You are very wrong on the Scorpio side of things in regards to the CPU. See my previous posts.
Elite Dangerous is out on Xbox now and ps4 in 6 months using the same engine, so it should at least be possible to see what would need to be curtailed for it to run well. But if they went ahead it could well offer benefits to the current crop of players too like;
- Developing joypad/motion controls and VR which may not be viable for just Oculus/Vive
- A lean-back interface for anybody with a Steam Link or similar
- A warm fuzzy feeling when the console version is inferior in park size/number of guests/reticulating splines than the original
Both of you miss the point. First there is a control issue, to get this kind of game to work on console you need to design it for gamepads and then you get Thrillville, which was a fine game in its own right but that's not Planet Coaster. And no, console users are never going to play with a keyboard and mouse (or other controls, VR whatever, the gamepad is the reality), not in numbers that makes a game which needs it viable anyway.
Second, consoles today are just PC's sold at a loss where the software is locked. The PS3 was the last console to attempt (sorta) to out-perform PC's with a unique architecture. Those days are gone. There is a limit to how powerful (read expensive) a PC you can sell at a loss so they will always be way behind the curve unless the console companies figure out a new business model, and they haven't.
In other words: if the devs were to make a console port without gimping the PC version to fit the lowest common denominator (both performance wise and UI wise) then they would have to maintain two separate versions of the game which would take away dev time that could be used making the PC version better (which almost no dev ever does, instead they gimp the PC version). Comparisons to for example Elite is not valid because that game is suited for console. Planet Coaster absolutely is not.
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