PlayStation Studios removed PC references across most studio pages, adding credibility to the rumor that Sony may be changing its first-party PC release plans.
It’s not just that, but I thought that replying to every single point would be too verbose. But you might be interested:
On the spesific spects computers they use.
On a big studio Dev’s hardware can be as varied as on the real world, and while yes they’re usually beefy PCs, they’re not at all uniform.
They need things like support for different resolution.
Which for the most part is just natively done by changing the render size of the canvas. Only some games, and almost never ports, take resolution into consideration for other things like menu layout and even then it’s usually just 2 or 3 different configurations.
Work arounds for the controller only features.
Usually the answer to this is “fuck it”, the only things a controller can do that KB+m can’t is rumble, and pressure sensitivity. Pressure sensitivity you get away by mapping two different keys, and rumble you get away with adding audiovisual queues (which you should already have because the rumble might be broken in the person’s controller). Also, controllers work on PC.
If you want to make things like mouse control feel good, it needs lot of fiddling.
Yes, but actually no. This is a solved problem for the most part, there might be some small tweaking needed but a mouse is very intuitive and usually just adding a couple of sensitivity sliders makes it so every person can control their experience at will.
Optimizing for million different hardware possibilities,
If only we had developed standards for hardware like OpenGL/Vulkan, and the OS abstracted most of the other things away for you.
error handling,
Do you think errors don’t happen on console? Error handling is error handling.
launching
Does the game not launch on consoles? Do you think every game needs a separate launcher on PC?
settings
Most of those are already there, the extra ones added are just about graphic control for performance reasons, so it’s usually just using downscaled versions of things or disabling features. And I guarantee you that most of that was in the game already because otherwise it wouldn’t run on Bob’s machine, they just needed to make a pretty UI for it.
key bindings
This is accurate, there might be a considerate amount of effort needed here depending on how lazy devs were. Most people know not to use input directly and abstract it through a layer of actions, but sometimes things slip through.
and propably million other things i cant think right now.
There are other things to consider, things like network stack and input handling are very specific for console development, and if you’re not abstracting them through your own APIs you’re going to have a bad time porting the game. But there are reasons to do this even if you will only ever use one API, so most games should already do that. Also, this is an engine level fix, once you do this for one game, every game using that engine gets that fix.
But hey, what do I know? I only work in the low level network stack for games.
It’s not just that, but I thought that replying to every single point would be too verbose. But you might be interested:
On a big studio Dev’s hardware can be as varied as on the real world, and while yes they’re usually beefy PCs, they’re not at all uniform.
Which for the most part is just natively done by changing the render size of the canvas. Only some games, and almost never ports, take resolution into consideration for other things like menu layout and even then it’s usually just 2 or 3 different configurations.
Usually the answer to this is “fuck it”, the only things a controller can do that KB+m can’t is rumble, and pressure sensitivity. Pressure sensitivity you get away by mapping two different keys, and rumble you get away with adding audiovisual queues (which you should already have because the rumble might be broken in the person’s controller). Also, controllers work on PC.
Yes, but actually no. This is a solved problem for the most part, there might be some small tweaking needed but a mouse is very intuitive and usually just adding a couple of sensitivity sliders makes it so every person can control their experience at will.
If only we had developed standards for hardware like OpenGL/Vulkan, and the OS abstracted most of the other things away for you.
Do you think errors don’t happen on console? Error handling is error handling.
Does the game not launch on consoles? Do you think every game needs a separate launcher on PC?
Most of those are already there, the extra ones added are just about graphic control for performance reasons, so it’s usually just using downscaled versions of things or disabling features. And I guarantee you that most of that was in the game already because otherwise it wouldn’t run on Bob’s machine, they just needed to make a pretty UI for it.
This is accurate, there might be a considerate amount of effort needed here depending on how lazy devs were. Most people know not to use input directly and abstract it through a layer of actions, but sometimes things slip through.
There are other things to consider, things like network stack and input handling are very specific for console development, and if you’re not abstracting them through your own APIs you’re going to have a bad time porting the game. But there are reasons to do this even if you will only ever use one API, so most games should already do that. Also, this is an engine level fix, once you do this for one game, every game using that engine gets that fix.
But hey, what do I know? I only work in the low level network stack for games.