS1) was released alongside Battle Toshinden Arena. That same year, Star Wars TIE Fighter released. Note the difference in resolution and thus power that gaming computers at the time already had over consoles. As developers learned more about consoles however, the quality of their games improved as it can be shown by Vagrant Story released on 1999 (the textures in this game still shock me today).
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The PS2 released with Evergrace in 2000 but was able to pull of Final Fantasy XII later on 2006. Yet, PCs were already powerful enough to run at twice the resolution in 1999 before the PS2 had even released.
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Back in 2006, the PS3 was considered a beast and was supposed to be even more powerful than ANY PC out there. While it released with Resistance, PC games were already running Oblivion that same year in over twice the resolution and max settings. Note that The Last of Us, although running on worse hardware than the best PC hardware that powered Oblivion in 2006, ends up pulling effects that Oblivion did not have included.
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And here we are again, at the dawn of a new console generation, with a system like the PS4 that is clearly already behind the specs of a high-end PC from 2013. I compare Killzone: Shadow Fall to be released this year to Crysis 3, undoubtedly the best-looking PC game of the year.
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The screenshots are facts, but the things that can be taken as subjectively are my conclusions of course, yet I try to do the best for you to decide on your own. High-end PCs always, always will be more powerful than any new console. More powerful systems could be released but it'd be stupid to do so if you're running a business. That does not mean consoles can't be powerful. Many had claimed weeks, months and years back that the next jump in graphics wasn't going to be as apparent as the last one. However, we finally have evidence that a significant graphical jump has occurred (like it always does). To show this I compared the following PlayStation launch titles, TimeSplitters, Resistance and Killzone: Shadow Fall:
http://img688.imageshack.us...
PS4 launch titles will not be the epitome of what games will look like. As devs get more knowledgeable in the respective systems they'll be able to pull off better and better-looking games. Compare the late console titles I've already shown to the PC games released around the time the respective console launched. Vagrant Story, FFXII and The Last of Us look like better technical achievements than TIE Fighter, Unreal Tournament and Oblivion even though they run on (then) weak systems. Have you ever heard that consoles hold back PC graphics? I think it’s true. Most major game development occurs in consoles so they’re the ones that get to implement graphical effects and features that PC systems, although able to run them, will scarcely use until they become mainstream due to consoles. With PC devs trying to go for the lowest common denominator of power in PC rigs and having to be forced to develop for so many configurations is also no surprise powerful PC rigs are inefficiently programmed for thus mostly underutilized power-wise.

Sony is said to be pulling back on releasing PlayStation games on PC, and this starts with Ghost of Yotei and Saros.
If true then the PC elitists will no longer be saying..."I'll wait to play it on PC where it'll play best" I'm guessing the money Sony spends porting & profiting from PC isn't worth it. Making PS first party solely exclusive again to their consoles will make their consoles more relevant to buy especially if their output of first party titles are good.
Duplicate:
N4g.com/news/2685624/sonys-sh ift-in-strategy-will-lead-to-fe wer-playstation-first-party-gam es-on-pc-it-is-claimed
Well, we have the data in front of us, don't we. Not to mention how extensive Sony's data's got to be.
They've tried.
Huge revenue wasn't generated (don't get me wrong - they did make billions, but you get it), Steam got a cut, Xbox got a cut, PS5 is trailing ~2 million units behind PS4.
The paycheck for, but also potential harm to the remaining years of PS5 and the release of PS6, just wasn't it.
It's absolutely logical if true.
And people shouldn't forget Sony'd simply return to the strategy they've been following for 4/5 of Playstation's history.

"For long‑time fans, Ride 6 feels definitive - For newcomers willing to take on a steeper learning curve, it’s a rewarding gateway into the intricate world of motorcycle racing."
- Stuart Cullen, TechStomper

A huge world awaits in Crimson Desert, with plenty to do and explore starting March 19.
This gives me the feeling of Forspoken with an empty world except enemies and puzzles. Gameplay could be much better, though, which would be nice. Definitely not looking like a world you live in, just explore to grow in power.
So there it is... it uses PSSR 2 for those wondering. In addition, it also uses the Pro's High CPU mode.
Also,
Geometry Shader (GS) Oversubscription is a technique used in modern high-performance rendering (e.g., Crimson Desert on PS5) to generate, amplify, or cull a high volume of geometry on the GPU, often combined with NGG Culling to manage massive detail levels. It works by deliberately over-allocating, or "oversubscribing," the GS's output vertex capacity (up to 256+ vertices per primitive) to create, modify, or cull vast amounts of triangle data, transforming single primitives into complex, detailed, or optimized geometry directly on the GPU, thus avoiding costly CPU-to-GPU memory transfers.
Yup... I still don't know what that means lol.
Way to go Qrphe!
Definitely puts this Console War under perspective-
Just don't let the PC gamers see this. ;-)
I definitely would like to see console shift away from Graphic focus and move toward A.I.
And I'm not necessarily talking about shooter but about making NPC's seem more real and reactive/adaptable, in any type of game.
No matter what this Next Gen will have more "Groundhog Day" (Prettier Graphics) than "New Day" (Better/Newer Gameplay).
PC developers don't go for the lowest common denominator. You realize that there are system requirements for games, right? You could say developers develop with a base requirement, and then allow consumers to choose higher quality based upon their hardware specs.
Not impressed with the comparisons you've made there. Completely not factoring in the type of games - FPS versus Open World adventure- WTF?
Or factoring in the abilities and budget of the developers. Your idea is sound just the execution could be better imo.
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