There's a reason that some of the best-looking, amazing games are exclusives. When a talented developer takes time to really master a specific console, hardware and software, they can really fine-tune their game to squeeze every tiny bit of performance out of the platform. This is why a much lower-spec console can often compete with a higher-spec gaming PC. Uncharted and Horizon Zero Dawn are perfect examples of this.
Now I do think a port can be as good as an exclusive if the team doing to port has the same intimate knowledge of the platform that an exclusive team has. I think the PS4's Rise of the Tomb Raider: 20 Year Celebration game is an example of this (I'm speculating based on how well the game looks and performs). Obviously the team needs to take the time to rewrite core game engine code to take maximum advantage of the console being ported to for this to work.
However, a port of a game can also be very bad. If the developer just takes the original code and wraps it with a compatibility layer, the end result can, quite frankly, be crap. A great example is the early days of iOS apps, where developers would just stick their website in a WebView and call that an app (Facebook comes to mind). Compare that to the later version that's written ground-up in native code, and the difference is HUGE.
So with this in mind, has there been any scuttlebutt on what Frontier's PS4 team is doing to port Elite Dangerous over to the PS4? My hope is that they are doing more than just copying-n-pasting the game engine from XBox and / or PC. Obviously the hardware has similarities, but I hope the team takes the extra time to deal with the differences with both the hardware and the OS (especially since the PS4 OS is quite different that Microsoft's platform).
I bring this up because I've been reading how Mac users are getting a substandard version of Elite compared to Windows version. When ED comes out for the PS4, I really want it to take advantage full advantage of the platform. I've seen what the PS4 can do when developers understand the platform, and I sure do hope that's what we get in ED.
ps - speaking of game engines, does ED use a third party graphics engine like Unreal or did they create their own engine?
Now I do think a port can be as good as an exclusive if the team doing to port has the same intimate knowledge of the platform that an exclusive team has. I think the PS4's Rise of the Tomb Raider: 20 Year Celebration game is an example of this (I'm speculating based on how well the game looks and performs). Obviously the team needs to take the time to rewrite core game engine code to take maximum advantage of the console being ported to for this to work.
However, a port of a game can also be very bad. If the developer just takes the original code and wraps it with a compatibility layer, the end result can, quite frankly, be crap. A great example is the early days of iOS apps, where developers would just stick their website in a WebView and call that an app (Facebook comes to mind). Compare that to the later version that's written ground-up in native code, and the difference is HUGE.
So with this in mind, has there been any scuttlebutt on what Frontier's PS4 team is doing to port Elite Dangerous over to the PS4? My hope is that they are doing more than just copying-n-pasting the game engine from XBox and / or PC. Obviously the hardware has similarities, but I hope the team takes the extra time to deal with the differences with both the hardware and the OS (especially since the PS4 OS is quite different that Microsoft's platform).
I bring this up because I've been reading how Mac users are getting a substandard version of Elite compared to Windows version. When ED comes out for the PS4, I really want it to take advantage full advantage of the platform. I've seen what the PS4 can do when developers understand the platform, and I sure do hope that's what we get in ED.
ps - speaking of game engines, does ED use a third party graphics engine like Unreal or did they create their own engine?