@luc0s
*sigh* indeed, every post you make is filled with incorrect information.
1. The console architecture is not at all like PC, the porting process is not much easier than it was last-gen and still costs a lot of money unless you're using UE4 or another established engine Most devs worth talking about don't do that.
2. "Ultra settings" isn't a necessary benchmark to discuss, if you lower your foliage one setting you gain a ton of frames and lose barely any quality, let alone minor .ini tweaks that also improve your frame rate a lot. You can get ultra-esque settings with Hairworks at 60fps with a single 980 but this is a bad thing, that means the game isn't future proofed if we can cap it already. What a drag.
3. Graphical settings exist for the low-end users. We've also said this to you for the millionth time, so please stop this already.
Also what about five to ten years ago? It hasn't changed in that window but developers spend more money on marketing than they did in the past. That's by far the main reason game budgets have increased. Next you should realize there are more people working on games now but they come out a lot bigger and faster as a consequence, it evens out in the end. Neither of these things are related to what any of us are talking about though yet you brought it up anyway. It doesn't enforce your statement either.
That guy is right and even CDPR agrees, the game is a multiplatform "looks great on all platforms" game aka a console port. It's not a PC game ported down like it was advertised as.
*sigh* Here we go again...
1. The console architecture of the PS4 and Xbone is almost EXACTLY like the PC architecture. Both consoles have overclocked PC hardware in them, which is a huge benefit to us developers because now developing for consoles is actually quite easy and almost exactly the same as developing for PC, while with the previous generation (PS3 and Xbox360) developing for consoles was quite a challenge due to the completely different architecture. Especially the PS3 was a bitch to develop for.
2. That doesn't make any sense.
3. And I said for the millionth time that it's a complete waste of time and money to develop a 'super utlra' graphics settings if only 0,1% of your players will be able to run it. It would be a huge investment to please a very tiny minority. I already said this a million times and I will keep saying this until you finally stop bringing up your bogus arguments.
Game development has changed A LOT in the last 5 years. We got Unreal 4 and a new generation of consoles to work with. Games also keep becoming bigger and bigger and gamers become more and more demanding (as you are the example of, lol). Meanwhile the prices of games have stayed the same while development costs have almost tripled over the last 5 years. Unless you're okay with paying 10 bucks extra for your videogames you're gonna have to accept that developers are working with limited budgets and they're gonna have to make sacrifices in order to make a profit, such as developing the game multi-platform and making the same build across all platforms.
I'm actually writing a paper right now on this subject so I think I know what I'm talking about. If you want I can post my paper, my research and my findings on this forum once my paper is done and accepted.