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[Digital Foundry] New PS5 Pro GPU details emerge - including a 2.35GHz max boost clock

Gaiff

SBI’s Resident Gaslighter
Yeah, Europe price is very high but it's not exactly Sony's fault that 22% (average) VAT exist in Europe...

That's money going to governments, not to Sony
Most states also have a base sales tax and a state tax, so Americans for the majority don't actually pay $700 and call it a day. They pay another 5-13.5% tax on top of the price. Just like in Canada where it varies by province (Alberta pays like 5% vs Nova Scotia who pays 15%), the US varies by states as well.
 
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Mibu no ookami

Demoted Member® Pro™
I mean he named pretty much almost every 10M+ seller from the last 4 years, and yes most of these sold best on PC.

As for the prices, yes you have the option to buy for a cheaper price on different stores, but most people buy from Steam (which still is like 10€ cheaper on some games if i recall correctly? Not on all tho)


The industry isn't made up of games that sell 10M+ only...

And no not all of those games sold better on PC, there is also a multitude that sold better on console, specifically PS4/5.

And it's not just a cheaper launch price, but more heavy discounting and more frequent. You can't have a talking point but ignore the ramifications of it. PCMR brags constantly about cheaper games on PC, that comes at a cost to the developer.

So again, why would they put MORE resources into better ports?
 
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Radical_3d

Member
The price would have been almost right if it included a disc drive. At $700 without a disc drive, the price most definitely isn't right.
Agree to disagree. Sony had to make what no other console manufacturer has done so far and put the R&D to have IA reconstruction in consoles without nVidia. If you compare with the gap in price an nVidia card has over its equivalent in raster with AMD the difference is larger, but nVidia is the market leader and Sony has to make up for that investment in about 10 million units. Then the 2TB and a ~650€ console is completely reasonable. The drive is priced unreasonable but that’s still -720€ with drive. Not 950€. And with wages far superior than in the old continent. To me USA is a hell hole where I wouldn’t spend the rest of my life in, but complaining about the price of technology there is like complaining about healthcare here.
 
Most states also have a base sales tax and a state tax, so Americans for the majority don't actually pay $700 and call it a day. They pay another 5-13.5% tax on top of the price. Just like in Canada where it varies by province (Alberta pays like 5% vs Nova Scotia who pays 15%), the US varies by states as well.

Again, in Europe you are talking about 22% on average, much higher....

If you convert currency ($700 = 640 €) and then add 22% VAT, you get basically to 780 € not much different than €799

Sony simply refused to pay VAT for the consumer this time, but the product price is basically the same
 
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Gaiff

SBI’s Resident Gaslighter
Again, in Europe you are talking about 22% on average, much higher....

If you convert currency ($700 = 640 €) and then add 22% VAT, you get basically to 780 € not much different than €799

Sony simply refused to pay VAT for the consumer this time, but the product price is basically the same
No doubt that it is much higher. I'm saying it's not as high as the flat 22% would lead you to believe. People often incorrectly assume that Americans and Canadians pay the listed price. We don't.
 
The industry isn't made up of games that sell 10M+ only...

And no not all of those games sold better on PC, there is also a multitude that sold better on console, specifically PS4/5.

And it's not just a cheaper launch price, but more heavy discounting and more frequent. You can't have a talking point but ignore the ramifications of it. PCMR brags constantly about cheaper games on PC, that comes at a cost to the developer.

So again, why would they put MORE resources into better ports?
I didn't say all, i said most, Hogwarts did better on consoles for example, while Cyberpunk, Elden Ring, BG3, Wukong, Helldivers or Palworld did better on PC, stuff like Fifa also sells better on console for example, talking about the huge sellers.

About the cheaper price, well it happened with Gamepass too, people bragging about cheap options bla bla, then MS showed the average price people pay for GP is almost the full price option, having several stores to buy from is a great option, even if almost all the users, specially the more casual ones, buy only from Steam.
 

Gaiff

SBI’s Resident Gaslighter
I didn't say all, i said most, Hogwarts did better on consoles for example, while Cyberpunk, Elden Ring, BG3, Wukong, Helldivers or Palworld did better on PC, stuff like Fifa also sells better on console for example, talking about the huge sellers.

About the cheaper price, well it happened with Gamepass too, people bragging about cheap options bla bla, then MS showed the average price people pay for GP is almost the full price option, having several stores to buy from is a great option, even if almost all the users, specially the more casual ones, buy only from Steam.
The games being cheaper over time also often means that PC sales are spread out over a longer period of time. Sure, the publishers make less money per copy, but it’s offset by them selling more copies anyway when the games become older.
 
The industry isn't made up of games that sell 10M+ only...

And no not all of those games sold better on PC, there is also a multitude that sold better on console, specifically PS4/5.

And it's not just a cheaper launch price, but more heavy discounting and more frequent. You can't have a talking point but ignore the ramifications of it. PCMR brags constantly about cheaper games on PC, that comes at a cost to the developer.

So again, why would they put MORE resources into better ports?

Good points there
 

Mibu no ookami

Demoted Member® Pro™
I didn't say all, i said most, Hogwarts did better on consoles for example, while Cyberpunk, Elden Ring, BG3, Wukong, Helldivers or Palworld did better on PC, stuff like Fifa also sells better on console for example, talking about the huge sellers.

About the cheaper price, well it happened with Gamepass too, people bragging about cheap options bla bla, then MS showed the average price people pay for GP is almost the full price option, having several stores to buy from is a great option, even if almost all the users, specially the more casual ones, buy only from Steam.

  • Do you have numbers on Elden Ring?
  • Wukong did better because of China, complete outlier of a game
  • Palword didn't launch on PS5 and there was never a PS4 version

I'm not saying cheaper prices isn't a positive, I'm saying it comes at a cost. As does the piracy that is rampant on PC. When you budget a game, you have to consider the resources in fine tuning the PC release and the reality is there is diminishing returns in putting extra resources into a higher quality PC port. That's just a market reality, so the reaction to that from Alex to suggest pushing zealots to attack developers on twitter is a massive problem, one in which he immediately "walked back" but they didn't edit it out of the video. Stuff like this results in people throwing death threats and abuse at developers. That's just a fact.

You say the average price wasn't a problem for Microsoft, so why did they get rid of those deals?
 
  • Do you have numbers on Elden Ring?
  • Wukong did better because of China, complete outlier of a game
  • Palword didn't launch on PS5 and there was never a PS4 version

I'm not saying cheaper prices isn't a positive, I'm saying it comes at a cost. As does the piracy that is rampant on PC. When you budget a game, you have to consider the resources in fine tuning the PC release and the reality is there is diminishing returns in putting extra resources into a higher quality PC port. That's just a market reality, so the reaction to that from Alex to suggest pushing zealots to attack developers on twitter is a massive problem, one in which he immediately "walked back" but they didn't edit it out of the video. Stuff like this results in people throwing death threats and abuse at developers. That's just a fact.

You say the average price wasn't a problem for Microsoft, so why did they get rid of those deals?
All we have for Elden Ring is: https://www.gamesindustry.biz/elden...ip-since-the-division-european-monthly-charts

The PC version accounted for 44% of sales, followed by PS5 (27%), then Xbox (16%) and finally PS4 (13%)

Considering USA is normally stronger for PC (see Helldivers 2) and the gap in Asia should be even bigger, unless it had much bigger legs on console.. but your point was that PC is more about the legs and less about day 1 right? so i guess it wasn't the case.

And since you bring the piracy stuff, yea this game had no denuvo.

MS got nothing from people paying 1€ for GP, so why not get rid and try to get some of these to pay full price? Average price isn't a problem for MS, not getting enough new suscribers anymore tho... that looks worse.
 

Bojji

Member
Yeah, Europe price is very high but it's not exactly Sony's fault that 22% (average) VAT exist in Europe...

That's money going to governments, not to Sony

So why so far consoles had dollar/euro parity, Sony forgot about VAT before? PS5 was 499$/€. Now pro is MUCH MORE than normal PS5, that's why people from a continent that saved Sony ass in PS3 generation (Sony land vs Xbox land in US) are complaining about ridiculous price.
 

Zathalus

Member
Today must be your first day on the internet, because that's exactly what happens when you tell viewers to go after developers. He even starts out by saying they should throw hate at them, but then says oh maybe hate isn't the right word..
Nothing wrong with going after companies, Alex never said developers. He just said get angry on Twitter.

There are people who aren't core PC gamers who play the same games on PC that they would play on Console and for them the PS5 Pro may be the best value for what they want. Much of the conversation against the Ps5 Pro has been to spoil the conversation about that.
There are plenty of PC gamers that simply don’t enjoy gaming on consoles, and vice versa as well. Sure for those that play on consoles and PC the Pro can be useful, but I highly doubt that is anywhere near a majority.

It would be one thing if he said, don't buy these games with bad ports, but what he said instead was go after developers...
He never even said the word developer. He said get angry on twitter, that’s it. Then swiftly retracted it in his very next sentence. Yeah it’s probably not the best word to use but you’re clearly trying to twist this to be way worse then it is.

I love how someone can just lie and say that piracy isn't a problem on PC while there is a massive backlash over games using Denuvo specifically to beat out piracy.
I never said piracy does not exist, obviously it does. I’m just stating that it doesn’t really have a major impact on sales. For various reasons that have been discussed about piracy extensively.

Cheap games is a massive talking point for PCMR. Games are more heavily discounted on PC... this is a fact.
Yes, PC can get cheap games. These are from key resellers and most gamers actually buy from Steam directly, where pricing mostly aligns with console storefronts. You can also get games for cheap on console or are we pretending the second hand market doesn’t exist? Or that physical games have less profit for the developer and publisher vs pure digital?

You can try to cherry pick specific games, but that's now how an entire industry works. P.S. you definitely made up the Metaphor numbers.
Ah, so you complete ignore my statement about Capcom and Activision stating PC is their biggest market? As for Metaphor sales we’re at 1 million sold when the Steam CCU peaked at 85k, it’s not hard to figure out that the Steam sales were making up a major slice of the total sales.
 

Radical_3d

Member
So why so far consoles had dollar/euro parity, Sony forgot about VAT before? PS5 was 499$/€. Now pro is MUCH MORE than normal PS5, that's why people from a continent that saved Sony ass in PS3 generation (Sony land vs Xbox land in US) are complaining about ridiculous price.
We saved their asses, then closed Liverpool, Evolution and London. And now they spit us in our face with this price. I wish Europe switches to Xbox.
 
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Gaiff

SBI’s Resident Gaslighter
  • Do you have numbers on Elden Ring?
  • Wukong did better because of China, complete outlier of a game
  • Palword didn't launch on PS5 and there was never a PS4 version

I'm not saying cheaper prices isn't a positive, I'm saying it comes at a cost. As does the piracy that is rampant on PC. When you budget a game, you have to consider the resources in fine tuning the PC release and the reality is there is diminishing returns in putting extra resources into a higher quality PC port. That's just a market reality, so the reaction to that from Alex to suggest pushing zealots to attack developers on twitter is a massive problem, one in which he immediately "walked back" but they didn't edit it out of the video. Stuff like this results in people throwing death threats and abuse at developers. That's just a fact.

You say the average price wasn't a problem for Microsoft, so why did they get rid of those deals?
I mean, isn’t this a two-way street? Console gamers also love talking about reselling their physical copies which hasn’t been a thing on PC for decades. The used market completely cuts off the publisher from the money. Only the retailer profits and if it's customer-to-customer, it's basically a lost sale for the publisher. You also must account for the fact that physical copies need to cut in the retailer as well, further diminishing the money that the publisher makes from every copy sold.

I don't think cheaper games on PC is much of an argument for money lost when physical copies and the used market are still so important on consoles.

Also, I feel you guys are missing the point about bad ports with this tangent you've been going on about PC games being much harder to optimize. The bad ports mostly have one issue in common: stuttering. So, talking as if it would cost 10s of millions to not have them doesn't even address the point. You have games like Hellblade 2 using UE5 that are stutter-free on PC. GOWR was ported by a team of 4 engineers with some assistance and the game has almost no stutters. Why? Because the guys at Jetpack said having a smooth and stutter-free experience was a top priority for them, so they put in the necessary engineering efforts and QA. They didn't perform black magic or requested millions of dollars. As such, this argument of yours is a non-factor when it comes to the sate of PC ports. They don't need to invest so much into getting rid of stutters that it would impact their bottom line.
 
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Gaiff

SBI’s Resident Gaslighter
This is from a guy that is the main content creator for Civ VI, that plays exclusively on PC, with what surely an expensive rig, and that loves playing on PC and modding his games:

And this people, is why devs aren't those all-knowing, all-seeing tech gurus that we think they are. Last I checked, you didn't need to log in to GeForce Experience to update your drivers. You can download them and install manually. This has been the case for...a few decades?

Edit: Also, I don't think this guy has anything to do with Civilization besides playing it. No, he most definitely doesn't. That's a random dude.
 
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Pagusas

Elden Member
This is from a guy that is the main content creator for Civ VI, that plays exclusively on PC, with what surely an expensive rig, and that loves playing on PC and modding his games:

Why is he even posting that when Nvidia fixed that issue with the new Nvidia App? You no longer have to login or even have an account to use the app.
 

Sleepwalker

Member
This is from a guy that is the main content creator for Civ VI, that plays exclusively on PC, with what surely an expensive rig, and that loves playing on PC and modding his games:

You dont need to log in to geforce experience, you dont need to even have it installed. This man is a retard.
 

Gaiff

SBI’s Resident Gaslighter
Why is he even posting that when Nvidia fixed that issue with the new Nvidia App? You no longer have to login or even have an account to use the app.
Or you could just download the drivers from the NVIDIA website...
 

Pagusas

Elden Member
Or you could just download the drivers from the NVIDIA website...
Yeah, but he's speaking about the desktop utility, so I'm just addressing that. Plus Nvidia intends to sunset Geforce Experience at the beginning of 2025 and eventually the Nvidia control panel all into the new Nvidia App (which is a huge improvement already), so its better people get use to it now.
 

Radical_3d

Member
And this people, is why devs aren't those all-knowing, all-seeing tech gurus that we think they are. Last I checked, you didn't need to log in to GeForce Experience to update your drivers. You can download them and install manually. This has been the case for...a few decades?

Edit: Also, I don't think this guy has anything to do with Civilization besides playing it. No, he most definitely doesn't. That's a random dude.
I manually download and install my drivers. And make clean installs as well since sometimes not uninstalling gives problems. But I’m not the one defending PC as a comfy couch experience for casuals.
 

Gaiff

SBI’s Resident Gaslighter
I manually download and install my drivers. And make clean installs as well since sometimes not uninstalling gives problems. But I’m not the one defending PC as a comfy couch experience for casuals.
Considering Steam has something like 130M active users, I'd say casuals are fine for the most part. Is it as easy as with consoles? Of course, not. However, the majority of PC gamers are casuals with modest rigs and parts. The fact that there are so many of them and that the numbers over the past decade have exploded tell you it's really not that hard to game on PC.
 

Gaiff

SBI’s Resident Gaslighter
But it’s harder than in consoles.
Okay, but who are you telling this to? You posted that tweet of that dude purported to be a Civ dev (doesn't look like he is) making a dumb comment and now you go "bu but it's easier to game on consoles". So what? Who are you addressing exactly?
 
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Radical_3d

Member
Okay, but who are you telling this to? You posted that tweet of that dude purported to be a Civ dev (doesn't look like he is) making a dumb comment and now you go "bu but it's easier to game on consoles". So what? Who are you addressing exactly?
Well, everybody is posting random PC facts in PS5Pro threads. I wanted to be popular too.
 

Mibu no ookami

Demoted Member® Pro™

So PlayStation was 40% compared to 44% at launch even when PS5 was difficult to find in markets and again this is Europe which received less emphasis in PS5 supply than North America...

I would certainly not call this definitive, particularly taking into account Japan as well.
https://www.gamesindustry.biz/elden...ip-since-the-division-european-monthly-charts
Considering USA is normally stronger for PC (see Helldivers 2) and the gap in Asia should be even bigger, unless it had much bigger legs on console.. but your point was that PC is more about the legs and less about day 1 right? so i guess it wasn't the case.

Again, you're cherry picking games and suggesting that they're the rule and applying the rule to another game, despite a lack of evidence.

I'm not even saying Elden Ring didn't sell better on PC than PlayStation, but again that doesn't define the industry as a whole.

And since you bring the piracy stuff, yea this game had no denuvo.

Okay... Not sure why you're helping my point...

MS got nothing from people paying 1€ for GP, so why not get rid and try to get some of these to pay full price? Average price isn't a problem for MS, not getting enough new suscribers anymore tho... that looks worse.

Got nothing from it? So why did they do it for so long? They were trying to entice people to join and stay. It was clearly costing them money.
 

Mibu no ookami

Demoted Member® Pro™
I mean, isn’t this a two-way street? Console gamers also love talking about reselling their physical copies which hasn’t been a thing on PC for decades. The used market completely cuts off the publisher from the money. Only the retailer profits and if it's customer-to-customer, it's basically a lost sale for the publisher. You also must account for the fact that physical copies need to cut in the retailer as well, further diminishing the money that the publisher makes from every copy sold.

70% of sales on console are digital now and rising.

I don't think cheaper games on PC is much of an argument for money lost when physical copies and the used market are still so important on consoles.

See above.

Also, I feel you guys are missing the point about bad ports with this tangent you've been going on about PC games being much harder to optimize. The bad ports mostly have one issue in common: stuttering. So, talking as if it would cost 10s of millions to not have them doesn't even address the point. You have games like Hellblade 2 using UE5 that are stutter-free on PC. GOWR was ported by a team of 4 engineers with some assistance and the game has almost no stutters. Why? Because the guys at Jetpack said having a smooth and stutter-free experience was a top priority for them, so they put in the necessary engineering efforts and QA. They didn't perform black magic or requested millions of dollars. As such, this argument of yours is a non-factor when it comes to the sate of PC ports. They don't need to invest so much into getting rid of stutters that it would impact their bottom line.

Stuttering is only example of negative impacts of PC ports. The reality is the way UE5 works, it's extremely difficult to get rid of stutter. It's just the nature of the beast, but that's not the only thing that can make a PC port bad.

God of War Rangarok doesn't use Unreal Engine.
 

LordOfChaos

Member
Most states also have a base sales tax and a state tax, so Americans for the majority don't actually pay $700 and call it a day. They pay another 5-13.5% tax on top of the price. Just like in Canada where it varies by province (Alberta pays like 5% vs Nova Scotia who pays 15%), the US varies by states as well.
Pour one out for us 15% homies 🥲
 

Zathalus

Member
Stop acting brand new like you don't know how people act on twitter. They always go after developers.
Yes people can act crazily, but they are hardly the majority nor should someone be held accountable for targeted harassment if they were to say get angry on Twitter about a poor product, which they then immediately clarify in the very next sentence.

Don’t pretend there isn’t a world of difference between the quotes “ DF is out there activating PCMR to drive hate towards developers for bad PC ports” and “get really angry on twitter or something, I don’t know how to explain it”.
 

Gaiff

SBI’s Resident Gaslighter
70% of sales on console are digital now and rising.
For one, I don't believe it's that high. For two, that's still a huge 30% and that's not insignificant.
See above.
You still have at least 30% physical sales and that cut to the retailer. Neither of us can measure the exact impact, so you can't just quote this and act like PC games being cheaper on average for the long term completely offsets this and leads to publishers losing more money, especially when that lower average per copy is often countered by a higher volume over time.
Stuttering is only example of negative impacts of PC ports. The reality is the way UE5 works, it's extremely difficult to get rid of stutter. It's just the nature of the beast, but that's not the only thing that can make a PC port bad.
Stuttering is the single biggest problems. Arguably THE problem. Let's review the bad PC ports lately:

Jedi Survivor - Stuttering
Silent Hill 2 - Stuttering
Dead Space Remake - Stuttering
Gotham Knights - Stuttering

Find my horrible ports that weren't considered terrible due to stutters. Maybe TLOU?
God of War Rangarok doesn't use Unreal Engine.
Shader compilation isn't something unique to Unreal my guy. It has been a thing for decades. Not every UE game stutters and likewise, not every non-UE game is stutter-free. The point I'm making is that other devs also have to deal with PSO caching but they do it properly. When you see that little thing of shaders compiling on PC, but you still end up with a stuttering game, it means that not every PSO has been cached and they compile in real time. The guys at Jetpack could have had the same problem but they said:

Very early on we decided not to just have QA play the game and accumulate PSOs that way, then ship some pre-known set and hope in the wild that players don't look off into a corner. We did the full build offline and created the PSOs offline, so all of the data is known beforehand in the pipeline for us, and it took us a substantial amount of time to get that right.

The first thing they describe is what most devs do, including those using UE. Hellblade 2 is buttery smooth for the most part and uses Unreal Engine, so clearly, with due diligence, getting rid of stutters is entirely possible, and it won't cost 10s of millions in engineering and QA that would rightfully make the publisher recoil. So the argument that PC doesn't make enough money upfront completely ignores the reality of what problems plague PC ports. No one is asking devs to optimize games like they do on consoles. No one is asking devs to implement features that can make PCs rivals the consoles I/O solutions. We're just asking for games that don't stutter and answering us with, "well, devs don't bother because it would cost too much money" is asinine.
 
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PaintTinJr

Member
...

What kind of question is this? If they don’t put in the resources needed and we end up with duds, they’re bad ports. To us consumers, the means hardly matter, it’s the ends that do. I also love how you guys shill so hard for a platform that you side with the corporations delivering shoddy products to paying customers and are seriously going back to the "PC doesn’t bring money," and "PC is a pirate’s haven". Seriously? We have fucking paying customers on PC and these days, there are comically more of them than there are on Xbox, yet you lot side with the publishers fucking them over with garbage ports because the money they fork over isn’t worth the effort? Then why sell it to them in the first place? Not that any of that is true anyway, PC makes a lot of money, which is why so many devs/publishers who had previously snubbed it are shifting their focus towards it.
Bit of a strawman when I said nothing of piracy, and said Day 1 money to fund AAA games, I didn't say money isn't made on PC.

And the question is one where PC gamers - like I have been primarily in the past up until Steam and HL2 :) - appreciate that it goes with the territory and that it is easier to beta test on PC with released products knowing who bought your product, what hardware they have and what problems than a catch all attempt with zero sales, and still have the likelihood of lots of support complaints. IMHO it is a fair balance against the platform's other advantages and more along with gaming's maxim of you can have any two of three.
 
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SweetTooth

Gold Member
Agree to disagree. Sony had to make what no other console manufacturer has done so far and put the R&D to have IA reconstruction in consoles without nVidia. If you compare with the gap in price an nVidia card has over its equivalent in raster with AMD the difference is larger, but nVidia is the market leader and Sony has to make up for that investment in about 10 million units. Then the 2TB and a ~650€ console is completely reasonable. The drive is priced unreasonable but that’s still -720€ with drive. Not 950€. And with wages far superior than in the old continent. To me USA is a hell hole where I wouldn’t spend the rest of my life in, but complaining about the price of technology there is like complaining about healthcare here.

Finally someone who appreciated Sony's efforts in R&D.

Thank you sir
 

mitch1971

Member
It was triggering to come here looking fpr Pro discussion and get 2 whole pages arguing over TV's
chanel west coast page GIF

James Franco Reaction GIF

welcome origin GIF
 

James Sawyer Ford

Gold Member
The price would have been almost right if it included a disc drive. At $700 without a disc drive, the price most definitely isn't right.

80% of the users download games instead. A disc drive is a waste for most users like myself with only digital libraries

They went with 2TB instead, a good move, I have zero need for a disc drive
 

AW_CL

Member
We are excited to see how Dragon Age: The Veilguard will lean into the power that PS5 Pro unlocks for players. Whether you love deep progression, strategic combat, or diving into the lore of Dragon Age, you will immediately notice the improved experience with PS5 Pro. The game's Fidelity and Performance modes will both see improvements on the hardware, including improved resolution in 30FPS Fidelity and 60FPS Performance modes. Additionally, there will be various improved visual settings across 30FPS Fidelity and 60FPS Performance mode.

The team at BioWare is proud of how immersed players will be when they enter the beautiful world of Thedas, with upgraded image quality thanks to Sony's new AI-based upscaler, PSSR. We've enabled Raytraced Ambient Occlusion (RTAO) in the 60FPS Performance mode, which previously was only available on the base PlayStation 5 with 30FPS Fidelity mode.
 

Gaiff

SBI’s Resident Gaslighter
Bit of a strawman when I said nothing of piracy, and said Day 1 money to fund AAA games, I didn't say money isn't made on PC.
The piracy point was more of a generalization addressing the other poster in the same post. I also disagree about the money to fund AAA games on Day 1. Look at the sales of games like BG3, Elden Ring, Palworld, or Cyberpunk on PC Day 1.
And the question is one where PC gamers - like I have been primarily in the past up until Steam and HL2 :) - appreciate that it goes with the territory and that it is easier to beta test on PC with released products knowing who bought your product, what hardware they have and what problems than a catch all attempt with zero sales, and still have the likelihood of lots of support complaints. IMHO it is a fair balance against the platform's other advantages and more along with gaming's maxim of you can have any two of three.
This is perfectly understandable. I'm not expecting PC games to be as well optimized as console games. Consoles have a huge advantage on that front. All I ask is games that don't stutter like hell. Surely, this is feasible and doesn't require millions of dollars in QA, does it?
 
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So PlayStation was 40% compared to 44% at launch even when PS5 was difficult to find in markets and again this is Europe which received less emphasis in PS5 supply than North America...

I would certainly not call this definitive, particularly taking into account Japan as well.
https://www.gamesindustry.biz/elden...ip-since-the-division-european-monthly-charts


Again, you're cherry picking games and suggesting that they're the rule and applying the rule to another game, despite a lack of evidence.

I'm not even saying Elden Ring didn't sell better on PC than PlayStation, but again that doesn't define the industry as a whole.



Okay... Not sure why you're helping my point...



Got nothing from it? So why did they do it for so long? They were trying to entice people to join and stay. It was clearly costing them money.
The gap in Asia is much bigger than in Europe for PC so i wouldn't take it into account, like around over 300.000 steam reviews of the game are from there.

I didn't cherry pick, i just named a recent game where we have exact data about the sales diff between USA and Eur, Europe has always been known to be a console (and Playstation centric), while USA leans more to PC, and the gap in Asia is just huge right now.

And it was 40% to 44% thanks to PS4, now that's gone with next-gen games only.

About the piracy, if your point was that even wit the "problem" of the piracy games can sell better in PC, my bad then
 

Mibu no ookami

Demoted Member® Pro™
For one, I don't believe it's that high. For two, that's still a huge 30% and that's not insignificant.

Check Sony's financial reporting. 70 and rising. No one is saying 30% is insignificant, but when your entire used market has a cap of 30% of games sold, it's not going to shift the massive discounting and piracy that is on PC.

You still have at least 30% physical sales and that cut to the retailer. Neither of us can measure the exact impact, so you can't just quote this and act like PC games being cheaper on average for the long term completely offsets this and leads to publishers losing more money, especially when that lower average per copy is often countered by a higher volume over time.

Whether a game sells physically or digitally makes no difference. Either 30% is going to Sony or 15% to Sony and 15% to retailers. The biggest difference is the physical mark down and used sales which have diminished over the years.

I don't need to prove anything here. My point is that if publishers/developers thought making better PC ports would lead to additional revenue, they would put their resources there.

Stuttering is the single biggest problems. Arguably THE problem. Let's review the bad PC ports lately:

Jedi Survivor - Stuttering
Silent Hill 2 - Stuttering
Dead Space Remake - Stuttering
Gotham Knights - Stuttering

Find my horrible ports that weren't considered terrible due to stutters. Maybe TLOU?

TLOU had nothing to do with stutters. Again proving my point for me. FF16 is another bad PC port.

Shader compilation isn't something unique to Unreal my guy. It has been a thing for decades. Not every UE game stutters and likewise, not every non-UE game is stutter-free. The point I'm making is that other devs also have to deal with PSO caching but they do it properly. When you see that little thing of shaders compiling on PC, but you still end up with a stuttering game, it means that not every PSO has been cached and they compile in real time. The guys at Jetpack could have had the same problem but they said:

Very early on we decided not to just have QA play the game and accumulate PSOs that way, then ship some pre-known set and hope in the wild that players don't look off into a corner. We did the full build offline and created the PSOs offline, so all of the data is known beforehand in the pipeline for us, and it took us a substantial amount of time to get that right.

No one said it was unique to unreal. You love love love straw man arguments. Nearly every major game released on UE5 has had stutter issues on PC. Could you put together a list of games that didn't?

The first thing they describe is what most devs do, including those using UE. Hellblade 2 is buttery smooth for the most part and uses Unreal Engine, so clearly, with due diligence, getting rid of stutters is entirely possible, and it won't cost 10s of millions in engineering and QA that would rightfully make the publisher recoil. So the argument that PC doesn't make enough money upfront completely ignores the reality of what problems plague PC ports. No one is asking devs to optimize games like they do on consoles. No one is asking devs to implement features that can make PCs rivals the consoles I/O solutions. We're just asking for games that don't stutter and answering us with, "well, devs don't bother because it would cost too much money" is asinine.

One thing you left out of the God of War Ragnarok interview is that they had two years with an entirely finished game on their hands... So maybe that is the solution you're asking for? All PC games should wait two years to port.

See how dumb straw man arguments are?

But the reality is you are comparing apples and oranges with Ragnarok a game that they had way more time to deal with.
 

Mibu no ookami

Demoted Member® Pro™
The gap in Asia is much bigger than in Europe for PC so i wouldn't take it into account, like around over 300.000 steam reviews of the game are from there.

I didn't cherry pick, i just named a recent game where we have exact data about the sales diff between USA and Eur, Europe has always been known to be a console (and Playstation centric), while USA leans more to PC, and the gap in Asia is just huge right now.

"I didn't cherry pick, I just cherry picked."

And it was 40% to 44% thanks to PS4, now that's gone with next-gen games only.

Somehow you think you can combine PC numbers but not PlayStation numbers? Similarly, there are games that have minimum requirements that no longer play on older rigs. What's growing faster PS5 and PS5 Pro or PS5 and above spec'd PCs?

About the piracy, if your point was that even wit the "problem" of the piracy games can sell better in PC, my bad then

LOL, no, you would like that to be my point. My point is that piracy is a reason why developers don't spend more time making the perfect PC ports.
 

SweetTooth

Gold Member
The price is still crazy,

No its not really, you have to measure it within the same environment and apply some rational thinking, I will give you an example:

Xbox Series X 2TB is $599
Xbox Series X 1TB is $499
PS5 slim is $499
PS5 all digital $450
PS5 disc attachment $80
Compatible 1TB nvme PS5 ~$70-110
RTX4070 is $599


Now..

With PS5Pro ..you get an added 1TB over PS5 slim ( worth ~70-110) plus massive boost to gaming performance comparable to RTX4070 sprinkled with DLSS like tech in PSSR.

For $700

That's for gaming environment .. if you branch out of gaming PS5Pro is actually cheap for its components and what it delivers, now compare it to Samsung Galaxy watch ultra at $650?! Or Apple watch Ultra 2 at $800

Pro at $700 doesn't sound bad now is it?
 

Gaiff

SBI’s Resident Gaslighter
Check Sony's financial reporting. 70 and rising. No one is saying 30% is insignificant, but when your entire used market has a cap of 30% of games sold, it's not going to shift the massive discounting and piracy that is on PC.
We have absolutely no data on piracy. It's basically impossible to count the money lost due to it, so I have no idea why you bring this up.
I don't need to prove anything here. My point is that if publishers/developers thought making better PC ports would lead to additional revenue, they would put their resources there.
Your point is that publishers make the smartest financial decisions? Yeah, I can't agree with you there. Jedi Survivor for instance had major issues on Steam and years after launch, the game was still plagued by performance issues. Wouldn't it have been smarter to invest in the proper QA to ensure it launched properly? Same for Cyberpunk that got delisted and lost millions because again, they rushed the game. You're postulating that they all take the best avenues to maximize profits and that's untrue.
TLOU had nothing to do with stutters. Again proving my point for me. FF16 is another bad PC port.
And FF XVI sucks on PlayStation too. Most games outside of UE5 are adequate on PC. Are they perfect? Far form that, but the argument I'm making is that they don't need to invest millions into optimizing them to get console-like efficiency. All they have to do is get rid of the stutters in UE5 games and you would barely hear about bad PC ports anymore.
No one said it was unique to unreal. You love love love straw man arguments. Nearly every major game released on UE5 has had stutter issues on PC. Could you put together a list of games that didn't?
Someone doesn't know what a strawman is. You're proving my point. Here is what you said earlier:

Stuttering is only example of negative impacts of PC ports.

As if stuttering was just one of many issues. The reality is that it is THE NUMBER 1 issue. Then you ask me to list UE5 games that don't have stuttering which was my point...stuttering on UE5 games is the major problem. Outside of that, most games on PC are fine. This leads back to my argument that devs not investing into PC because it isn't worth it doesn't make sense. Investing the money into not having stutterfests on PC wouldn't cost them millions of dollars, so why are we talking about piracy or PC games being cheaper as if those were the cause for devs not putting the money to have games that don't stutter? It doesn't cost that much to have the QA and engineering for stutter-free experiences.
One thing you left out of the God of War Ragnarok interview is that they had two years with an entirely finished game on their hands... So maybe that is the solution you're asking for? All PC games should wait two years to port.
Which is offset by the fact that they were a team of 4 dudes.
But the reality is you are comparing apples and oranges with Ragnarok a game that they had way more time to deal with.
Did they? Because again, that's a tiny team and a lot of their time was spent porting the game to DX12 from scratch, something multiplat devs don't have to deal with. Not to mention that multiplat devs start development for the PC build very early on. They don't wait until the last 2 years and assign four guys and tell them go to work. If anything, the GOWR example proves that with proper care, a relatively small team can get rid of this problem. I also like how you conveniently ignored Hellblade 2, but I guess this wouldn't help your cause, would it?

Get rid of UE stutters. 90% of the bad PC ports suddenly disappear. Get rid of all stutters? Probably 95% of your bad ports are not bad anymore.
 
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Mibu no ookami

Demoted Member® Pro™
No its not really, you have to measure it within the same environment and apply some rational thinking, I will give you an example:

Xbox Series X 2TB is $599
Xbox Series X 1TB is $499
PS5 slim is $499
PS5 all digital $450
PS5 disc attachment $80
Compatible 1TB nvme PS5 ~$70-110
RTX4070 is $599


Now..

With PS5Pro ..you get an added 1TB over PS5 slim ( worth ~70-110) plus massive boost to gaming performance comparable to RTX4070 sprinkled with DLSS like tech in PSSR.

For $700

That's for gaming environment .. if you branch out of gaming PS5Pro is actually cheap for its components and what it delivers, now compare it to Samsung Galaxy watch ultra at $650?! Or Apple watch Ultra 2 at $800

Pro at $700 doesn't sound bad now is it?

The other factor is this is going to drop in price in 2026, maybe even as early as 2025 if they're forced to...

We're going to be looking at at least a 50 dollar price cut across the PS5 Family, if not 100 dollars.

PS5 Slim Digital - 350-400
PS5 Slim - 400-450
PS5 Pro - 600-650

My guess is if they can make it to 2026, we'll see the full 100 dollar price cut, if not we'll see 50 dollars maybe temporarily like we've seen the last year or so.

350 for a PS5 Slim Digital is a great value.
 
"I didn't cherry pick, I just cherry picked."



Somehow you think you can combine PC numbers but not PlayStation numbers? Similarly, there are games that have minimum requirements that no longer play on older rigs. What's growing faster PS5 and PS5 Pro or PS5 and above spec'd PCs?



LOL, no, you would like that to be my point. My point is that piracy is a reason why developers don't spend more time making the perfect PC ports.
Impossible not to cherry pick as there's no data for everything, but if you find some game that does better in PC than in PS in Europe but better on PS than PC in USA that might make me think we could be wrong on that USA leans more to PC than Europe.

Yes that happens to PC, but Elden Ring had 150m? potential buyers from Playstation while Dragon's Age has 65m (both on release), while for PC, based on requirements, it lost around 5-6% potential buyers, far from that 60-65% on PS. About what's growing faster, who knows, but pretty much every PC sold right now is PS5 and above specs.

And just to be clear, i dont think PC ports are that bad etc, you just said FF16 on PC is a bad port, is it good on PS5?, or is AW2, Wukong, Hellblade 2 or SH2 better in console? Well depends, SH2 was good enough in PC, just like on PS5, could be better but not terrible, and im sure many people wouldn't even know or talk about stutter on console if it wasn't cause DF said it.
 

Mibu no ookami

Demoted Member® Pro™
Impossible not to cherry pick as there's no data for everything, but if you find some game that does better in PC than in PS in Europe but better on PS than PC in USA that might make me think we could be wrong on that USA leans more to PC than Europe.

Yes that happens to PC, but Elden Ring had 150m? potential buyers from Playstation while Dragon's Age has 65m (both on release), while for PC, based on requirements, it lost around 5-6% potential buyers, far from that 60-65% on PS. About what's growing faster, who knows, but pretty much every PC sold right now is PS5 and above specs.

You lose 2.78% just moving the minimum requirement from 12GBs to 16GBs... That doesn't even begin to hit how many people actually play games on minimum requirements.

You think PS5 which is already at more than 50% of the PlayStation platform has a loss of 60-65%? Make that math work for me. By the end of the year, PS5 will probably be closer to 70 million units sold. So we're looking at closer to 42 percent lost.



And just to be clear, i dont think PC ports are that bad etc, you just said FF16 on PC is a bad port, is it good on PS5?, or is AW2, Wukong, Hellblade 2 or SH2 better in console? Well depends, SH2 was good enough in PC, just like on PS5, could be better but not terrible, and im sure many people wouldn't even know or talk about stutter on console if it wasn't cause DF said it.

I mean you can scroll steam for bad PC port reviews... You'll find your answer.
 
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