Comments 2,605

Re: Rumour: Concord Cost $400 Million, Sony Believed It Was the 'Future of PlayStation'

GamingFan4Lyf

Cost of buying studio + development costs post-acquisition + advertising + making animated features + disc manufacturing.

Then you take into account having to pull all those unsold manufactured discs as well as refunds.

I mean, when it was found that Spider-Man Remastered cost...what...$150 million (or was that The Last of Us Part 1?), it probably shouldn't surprise anyone at this point what a whole new game costs Sony to develop.

Even still, Sony...uhm...ponies up a lot of money for its games. It's no secret why Sony keeps upping prices on things, is moving closer and closer to Day 1 PC releases and the Pro is costing so much without a stand and disc drive.

I know it's really cool to see all the impressive things Sony does for advertising its titles (like painting whole subway cars), but I think Sony is starting to see that it's really hurting ROI.

Re: Reaction: Why There Are So Many Unnecessary PS5 Remasters for Games That Don't Need Them

GamingFan4Lyf

I just think it's dumb that PS4 games are getting "Remasters" on PS5.

I get that the original still exists and the remaster is optional, but at what point does "principle" set in? I feel like there is a much better way to train your junior developers than to remaster a game that doesn't need it.

Look at Nintendo. Splatoon was born from junior developers cutting their teeth in game development. I believe ARMS was as well. While ARMS never took off like Nintendo wanted it to, it still had its day and I am sure still made some profit.

Heck, Astro Bot is the perfect "training ground" for new developers. Do more like that!

Re: Sony Priming 'Even Less Exciting' PS5 Remaster for State of Play

GamingFan4Lyf

@B_Lindz I mean, most people treat the Switch like a secondary machine. It's less competition and more of a companion console. I would guess that most people have a PlayStation and/or Xbox as well as a Switch.

Sure, it competes for TV time, but I don't think it directly take away a sale as people will gladly buy The Legend of Zelda AND Horizon - even if one of those games is bought a few months later than the other.

Xbox is seen more as the direct competition because a vast majority of people will pick one or the other.

Re: Sony Priming 'Even Less Exciting' PS5 Remaster for State of Play

GamingFan4Lyf

Y'all better start buying some Series X consoles if you want Bloodborne to get a native PS5 version. Why should Sony bring out the big guns when it doesn't have to?!

Heck, I look for Sony to remaster every PS4 game it made/published EXCEPT Bloodborne unless it starts getting some serious heat to do so.

Must be pretty boring sitting up in that ivory tower!

Re: Final Fantasy 7 Rebirth's Huge PS5 Pro Enhancements Are a 'Vast Improvement'

GamingFan4Lyf

Nice that it gets a perceived visual quality boost thanks to PSSR. I am playing the game in Quality Mode - the 30fps doesn't bother me one bit - so I am not too fussed about the overall image quality (I just hate the lighting model as it feels like a downgrade from the first game).

I also think this really helps to ground expectations for the PS5 Pro. So far what has been shown off is games running in their Performance Modes but boosted to a more convincing 4K image thanks to PSSR.

This isn't going to be a thing where Quality Mode at 30fps (which generally run with higher visual settings and resolution) will suddenly run at 60fps on the Pro.

There may be some rare cases (like if a developer chose to have a 30/40fps but has there was already overhead to run at like 50fps if unlocked), but I think the overwhelming amount of patches are going to rely on using PSSR to get Performance Modes up to "4K".

New games being developed will probably provide better results on the Pro, but I foresee a majority of current game patches being relatively "low effort" patches.

Re: PS6 Is Already Deep in Development, Backwards Compatibility of High Importance

GamingFan4Lyf

@twitchtvpat @LogicStrikesAgain I think it would be a tough sell with PS5 and Series X still on the market for the same price and significantly more capable.

I think Nintendo is going more for that Series S price point market. $299 is still very achievable - given that the Switch is based on...what...2012 hardware. I seriously doubt the Switch 2 will be based on "latest and greatest", either.

A Switch 2 will be more powerful simply by virtue of the passage of time and how CPUs have become more efficient and can do more at even the cheaper end than the current Switch.
Plus, RAM is cheaper per GB than before.

I could see Nintendo (and Nvidia) shooting for the same native resolution as the current Switch for GPU power just with some Tensor cores for DLSS capabilities to push a 4K image so it looks cleaner on a TV than the previous model - again, just by virtue of chips being more efficient, it will be an "automatic" upgrade over current technology.

Plus, the biggest complaint with the Switch from third-party developers wasn't the GPU, it was the 3.5 GB of usable RAM for games and the weak CPU.

I think $499 is just a hard sell given that Nintendo markets to a broader audience. $399 at the absolute "worst price". Maybe $349?!

Re: PS6 Is Already Deep in Development, Backwards Compatibility of High Importance

GamingFan4Lyf

@ChrisDeku "Nintendo releases their $500 Switch 2 that’s barely able to play PS4 levels of fidelity"

And, yet, release games that have more creativity and charm than Sony (barring Astro Bot - which is the best thing Sony has put out in years) and Microsoft put together despite not being a graphical powerhouse.

Though I doubt it will be $500. It will probably still be in the $300 sweet spot as it doesn't even need to be that much more powerful than a Switch with (presumably) Nvidia AI technology handling most of work. More RAM and a better CPU is about all it needs. Nintendo would have a hard time with a $500 price point (I know I wouldn't pay it).

Personally, I don't care anymore.

Microsoft can continue tearing its console gaming division apart and become the next SEGA and Sony can continue to bend its customers over a barrel (and get defended for it because it's PlayStation) - I have moved on to an open ecosystem where I am not bound by the shackles of...whatever those companies decide to do with their player bases.

Re: PS6 Is Already Deep in Development, Backwards Compatibility of High Importance

GamingFan4Lyf

@Fiendish-Beaver With Microsoft spending to become the biggest publisher in the world and making significant bank on that investment by having a multi-platform approach, Microsoft can afford to subsidize consoles.

With Sony spending its way to being the only console on the market and having to turn to PC to help with getting an ROI, Sony will be putting the price on the backs of consumers instead because it can't afford to subsidize.

But as long as Sony continues to have the great exclusives, who cares if it will cost $900 for the console, right?!

Re: Sony Boss Says 'PCs Are Difficult to Set Up', Firm Will Focus on PS5

GamingFan4Lyf

@NEStalgia I am not on the fence anymore. I pulled the trigger about a month ago! I missed this world!

I am very tempted to sell my Xbox Series X as I really don't need it anymore except to some of the games I don't have on PC (yet, but plan to at some point in the future).

The PS5 I will keep just because there are still games there that aren't on PC (and may not be guaranteed to get PC releases) - but if/when FF7 Rebirth, Astro Bot, Demon's Souls, Spider-Man 2, and Stellar Blade ever come to PC, I will get rid of the PS5 too as those are the only games I have that don't have PC equivalents.

I can always emulate the Xbox and PlayStation games I own that don't have official PC releases and never will (e.g. Resistance, Lost Odyssey, Blue Dragon, Uncharted 1 - 3, etc.).

I have 6TB of space to work with between 2 internal M.2 drives (1 2TB Western Digital Blue 6GB/s read that came with the PC and is the primary system drive and 1 2TB Samsung 990 Pro 7.4GB/s Read that I got for $150 and have almost filled up with games) and 1 2TB External HDD that I used to have hooked up to my Series X that I use for Emulators and applicable games as well as set as my default Windows Downloads location (to help save on Write operations on my M.2 drives).

Re: Sony Boss Says 'PCs Are Difficult to Set Up', Firm Will Focus on PS5

GamingFan4Lyf

@NEStalgia @B0udoir I had a Diamond Monster 3D accelerator (Voodoo 1). I remember there was a cable that had a male and female VGA adapter. One screwed into the onboard video output and the other connected to the monitor. I remember playing the original Unreal for the first time and wondering how the graphics in that game were even possible!

Plug and Play was still young then - and sometimes didn't work as expected, requiring manual intervention.

I remember, in college, I upgraded from 8MB of RAM to a whopping 32MB of RAM. I was hot stuff!

I also remember being the only person to be able to play GLQuake when everyone else had to rely on software rendering. I could see rockets coming at me from a mile away due to the light corona that were added - made people so mad during out dorm Deathmatch nights.

I still relive those glory days of DOS using DOSBox as well as using the official Roland SoundCanvas VA virtual synthesizer, FalcoSoft Midi Player to host SCVA (I also use MUNT for MT-32 and CM-32L emulation), LoopMidi to act as a virtual Midi Port, and CoolSoft Midi mapper to ensure that all Midi files played in Windows are routed to the FalcoSoft Midi player using LoopMidi rather than using the built-in Windows GS Synth.

And if anyone who reads what I wrote is scratching their heads at the complexity of it all will now understand that everything I do is actually even less complicated than it used to be with requiring an actual Roland SC-55 unit, cables to connect to the external Midi device, cables to connect back to your computers Audio In port so that the music comes out of your PC speakers along with the game audio, and then going into setup executables for every game to ensure Music and Audio devices are pointing to the correct place.

Heck, I remember you had to setup how many simultaneous sounds you would like to have as some sound cards could only handle a few sounds at a time. DOOM had a max of 8 possible sounds at once.

Plus, there was a huge difference between using General Midi, Soundblaster, Gravis Ultrasound, MT-32, and even AWE32 music! Redbook - or CD audio - wasn't around for a while and that was only 16-bit 44Khz Stereo. It was years before digital 24-bit 48Khz multichannel audio came around for games!

It's great that DOOM 1 & 2 on Steam still has the original WAD files because sometimes its fun playing them through DOSBox (though I will say that the Enhanced Music for E1M1 of DOOM in the latest release is amazing). The best part is that it still requires going into the Setup to change some settings - thankfully they added the option to do so. With the previous DOOM on Steam, you had to find the DOOM setup.exe online to change settings (or edit the cfg file if you had the menu option numbers memorized).

I mean, sure there are Source Ports like GZDoom that require no extra setup, but that just goes to show how much easier gaming has changed today.

But I think I have officially aged myself.

Re: Sony Boss Says 'PCs Are Difficult to Set Up', Firm Will Focus on PS5

GamingFan4Lyf

"PCs are difficult to set up"

Having taken a 12 year hiatus from PC in favor of consoles and then returning to PC, I can honestly say PC gaming has never been easier!

Heck plenty of games have an Auto-Detect Setting. Nvidia has settings profiles for games, too.

If you just simply want to play the game, you almost never have to go into the Settings menus if you don't want to and still have at least console quality settings.

I got God of War for PC recently for like $10. Out of the box in its Original Graphical Preset (which match the PS4 settings), it looks fine and runs at like 140fps @1440p. If you had no care about using Ultra settings (which runs at around 90 - 120 fps @1440p), then all you have to do is push start and go.

People always say, "Well you can't build a PC for $700 to match PS5" - which is true. But a PS5 also doesn't support games prior to PS4 where as PC can cover games over the last...what...50 years?! Granted, sometimes you have to get community patches for really old games (Max Payne has a music bug that is easily fixed with a quick download), but most of those are a Google Search away (or heck, even the Steam Discussion board for the game will have answers with Links) and come with instructions and sometimes even have Installers to guide you through the process!

So, no...you can't get a PC that matches a PS5 for $700, but you can spend $1500 - $2000 for a PS5, PS4, PS3, PS2, PS1, Series X, X360, OG Xbox, Switch, Wii U, Wii, Gamcecube, N64, SNES, NES, Dreamcast, Sega CD, Sega Genesis, Sega Master System, Atari, Arcade Machine, Turbo Grafx 16, etc., etc. all wrapped into one - and will probably still outclass the next consoles.

Re: Final Fantasy 7 Rebirth 'Hugely Improved' on PS5 Pro, a 'Night and Day' Difference

GamingFan4Lyf

@DualWielding I am sure Digital Foundry has seen a lot of the PS5 Pro well before any of us.

They knew about the Series S well before it was announced, too.

I would bet they have seen the Switch 2 in action as well.

Of course, NDA prevents them from stating as such so they always talk about these things as if it's all "rumor" until it's officially confirmed.

It is good to know that PSSR is seemingly shaping up to be as beneficial as DLSS.

I'm still not getting a PS5 Pro, but for those who do, it sounds like a winner in the image quality arena.

Re: Japan Sales Charts: Astro Bot Barely Registers at Retail, PS5 Numbers Plummet After Price Hike

GamingFan4Lyf

These Astro Bot numbers make me sad.

While I am sure Astro Bot doesn't need to be a mega-million seller to be profitable, having mega-million sales would send a nice message to Sony that people still love these smaller first-party games that Sony abandoned in favor of blockbusters.

Hopefully it's just a matter of Japanese consumers preferring to buy digitally rather than physical.

I also hope it resonated more on in other regions as Japan really is Nintendo territory these days.

Re: Poll: Would You Buy PS5 Pro If It Was Cheaper?

GamingFan4Lyf

I think $699 is fine…if the drive and stand were included - especially since it has 2TB of storage.

As it stands (no pun intended), the target audience for this - who still prefer physical media - are looking at closer to $800 due to having to buy the drive.

Perhaps Sony should have come out with one that only had 1TB and a disc drive that cost $599 - $649.

Re: Lack of Competition from Xbox Partly Why PS5 Pro Is $700, Says Analyst

GamingFan4Lyf

@mariomaster96 I mean, it is partly Microsoft's fault by not delivering games that resonated with people as well as giving the advertising department a shoe-string budget to work with.

Sony also did a great job making PlayStation synonymous with gaming.

But the thing is, apparently people ARE interested in Microsoft games as the second Microsoft started announcing PS5 games, there were articles and comments everywhere with port requests left and right!

The idea of buying the console for the games they asked for was out of the question despite those people telling Xbox fans to buy a PlayStation if they want to play Sony games

So, here we are.

Re: PS5 Pro Pre-Orders Will Be Exclusive to PS Direct for Two Weeks

GamingFan4Lyf

@Ravix Stars level would be pretty cheap way to determine "active user". I have used my PS5 a lot this year and my Stars level is still 1 because I don't actually buy anything from PSN.

In order to achieve Level 2, I would need to make a full game purchase off PSN. Pretty garbage move to lock Stars levels behind digital-only purchase, if you ask me!

Not that I ultimately care about my Star level, just saying it's not a reliable source of determining who is "Active" on PlayStation.

Re: Metal Gear Solid Delta PS5 Won't Be 'a Hideo Kojima Game'

GamingFan4Lyf

@Octaslasher On one hand, I see your point; on the other had, if someone decided to take a Tarantino film and made it animated by painting over the original film and still use all the voice work and music, it’s still technically the film Tarantino directed, but with the addition of an art director.

Re: 'It Felt Like Putting New Glasses On,' Claims First PS5 Pro Hands On

GamingFan4Lyf

@PuppetMaster Did it though?

I mean Doom wasn't 3D but had 3d movement. There were plenty of 2D dungeon crawlers. Elder Scrolls was 2D for a while.

Star Fox ran at 15fps. There were 2D versions of the same kind of on-rails shooter like Space Harrier that ran much faster.

Out of the World. It was 3D on a 2D plane. There were plenty of games like Prince of Persia that weren't 3D. The 2D versions ran better.

Flashback - again, 2D. Blackthorne had similar gameplay and wasn't 3D rendered - and ran faster.

It wasn't until 3D had matured due to significant R&D and investment when things like Super Mario 64 actually changed the way we play games in 3D.

Real-time RT COULD have gameplay purposes if it was invested in. Like, I know Digital Foundry created a camera obscura in Minecraft RTX thanks to real-world behaviors of path-tracing. Colored lights can be blended together to make other colors.

I could see puzzle games using RT lighting for something.

If there was better hardware to run it fast enough for competitive multi-player, I could see using mirrors, world reflections, and even player shadows as a means to locating enemies on a battlefield.

I could see reflecting light from the sun as a means to signaling players - or heck even the reflection of light off a sniper scope to locating enemies snipers - and also changing the strategy for said snipers.

Or heck, actual flashlights in games having real use as most games where flashlights are β€œrequired” always seem to have enough light where it’s not needed rather than being pitch black due to absence of light.

Quake 2 RTX actually does this and it completely changes how one progresses through stages.

There is a lot that CAN be done with it...but with really only Nvidia and Intel taking it seriously (AMD just reacts), it's taking a lot longer for the technology to mature.

Just because it hasn't been used for gameplay, doesn't mean it has no gameplay implications.

Re: MGS: Master Collection Vol. 2 Is in the Works, But Games Not Decided Yet

GamingFan4Lyf

@PuppetMaster Konami’s investment in actually making sure the game runs fine is a much different conversation than the feasibility of porting the game.

I have zero confidence in modern Konami to make it happen. Konami will want to make it as cheap as possible.

As impressive as MGS Delta looks, it’s literally only a new coat of paint plastered over the original game - animations and all!

Re: 'It Felt Like Putting New Glasses On,' Claims First PS5 Pro Hands On

GamingFan4Lyf

@PuppetMaster So did 3D at one point. But thanks to R&D and investment, it's trivial to render.

By your logic, almost everything that makes up game visuals is cosmetic. Who needs lights and shadows? Who needs textures? Heck, who needs character models for that matter?

Yes, real-time RT hasn't been used for any gameplay purposes as far as I know. But it is important for companies to invest in so it is no longer resource heavy.

If people had the same attitude about 3D rendering as people have for real-time RT, we wouldn't have progressed past SNES days.

The bottom line is that the more complex environments get, the harder and harder it gets for developers to convincingly light those scenes. Real-time RT being the standard means that lighting those complex scenes convincingly is a heck of a lot easier.

Re: 'It Felt Like Putting New Glasses On,' Claims First PS5 Pro Hands On

GamingFan4Lyf

@PuppetMaster Real-time RT has more than just a cosmetic benefit. Much like how enhancements in 3D rendering have allowed developers to do things that would have taken forever using traditional 2D hand-drawn methods, Real-time RT can allow developers to light scenes much faster than continuing to have to hand-craft lighting to look convincing.

The fact that a lot of RT doesn't look much different than the rasterized version is a huge credit to the artists creating those scenes. But the amount of labor that it took to light those scenes to look even close to RT can be simply reduced if real-time RT becomes a standard (which requires R&D and actual investment in the technology).

Re: 'It Felt Like Putting New Glasses On,' Claims First PS5 Pro Hands On

GamingFan4Lyf

I have been playing Rebirth on Quality Mode and it looks fine to me - even at 30fps.

Though...is it just me or does the lighting and skin rendering of Rebirth look worse than Remake?

Forget the whole resolution issue, I feel like Remake just looked better overall. Only thing I can think of is that there really wasn't a lot of direct sunlight in Remake and the game just had a different look with all the artificial lights rather than Rebirth actually being considered a "downgrade". I do prefer the look of Remake, though for some reason.

@UltimateOtaku91 Final Fantasy VII Remake for Switch confirmed! πŸ˜‚

Re: All PS5 Pro Compatible Games

GamingFan4Lyf

@Orpheus79V Agreed. I am sure this is just the start of PSSR. I am sure it will be front-and-center of the PS6 feature set.

But yeah, without actually seeing DLSS in action, it's hard to wrap your head around just how amazing it is. It is essentially a form of anti-aliasing with the benefit that the GPU renders a lower internal resolution to achieve the same image quality.

The image quality that consoles players have experienced with FSR is not representative of the power of upscaling technology (and honestly, does FSR a disservice all together as developers use it as a crutch to get a 1440p 30fps game to a 720p 60fps game and upscale to 4K rather than using it as intended: which is to get a 1440p/60fps game to look like a 4K/60fps game).

Re: All PS5 Pro Compatible Games

GamingFan4Lyf

@LowDefAl Agreed. I think it does matter for some older games to know the raw output of the GPU. I can get Alien Isolation to run above 500fps if I turn off V-Sync. But, yeah, with AI taking the helm for a lot of games, hardware can essentially "punch above its weight".

If I crank Alan Wake 2 all the way up and keep things native without any frame generation at all...the framerate is basically 30fps in Cauldron Lake (and like 40s in other areas). AI is basically doing most of the work keeping things feeling above 60fps and looking 1440p.

Technically, AMD GPUs have better rasterization than Nvidia cards for lower cost. But because of the AI capabilities in Nvidia cards, it just ends up being better for games.

I bet the Switch 2 will look better than Series S simply because it will probably have Nvidia upscaling technology under the hood - which is the Gold Standard for AI technology for gaming.

Even if the Switch 2 can still only do 1080p internally docked, my guess is DLSS will be available (and probably be better than PC given its bare metal access) and will output 4K just fine.

Re: Freelance Artist Attempts to Redesign PS5, PC Flop Concord's Cast

GamingFan4Lyf

Nice designs. I know some people have redoing their versions with more sexualized women (because...of course...internet), but you can still make non-sexualized versions without looking boring.

This artist achieved that!

It's called being "flashy" without relying on titillation (not that there is anything wrong with sexy outfits, but clearly the developers wanted to avoid it).

The Hawaiian shirt on the robot is great!

Re: All PS5 Pro Compatible Games

GamingFan4Lyf

@OldGamer999 Well, having switched to PC from XSX and PS5, I can tell you that AI enabled upscaling is really, really good!

So, PSSR will make it will look a lot cleaner on your TV since it will be imperceptible from running at native resolution when being passed to your TV and won't have the typical upscaling softness associated with TV upscaling.

But, agreed, it's an incredibly expensive upgrade for such a small benefit.

I scoffed at the idea of using DLSS when I first got it (I'd just dial back some settings to achieve at least 60fps at native resolution), but I use it all the time now if it means being able to run at significantly higher visual settings and/or framerate beyond consoles - heck even for games that run above 60fps at native resolution I will still use it. Just for reference, my GPU is a 4070 Super (so kind of upper-mid Tier class card)

My monitor is G-sync 1440p/165Hz, so even "Quality" DLSS is sub 1080p internally, but I still notice more details on games on my PC than I do on my 4K TV (Lords of the Fallen looks absolutely insane on PC compared to PS5 - and runs at like 80-90fps with DLSS Quality mode and Ultra settings - with no Frame Generation).

Things like Nivida Reflex help too as games like Wukong that rely on Frame Generation from like internal 40-ish fps still feel perfectly fine with a Gamepad. I don't play competitive games, so playing with a Gamepad is perfectly fine for me.

I can play Alan Wake 2 completely cranked up with DLSS Balanced and Frame Generation and get like 60 - 70 fps in the Cauldron Lake area (heaviest part of game) and well above 80 fps in other areas and it feels no different than playing on the Series X from a controller response perspective.

I hate to use the PC as a comparison, but since the Pro does have DLSS/XeSS-like features with AI, it is worth noting just how powerful the technology can be (even though the Nvidia 4070 Super is technically a 35 TFLOP GPU and the PS5 Pro being 45% faster means it's about 15TFLOPs...as if TFLOPS even matter anymore with the birth of AI being used to assist with image quality).

Re: PS5 Pro Can Run PS4 Games Better Via Improved Backwards Compatibility

GamingFan4Lyf

Translation:

  • Games with unlocked framerates up to 60fps that don't quite lock to 60fps on PS5 will lock or get much closer to locked 60fps on PS5 Pro.
  • Games with dynamic resolution scaling that don't quite run at target resolution will lock to or run more often at target resolution.
  • Games that don't target 4K will use PSSR to get to 4K.

Re: All PS5 Pro Compatible Games

GamingFan4Lyf

@OldGamer999 Of course it's all "smoke and mirrors". Even people with uber-PCs using Nvidia 4090 cards will rely on DLSS for a 4K output.

Native resolution doesn't matter as long as the AI upscaling is good and the internal resolution isn't being stretched more than it should. All Sony needs is enough power to get games to internally at 1440 or 1080 (but absolutely no less).

Re: All PS5 Pro Compatible Games

GamingFan4Lyf

It would be nice to know what each game gets as the added benefit - specifically.

Like, the only thing we know is that GT7 gets real-time RT during gameplay.

The "sizzle reel" Sony did at the end of the presentation didn't help because YouTube compression is terrible and everything pretty much looked the same.

I know it's early days as Sony only just now lifted the curtain, but it would be nice to know how each game will benefit.

It's not even that I want the system - I am just a tech junkie who loves to know the ins and outs of new technology.