Yah I am sure the dev tools all have that stuff built in and it’s had decades to mature. It’s never been needed for console before. Which is why I am wondering if Sony did something with PS5 to make it easier for them to do this now.
I also think there would be a higher standard as to what is “acceptable” as the “low performance” mode on a console versus the lowest performance mode on a PC.
Like if what we saw yesterday on the R&C demo is “low performance” that is a pretty damn high bar for “low performance”. I am just thinking about PC games I’ve played before in a “low performance” mode and it wasn’t even like 20fps.
Yeah, high, mid and low setting on textures, shadows, water effects, resolution, particle fx, AA filtering Ect. I can’t think of the title now, but I seen theses options in Console games before.
Hell PS2 games have the options of choosing display resolution. Why can’t Ps5 games?
From everything I’ve read the CUs in RDNA2 based chips are dual function and can handle both RT and standard rasterization. Turning off RT functions would be a quick way for additional power. Well crafted lighting engines, while not on the level of Ray Tracing, can be quite impressive and far less of a performance hit. The UE5 demo did not use Ray Traced lighting for example.