this post was submitted on 22 Jun 2023
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Developing it for PlayStation would assuredly mean a delay, or lots of bugs

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[–] [email protected] 4 points 2 years ago (3 children)

I'm afraid my 2060 won't enough to run this. I'll still try anyway

[–] [email protected] 2 points 2 years ago

If it'll run on a series s it will run on your 2060

[–] [email protected] 1 points 2 years ago

If you've got an SSD, and can use some form of DLSS or FSR (provided that Starfield supports these or Intel's XESS) you'll probably be able to run it. Especially if you tweak the settings. I think it's the 1060 / 580 generation's that's going to have issues. I finally upgraded from a 1060 to a Radeon 6600 because I was finally encountering games it couldn't run at medium.

[–] [email protected] 0 points 2 years ago (1 children)

It'll be fine. I'll be playing it on a 6600XT and fully expect to tweak settings. That's part of the fun.

[–] [email protected] 1 points 2 years ago

I kind of wish that games would have a way to "auto-profile" various settings. Like, take a sample of potentially problematic in-game scenes, toggle settings one at a time, spend an hour or something running through rendering them while the player does something else, and indicate their peak FPS impact on your particular system.

Games do often have a mechanism to try ramping down through quality presets until they hit one that hits a pre-chosen FPS target and recommends that preset, but that doesn't try flipping all the switches. On the dev side, that should be a small amount of effort to add above-and-beyond "try all the presets".

Another benefit is that if you use mods, that would adapt to it. If you, say, use a mod that converts a lot of lights from being non-shadow-casting to be shadow-casting, a popular change to make in earlier Bethesda games, that would take that into account in showing performance impact of, say, a change in the shadow quality setting, whereas a preset set of decisions would not.