Dev's do not reach the maximum graphic quality because they lack sufficient resources and capabilities.
Dev's do not reach the maximum graphic quality because they lack sufficient resources and capabilities.
Hey, I'm just curious about it. I get that not every game requires it, especially when talking about fun indie titles. Battlefield 3 (2011) still stands out more than many games from 2017/18/19. Witcher 3 was downgraded because the console hardware wasn't up to the job, at least as far as I know. Well, the consoles seem like I answered my own question—though not exactly what I meant. Is it possible to build a game with excellent graphics? It wouldn't really matter if nobody could run it; just tweak some settings and it should work fine—or am I missing something here? After all, that should be the reason for a graphics menu? And pick a graphic preset that suits consoles—everyone should be happy. Any thoughts?^^
Elder Scrolls mod packs might turn the game nearly unplayable yet give it a stunning appearance. It's also important to note that game developers consider many aspects beyond graphics, such as overall quality. Would you prefer a game with breathtaking visuals but flawed mechanics, or one with solid gameplay and an interesting story?
Financial firms will settle for concessions. If spending an additional $2 million to enhance the game's quality only boosts sales by $1 million, would you proceed? Unlikely.
Have you come across Crysis? Or the question, "But can it run Crysis"? That title was a top-notch release when it came out. It struggled to maintain decent frame rates unless you had the very best hardware available at the time.
You also brought up Witcher 3. There was an option to transform it into a GPU-draining experience (Hairworks). So I believe many developers are capable of creating visually demanding titles. The main reasons they hesitate are twofold: first, the significant time and expertise needed to develop games that push graphical boundaries, and second, considering the target audience. If it's aimed at consoles, creators know most gamers can run it smoothly. For PCs, they risk disappointing players if they don’t deliver a top-tier experience. If they target mobile platforms, they’re betting on whether the audience will accept lower graphics in exchange for better gameplay and storytelling. Or they might face criticism and frustration when the game fails to run well on average machines.
This situation is clearly reflected in the newest Tomb Raider titles. Many players complain when the game doesn’t perform at ultra settings or 144Hz 4K on subpar hardware. Which game developers are willing to take that risk? Not many. Not DICE (known for Battlefield titles). They’re so far removed from EA’s resources that they can’t replicate the massive maps seen in older Battlefield games like BF2 Dragon Valley. CD Projekt RED, however, seems determined to try again with Cyberpunk.
Another point is the boundary of graphical quality. Should a game be limited by its hardware, or can it still offer impressive visuals? Is it about photorealism in racing titles like Forza, realistic weather effects, or just stylized coloring like in Trine? Ultimately, the choice lies in artistic vision. Most popular games didn’t prioritize graphics from the start—consider Minecraft, Fortnite, CS:GO, LoL, Dota 2, Overwatch, and so on. They prioritized gameplay over visuals initially. Minecraft even started as a retro-style project when it launched in 2008.
Picture needing to purchase fresh components annually just to keep up with the latest titles. Not everyone can afford new gear, nor do they wish to. I continue using my mid-2014 gaming laptop, which clearly struggles with high graphics settings and still manages Forza Horizon 3 and 4. Not everyone who plays games has access to the best hardware, and some simply enjoy playing for fun rather than seeking performance. Even with consoles, many games have been ported to platforms like the Switch, showing that passion keeps games alive.
RDR2 offers graphics settings that don't perform well on today's systems, leading many to criticize the lack of optimization. Developers might be cautious due to these reactions.
Few game developers possess the skills to deliver both outstanding visuals and strong performance. Most simply use a game engine, add their assets, adjust settings, and finish the project.