There is no fixed PC right hardware config, right? So you have to build that adaptability into your code and that flexibility, and you just can't assume things are going to work the same way. So we get a lot more out of the fixed console.
And we can just be super efficient in what we get. We can make sure we have no gaps, no stalls. We know exactly how long it takes to transfer a texture from one place to another. “The biggest difference from a game creator between the PC environment or the console environment is the efficiency we get out of the console hardware because it's just a known platform. The console is trying to be an entertainment device you just take into your living room, plug it in and you’re up and going. That's not what the console's trying to be. Obviously, you can throw ten thousand plus dollars into your PC and build a killer rig, you can do multiscreen. You can go spend however much you need to spend to get over it. I don't know what that gap is come this winter when we ship the console. what at the time was still called Project Scorpio: Alan Hartman, head of Turn 10 Studios Here’s what some of the head folks responsible for Forza Motorsport said when I asked them about PC vs. The key difference, according to developers, will be the PC’s adaptability - being able to use more types of controllers and wheels, for example.
Freedom to customize versus tight integrationīut the real advantage isn’t necessarily what you’d expect.