• The stunning reversal of humanity’s oldest bias

    Perhaps the oldest, most pernicious form of human bias is that of men toward women. It often started at the moment of birth. In ancient Athens, at a public ceremony called the amphidromia, fathers would inspect a newborn and decide whether it would be part of the family, or be cast away. One often socially acceptable reason for abandoning the baby: It was a girl. Female infanticide has been distressingly common in many societies — and its practice is not just ancient history. In 1990, the Nobel Prize-winning economist Amartya Sen looked at birth ratios in Asia, North Africa, and China and calculated that more than 100 million women were essentially “missing” — meaning that, based on the normal ratio of boys to girls at birth and the longevity of both genders, there was a huge missing number of girls who should have been born, but weren’t. Sen’s estimate came before the truly widespread adoption of ultrasound tests that could determine the sex of a fetus in utero — which actually made the problem worse, leading to a wave of sex-selective abortions. These were especially common in countries like India and China; the latter’s one-child policy and old biases made families desperate for their one child to be a boy. The Economist has estimated that since 1980 alone, there have been approximately 50 million fewer girls born worldwide than would naturally be expected, which almost certainly means that roughly that nearly all of those girls were aborted for no other reason than their sex. The preference for boys was a bias that killed in mass numbers.But in one of the most important social shifts of our time, that bias is changing. In a great cover story earlier this month, The Economist reported that the number of annual excess male births has fallen from a peak of 1.7 million in 2000 to around 200,000, which puts it back within the biologically standard birth ratio of 105 boys for every 100 girls. Countries that once had highly skewed sex ratios — like South Korea, which saw almost 116 boys born for every 100 girls in 1990 — now have normal or near-normal ratios. Altogether, The Economist estimated that the decline in sex preference at birth in the past 25 years has saved the equivalent of 7 million girls. That’s comparable to the number of lives saved by anti-smoking efforts in the US. So how, exactly, have we overcome a prejudice that seemed so embedded in human society?Success in school and the workplaceFor one, we have relaxed discrimination against girls and women in other ways — in school and in the workplace. With fewer limits, girls are outperforming boys in the classroom. In the most recent international PISA tests, considered the gold standard for evaluating student performance around the world, 15-year-old girls beat their male counterparts in reading in 79 out of 81 participating countries or economies, while the historic male advantage in math scores has fallen to single digits. Girls are also dominating in higher education, with 113 female students at that level for every 100 male students. While women continue to earn less than men, the gender pay gap has been shrinking, and in a number of urban areas in the US, young women have actually been outearning young men. Government policies have helped accelerate that shift, in part because they have come to recognize the serious social problems that eventually result from decades of anti-girl discrimination. In countries like South Korea and China, which have long had some of the most skewed gender ratios at birth, governments have cracked down on technologies that enable sex-selective abortion. In India, where female infanticide and neglect have been particularly horrific, slogans like “the Daughter, Educate the Daughter” have helped change opinions. A changing preferenceThe shift is being seen not just in birth sex ratios, but in opinion polls — and in the actions of would-be parents.Between 1983 and 2003, The Economist reported, the proportion of South Korean women who said it was “necessary” to have a son fell from 48 percent to 6 percent, while nearly half of women now say they want daughters. In Japan, the shift has gone even further — as far back as 2002, 75 percent of couples who wanted only one child said they hoped for a daughter.In the US, which allows sex selection for couples doing in-vitro fertilization, there is growing evidence that would-be parents prefer girls, as do potential adoptive parents. While in the past, parents who had a girl first were more likely to keep trying to have children in an effort to have a boy, the opposite is now true — couples who have a girl first are less likely to keep trying. A more equal futureThere’s still more progress to be made. In northwest of India, for instance, birth ratios that overly skew toward boys are still the norm. In regions of sub-Saharan Africa, birth sex ratios may be relatively normal, but post-birth discrimination in the form of poorer nutrition and worse medical care still lingers. And course, women around the world are still subject to unacceptable levels of violence and discrimination from men.And some of the reasons for this shift may not be as high-minded as we’d like to think. Boys around the world are struggling in the modern era. They increasingly underperform in education, are more likely to be involved in violent crime, and in general, are failing to launch into adulthood. In the US, 20 percent of American men between 25 and 34 still live with their parents, compared to 15 percent of similarly aged women. It also seems to be the case that at least some of the increasing preference for girls is rooted in sexist stereotypes. Parents around the world may now prefer girls partly because they see them as more likely to take care of them in their old age — meaning a different kind of bias against women, that they are more natural caretakers, may be paradoxically driving the decline in prejudice against girls at birth.But make no mistake — the decline of boy preference is a clear mark of social progress, one measured in millions of girls’ lives saved. And maybe one Father’s Day, not too long from now, we’ll reach the point where daughters and sons are simply children: equally loved and equally welcomed.A version of this story originally appeared in the Good News newsletter. Sign up here!See More:
    #stunning #reversal #humanitys #oldest #bias
    The stunning reversal of humanity’s oldest bias
    Perhaps the oldest, most pernicious form of human bias is that of men toward women. It often started at the moment of birth. In ancient Athens, at a public ceremony called the amphidromia, fathers would inspect a newborn and decide whether it would be part of the family, or be cast away. One often socially acceptable reason for abandoning the baby: It was a girl. Female infanticide has been distressingly common in many societies — and its practice is not just ancient history. In 1990, the Nobel Prize-winning economist Amartya Sen looked at birth ratios in Asia, North Africa, and China and calculated that more than 100 million women were essentially “missing” — meaning that, based on the normal ratio of boys to girls at birth and the longevity of both genders, there was a huge missing number of girls who should have been born, but weren’t. Sen’s estimate came before the truly widespread adoption of ultrasound tests that could determine the sex of a fetus in utero — which actually made the problem worse, leading to a wave of sex-selective abortions. These were especially common in countries like India and China; the latter’s one-child policy and old biases made families desperate for their one child to be a boy. The Economist has estimated that since 1980 alone, there have been approximately 50 million fewer girls born worldwide than would naturally be expected, which almost certainly means that roughly that nearly all of those girls were aborted for no other reason than their sex. The preference for boys was a bias that killed in mass numbers.But in one of the most important social shifts of our time, that bias is changing. In a great cover story earlier this month, The Economist reported that the number of annual excess male births has fallen from a peak of 1.7 million in 2000 to around 200,000, which puts it back within the biologically standard birth ratio of 105 boys for every 100 girls. Countries that once had highly skewed sex ratios — like South Korea, which saw almost 116 boys born for every 100 girls in 1990 — now have normal or near-normal ratios. Altogether, The Economist estimated that the decline in sex preference at birth in the past 25 years has saved the equivalent of 7 million girls. That’s comparable to the number of lives saved by anti-smoking efforts in the US. So how, exactly, have we overcome a prejudice that seemed so embedded in human society?Success in school and the workplaceFor one, we have relaxed discrimination against girls and women in other ways — in school and in the workplace. With fewer limits, girls are outperforming boys in the classroom. In the most recent international PISA tests, considered the gold standard for evaluating student performance around the world, 15-year-old girls beat their male counterparts in reading in 79 out of 81 participating countries or economies, while the historic male advantage in math scores has fallen to single digits. Girls are also dominating in higher education, with 113 female students at that level for every 100 male students. While women continue to earn less than men, the gender pay gap has been shrinking, and in a number of urban areas in the US, young women have actually been outearning young men. Government policies have helped accelerate that shift, in part because they have come to recognize the serious social problems that eventually result from decades of anti-girl discrimination. In countries like South Korea and China, which have long had some of the most skewed gender ratios at birth, governments have cracked down on technologies that enable sex-selective abortion. In India, where female infanticide and neglect have been particularly horrific, slogans like “the Daughter, Educate the Daughter” have helped change opinions. A changing preferenceThe shift is being seen not just in birth sex ratios, but in opinion polls — and in the actions of would-be parents.Between 1983 and 2003, The Economist reported, the proportion of South Korean women who said it was “necessary” to have a son fell from 48 percent to 6 percent, while nearly half of women now say they want daughters. In Japan, the shift has gone even further — as far back as 2002, 75 percent of couples who wanted only one child said they hoped for a daughter.In the US, which allows sex selection for couples doing in-vitro fertilization, there is growing evidence that would-be parents prefer girls, as do potential adoptive parents. While in the past, parents who had a girl first were more likely to keep trying to have children in an effort to have a boy, the opposite is now true — couples who have a girl first are less likely to keep trying. A more equal futureThere’s still more progress to be made. In northwest of India, for instance, birth ratios that overly skew toward boys are still the norm. In regions of sub-Saharan Africa, birth sex ratios may be relatively normal, but post-birth discrimination in the form of poorer nutrition and worse medical care still lingers. And course, women around the world are still subject to unacceptable levels of violence and discrimination from men.And some of the reasons for this shift may not be as high-minded as we’d like to think. Boys around the world are struggling in the modern era. They increasingly underperform in education, are more likely to be involved in violent crime, and in general, are failing to launch into adulthood. In the US, 20 percent of American men between 25 and 34 still live with their parents, compared to 15 percent of similarly aged women. It also seems to be the case that at least some of the increasing preference for girls is rooted in sexist stereotypes. Parents around the world may now prefer girls partly because they see them as more likely to take care of them in their old age — meaning a different kind of bias against women, that they are more natural caretakers, may be paradoxically driving the decline in prejudice against girls at birth.But make no mistake — the decline of boy preference is a clear mark of social progress, one measured in millions of girls’ lives saved. And maybe one Father’s Day, not too long from now, we’ll reach the point where daughters and sons are simply children: equally loved and equally welcomed.A version of this story originally appeared in the Good News newsletter. Sign up here!See More: #stunning #reversal #humanitys #oldest #bias
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    The stunning reversal of humanity’s oldest bias
    Perhaps the oldest, most pernicious form of human bias is that of men toward women. It often started at the moment of birth. In ancient Athens, at a public ceremony called the amphidromia, fathers would inspect a newborn and decide whether it would be part of the family, or be cast away. One often socially acceptable reason for abandoning the baby: It was a girl. Female infanticide has been distressingly common in many societies — and its practice is not just ancient history. In 1990, the Nobel Prize-winning economist Amartya Sen looked at birth ratios in Asia, North Africa, and China and calculated that more than 100 million women were essentially “missing” — meaning that, based on the normal ratio of boys to girls at birth and the longevity of both genders, there was a huge missing number of girls who should have been born, but weren’t. Sen’s estimate came before the truly widespread adoption of ultrasound tests that could determine the sex of a fetus in utero — which actually made the problem worse, leading to a wave of sex-selective abortions. These were especially common in countries like India and China; the latter’s one-child policy and old biases made families desperate for their one child to be a boy. The Economist has estimated that since 1980 alone, there have been approximately 50 million fewer girls born worldwide than would naturally be expected, which almost certainly means that roughly that nearly all of those girls were aborted for no other reason than their sex. The preference for boys was a bias that killed in mass numbers.But in one of the most important social shifts of our time, that bias is changing. In a great cover story earlier this month, The Economist reported that the number of annual excess male births has fallen from a peak of 1.7 million in 2000 to around 200,000, which puts it back within the biologically standard birth ratio of 105 boys for every 100 girls. Countries that once had highly skewed sex ratios — like South Korea, which saw almost 116 boys born for every 100 girls in 1990 — now have normal or near-normal ratios. Altogether, The Economist estimated that the decline in sex preference at birth in the past 25 years has saved the equivalent of 7 million girls. That’s comparable to the number of lives saved by anti-smoking efforts in the US. So how, exactly, have we overcome a prejudice that seemed so embedded in human society?Success in school and the workplaceFor one, we have relaxed discrimination against girls and women in other ways — in school and in the workplace. With fewer limits, girls are outperforming boys in the classroom. In the most recent international PISA tests, considered the gold standard for evaluating student performance around the world, 15-year-old girls beat their male counterparts in reading in 79 out of 81 participating countries or economies, while the historic male advantage in math scores has fallen to single digits. Girls are also dominating in higher education, with 113 female students at that level for every 100 male students. While women continue to earn less than men, the gender pay gap has been shrinking, and in a number of urban areas in the US, young women have actually been outearning young men. Government policies have helped accelerate that shift, in part because they have come to recognize the serious social problems that eventually result from decades of anti-girl discrimination. In countries like South Korea and China, which have long had some of the most skewed gender ratios at birth, governments have cracked down on technologies that enable sex-selective abortion. In India, where female infanticide and neglect have been particularly horrific, slogans like “Save the Daughter, Educate the Daughter” have helped change opinions. A changing preferenceThe shift is being seen not just in birth sex ratios, but in opinion polls — and in the actions of would-be parents.Between 1983 and 2003, The Economist reported, the proportion of South Korean women who said it was “necessary” to have a son fell from 48 percent to 6 percent, while nearly half of women now say they want daughters. In Japan, the shift has gone even further — as far back as 2002, 75 percent of couples who wanted only one child said they hoped for a daughter.In the US, which allows sex selection for couples doing in-vitro fertilization, there is growing evidence that would-be parents prefer girls, as do potential adoptive parents. While in the past, parents who had a girl first were more likely to keep trying to have children in an effort to have a boy, the opposite is now true — couples who have a girl first are less likely to keep trying. A more equal futureThere’s still more progress to be made. In northwest of India, for instance, birth ratios that overly skew toward boys are still the norm. In regions of sub-Saharan Africa, birth sex ratios may be relatively normal, but post-birth discrimination in the form of poorer nutrition and worse medical care still lingers. And course, women around the world are still subject to unacceptable levels of violence and discrimination from men.And some of the reasons for this shift may not be as high-minded as we’d like to think. Boys around the world are struggling in the modern era. They increasingly underperform in education, are more likely to be involved in violent crime, and in general, are failing to launch into adulthood. In the US, 20 percent of American men between 25 and 34 still live with their parents, compared to 15 percent of similarly aged women. It also seems to be the case that at least some of the increasing preference for girls is rooted in sexist stereotypes. Parents around the world may now prefer girls partly because they see them as more likely to take care of them in their old age — meaning a different kind of bias against women, that they are more natural caretakers, may be paradoxically driving the decline in prejudice against girls at birth.But make no mistake — the decline of boy preference is a clear mark of social progress, one measured in millions of girls’ lives saved. And maybe one Father’s Day, not too long from now, we’ll reach the point where daughters and sons are simply children: equally loved and equally welcomed.A version of this story originally appeared in the Good News newsletter. Sign up here!See More:
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  • Stanford Doctors Invent Device That Appears to Be Able to Save Tons of Stroke Patients Before They Die

    Image by Andrew BrodheadResearchers have developed a novel device that literally spins away the clots that block blood flow to the brain and cause strokes.As Stanford explains in a blurb, the novel milli-spinner device may be able to save the lives of patients who experience "ischemic stroke" from brain stem clotting.Traditional clot removal, a process known as thrombectomy, generally uses a catheter that either vacuums up the blood blockage or uses a wire mesh to ensnare it — a procedure that's as rough and imprecise as it sounds. Conventional thrombectomy has a very low efficacy rate because of this imprecision, and the procedure can result in pieces of the clot breaking off and moving to more difficult-to-reach regions.Thrombectomy via milli-spinner also enters the brain with a catheter, but instead of using a normal vacuum device, it employs a spinning tube outfitted with fins and slits that can suck up the clot much more meticulously.Stanford neuroimaging expert Jeremy Heit, who also coauthored a new paper about the device in the journal Nature, explained in the school's press release that the efficacy of the milli-spinner is "unbelievable.""For most cases, we’re more than doubling the efficacy of current technology, and for the toughest clots — which we’re only removing about 11 percent of the time with current devices — we’re getting the artery open on the first try 90 percent of the time," Heit said. "This is a sea-change technology that will drastically improve our ability to help people."Renee Zhao, the senior author of the Nature paper who teaches mechanical engineering at Stanford and creates what she calls "millirobots," said that conventional thrombectomies just aren't cutting it."With existing technology, there’s no way to reduce the size of the clot," Zhao said. "They rely on deforming and rupturing the clot to remove it.""What’s unique about the milli-spinner is that it applies compression and shear forces to shrink the entire clot," she continued, "dramatically reducing the volume without causing rupture."Indeed, as the team discovered, the device can cut and vacuum up to five percent of its original size."It works so well, for a wide range of clot compositions and sizes," Zhao said. "Even for tough... clots, which are impossible to treat with current technologies, our milli-spinner can treat them using this simple yet powerful mechanics concept to densify the fibrin network and shrink the clot."Though its main experimental use case is brain clot removal, Zhao is excited about its other uses, too."We’re exploring other biomedical applications for the milli-spinner design, and even possibilities beyond medicine," the engineer said. "There are some very exciting opportunities ahead."More on brains: The Microplastics in Your Brain May Be Causing Mental Health IssuesShare This Article
    #stanford #doctors #invent #device #that
    Stanford Doctors Invent Device That Appears to Be Able to Save Tons of Stroke Patients Before They Die
    Image by Andrew BrodheadResearchers have developed a novel device that literally spins away the clots that block blood flow to the brain and cause strokes.As Stanford explains in a blurb, the novel milli-spinner device may be able to save the lives of patients who experience "ischemic stroke" from brain stem clotting.Traditional clot removal, a process known as thrombectomy, generally uses a catheter that either vacuums up the blood blockage or uses a wire mesh to ensnare it — a procedure that's as rough and imprecise as it sounds. Conventional thrombectomy has a very low efficacy rate because of this imprecision, and the procedure can result in pieces of the clot breaking off and moving to more difficult-to-reach regions.Thrombectomy via milli-spinner also enters the brain with a catheter, but instead of using a normal vacuum device, it employs a spinning tube outfitted with fins and slits that can suck up the clot much more meticulously.Stanford neuroimaging expert Jeremy Heit, who also coauthored a new paper about the device in the journal Nature, explained in the school's press release that the efficacy of the milli-spinner is "unbelievable.""For most cases, we’re more than doubling the efficacy of current technology, and for the toughest clots — which we’re only removing about 11 percent of the time with current devices — we’re getting the artery open on the first try 90 percent of the time," Heit said. "This is a sea-change technology that will drastically improve our ability to help people."Renee Zhao, the senior author of the Nature paper who teaches mechanical engineering at Stanford and creates what she calls "millirobots," said that conventional thrombectomies just aren't cutting it."With existing technology, there’s no way to reduce the size of the clot," Zhao said. "They rely on deforming and rupturing the clot to remove it.""What’s unique about the milli-spinner is that it applies compression and shear forces to shrink the entire clot," she continued, "dramatically reducing the volume without causing rupture."Indeed, as the team discovered, the device can cut and vacuum up to five percent of its original size."It works so well, for a wide range of clot compositions and sizes," Zhao said. "Even for tough... clots, which are impossible to treat with current technologies, our milli-spinner can treat them using this simple yet powerful mechanics concept to densify the fibrin network and shrink the clot."Though its main experimental use case is brain clot removal, Zhao is excited about its other uses, too."We’re exploring other biomedical applications for the milli-spinner design, and even possibilities beyond medicine," the engineer said. "There are some very exciting opportunities ahead."More on brains: The Microplastics in Your Brain May Be Causing Mental Health IssuesShare This Article #stanford #doctors #invent #device #that
    FUTURISM.COM
    Stanford Doctors Invent Device That Appears to Be Able to Save Tons of Stroke Patients Before They Die
    Image by Andrew BrodheadResearchers have developed a novel device that literally spins away the clots that block blood flow to the brain and cause strokes.As Stanford explains in a blurb, the novel milli-spinner device may be able to save the lives of patients who experience "ischemic stroke" from brain stem clotting.Traditional clot removal, a process known as thrombectomy, generally uses a catheter that either vacuums up the blood blockage or uses a wire mesh to ensnare it — a procedure that's as rough and imprecise as it sounds. Conventional thrombectomy has a very low efficacy rate because of this imprecision, and the procedure can result in pieces of the clot breaking off and moving to more difficult-to-reach regions.Thrombectomy via milli-spinner also enters the brain with a catheter, but instead of using a normal vacuum device, it employs a spinning tube outfitted with fins and slits that can suck up the clot much more meticulously.Stanford neuroimaging expert Jeremy Heit, who also coauthored a new paper about the device in the journal Nature, explained in the school's press release that the efficacy of the milli-spinner is "unbelievable.""For most cases, we’re more than doubling the efficacy of current technology, and for the toughest clots — which we’re only removing about 11 percent of the time with current devices — we’re getting the artery open on the first try 90 percent of the time," Heit said. "This is a sea-change technology that will drastically improve our ability to help people."Renee Zhao, the senior author of the Nature paper who teaches mechanical engineering at Stanford and creates what she calls "millirobots," said that conventional thrombectomies just aren't cutting it."With existing technology, there’s no way to reduce the size of the clot," Zhao said. "They rely on deforming and rupturing the clot to remove it.""What’s unique about the milli-spinner is that it applies compression and shear forces to shrink the entire clot," she continued, "dramatically reducing the volume without causing rupture."Indeed, as the team discovered, the device can cut and vacuum up to five percent of its original size."It works so well, for a wide range of clot compositions and sizes," Zhao said. "Even for tough... clots, which are impossible to treat with current technologies, our milli-spinner can treat them using this simple yet powerful mechanics concept to densify the fibrin network and shrink the clot."Though its main experimental use case is brain clot removal, Zhao is excited about its other uses, too."We’re exploring other biomedical applications for the milli-spinner design, and even possibilities beyond medicine," the engineer said. "There are some very exciting opportunities ahead."More on brains: The Microplastics in Your Brain May Be Causing Mental Health IssuesShare This Article
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  • CD Projekt RED: TW4 has console first development with a 60fps target; 60fps on Series S will be "extremely challenging"

    DriftingSpirit
    Member

    Oct 25, 2017

    18,563

    They note how they usually start with PC and scale down, but they will be doing it the other way around this time to avoid issues with the console versions.

    4:15 for console focus and 60fps
    38:50 for the Series S comment 

    bsigg
    Member

    Oct 25, 2017

    25,153Inside The Witcher 4 Unreal Engine 5 Tech Demo: CD Projekt RED + Epic Deep Dive Interview



    www.resetera.com

     

    Skot
    Member

    Oct 30, 2017

    645

    720p on Series S incoming
     

    Bulby
    Prophet of Truth
    Member

    Oct 29, 2017

    6,006

    Berlin

    I think think any series s user will be happy with a beautiful 900p 30fps
     

    Chronos
    Member

    Oct 27, 2017

    1,249

    This better not be a Cyberpunk situation all over again. If they can't get it to work on S, then they may just need to abandon that console. Work out a deal with MS or wait for their next generation.
     

    HellofaMouse
    Member

    Oct 27, 2017

    8,551

    i wonder if this'll come out before the gen is over?

    good chance itll be a 2077 situation, cross-gen release with a broken ps6 version 

    logash
    Member

    Oct 27, 2017

    6,526

    This makes sense since they want to have good performance on lower end machines and they mentioned that it was easier to scale up than to scale down. They also mentioned their legacy on PC and how they plan on scaling it up high like they usually do on PC.
     

    KRT
    Member

    Aug 7, 2020

    247

    Series S was a mistake
     

    chris 1515
    Member

    Oct 27, 2017

    7,116

    Barcelona Spain

    The game have raytracing GI and reflection it will probably be 30 fps 600p-720p on Xbox Series S.
     

    bitcloudrzr
    Member

    May 31, 2018

    21,044

    Bulby said:

    I think think any series s user will be happy with a beautiful 900p 30fps

    Click to expand...
    Click to shrink...

     

    Yuuber
    Member

    Oct 28, 2017

    4,540

    KRT said:

    Series S was a mistake

    Click to expand...
    Click to shrink...

    Can we stop with these stupid takes? For all we know it sold as much as Series X, helped several games have better optimization on bigger consoles and it will definitely help optimizing newer games to the Nintendo Switch 2. 

    MANTRA
    Member

    Feb 21, 2024

    1,198

    No one who cares about 60fps should be buying a Series S, just make it 30fps.
     

    Roytheone
    Member

    Oct 25, 2017

    6,185

    Chronos said:

    This better not be a Cyberpunk situation all over again. If they can't get it to work on S, then they may just need to abandon that console. Work out a deal with MS or wait for their next generation.

    Click to expand...
    Click to shrink...

    They can just go for 30 fps instead on the Series S. No need for a special deal for that, that's allowed. 

    Matterhorn
    Member

    Feb 6, 2019

    254

    United States

    Hoping for a very nice looking 30fps Switch 2 version.
     

    Universal Acclaim
    Member

    Oct 5, 2024

    2,617

    Maybe off topic, but is 30fps target not so important anymore for 2027 industry-leading graphics? GTA is mainly doing it for design/physics/etc. whch is why the game can't be scaled down to 720-900p/60fps?
     

    chris 1515
    Member

    Oct 27, 2017

    7,116

    Barcelona Spain

    Matterhorn said:

    Hoping for a very nice looking 30fps Switch 2 version.

    Click to expand...
    Click to shrink...

    It will be a full port a few years after like The Witcher 3., they don't use software lumen here. I doubt the Switch 2 Raytracing capaclity is high enough to use the same pipeline to produce the Switch 2 version.

    EDIT: And they probably need to redo all the assets.

    /

    Fortnite doesn't use Nanite and Lumen on Switch 2. 

    Last edited: Yesterday at 4:18 PM

    bitcloudrzr
    Member

    May 31, 2018

    21,044

    Universal Acclaim said:

    Maybe off topic, but is 30fps target not so important anymore for 2027 industry-leading graphics? GTA is mainly doing it for design/physics/etc. whch is why the graphics can't be scaled down to 720p/60fps?

    Click to expand...
    Click to shrink...

    Graphics are the part of the game that can be scaled, it is CPU load that is the more difficult part, although devs have actually made cuts in the latter to increase performance mode fps viability. Even with this focus on 60fps performance modes, they are always going to have room to make a higher fidelity 30fps mode. Specifically with UE5 though, performance has been such a disaster all around and Epic seems to be taking it seriously now.
     

    Greywaren
    Member

    Jul 16, 2019

    13,530

    Spain

    60 fps target is fantastic, I wish it was the norm.
     

    julia crawford
    Took the red AND the blue pills
    Member

    Oct 27, 2017

    40,709

    i am very ok with lower fps on the series s, it is far more palatable than severe resolution drops with upscaling artifacts.
     

    Spoit
    Member

    Oct 28, 2017

    5,599

    Chronos said:

    This better not be a Cyberpunk situation all over again. If they can't get it to work on S, then they may just need to abandon that console. Work out a deal with MS or wait for their next generation.

    Click to expand...
    Click to shrink...

    And yet people keep talking about somehow getting PS6 games to work on the sony portable, which is probably going to be like half as powerful as a PS5, like that won't hold games back
     

    PLASTICA-MAN
    Member

    Oct 26, 2017

    29,563

    chris 1515 said:

    The game have raytracing GI and reflection it will probably be 30 fps 600p-720p on Xbox Series S.

    Click to expand...
    Click to shrink...

    There is kinda a misconception of how Lumen and the hybrid RT is handled in UE5 titles. AO is also part of the ray traced pipeline through the HW Lumen too.
    Just shadows are handled separately from the RT system by using VSM which in final look behvae quite like RT shadows in shape, same how FF16 handled the shadows looking like RT ones while it isn't traced.
    UE5 can still trace shadows if they want to push things even further. 

    overthewaves
    Member

    Sep 30, 2020

    1,203

    What about the PS5 handheld?
     

    nullpotential
    Member

    Jun 24, 2024

    87

    KRT said:

    Series S was a mistake

    Click to expand...
    Click to shrink...

    Consoles were a mistake. 

    GPU
    Member

    Oct 10, 2024

    1,075

    I really dont think Series S/X will be much of a factor by the time this game comes out.
     

    Lashley
    <<Tag Here>>
    Member

    Oct 25, 2017

    65,679

    Just make series s 480p 30fps
     

    pappacone
    Member

    Jan 10, 2020

    4,076

    Greywaren said:

    60 fps target is fantastic, I wish it was the norm.

    Click to expand...
    Click to shrink...

    It pretty much is
     

    Super
    Studied the Buster Sword
    Member

    Jan 29, 2022

    13,601

    I hope they can pull 60 FPS off in the full game.
     

    Theorry
    Member

    Oct 27, 2017

    69,045

    "target"

    Uh huh. We know how that is gonna go. 

    Jakartalado
    Member

    Oct 27, 2017

    2,818

    São Paulo, Brazil

    Skot said:

    720p on Series S incoming

    Click to expand...
    Click to shrink...

    If the PS5 is internally at 720p up to 900p, I seriously doubt that. 

    Revoltoftheunique
    Member

    Jan 23, 2022

    2,312

    It will be unstable 60fps with lots of stuttering.
     

    defaltoption
    Plug in a controller and enter the Konami code
    The Fallen

    Oct 27, 2017

    12,485

    Austin

    KRT said:

    Series S was a mistake

    Click to expand...
    Click to shrink...

    With that same attitude in this case you could say consoles are the mistake. You on your Series X or PS5 Pro are holding my 5090 back. Not so fun of a take anymore. Thats why its stupid.
     

    Horns
    Member

    Dec 7, 2018

    3,423

    I hope Microsoft drops the requirement for Series S by the time this comes out.
     

    chris 1515
    Member

    Oct 27, 2017

    7,116

    Barcelona Spain

    PLASTICA-MAN said:

    There is kinda a misconception of how Lumen and the hybrid RT is handled in UE5 titles. AO is also part of the ray traced pipeline through the HW Lumen too.

    Just shadows are handled separately from the RT system by using VSM which in final look behvae quite like RT shadows in shape, same how FF16 handled the shadows looking like RT ones while it isn't traced.
    UE5 can still trace shadows if they want to push things even further.
    Click to expand...
    Click to shrink...

    Yes indirect shadows are handled by hardware lumen. But at the end ot doesn¡t change my comment. i think the game will be 600´720p at 30 fps on Series S. 

    bitcloudrzr
    Member

    May 31, 2018

    21,044

    Spoit said:

    And yet people keep talking about somehow getting PS6 games to work on the sony portable, which is probably going to be like half as powerful as a PS5, like that won't hold games back

    Click to expand...
    Click to shrink...

    Has it been confirmed that Sony is going to have release requirements like the XS?
     

    Commander Shepherd
    Member

    Jan 27, 2023

    173

    Anyone remember when no load screens was talked about for Witcher 3?
     

    chris 1515
    Member

    Oct 27, 2017

    7,116

    Barcelona Spain

    No this is probably different than most game are doing it here the main focus is the 60 fps mode and after they can create a balancedand 30 fps mode.

    This is not the other way around. 

    stanman
    Member

    Feb 13, 2025

    235

    defaltoption said:

    With that same attitude in this case you could say consoles are the mistake. You on your Series X or PS5 Pro are holding my 5090 back. Not so fun of a take anymore. Thats why its stupid.

    Click to expand...
    Click to shrink...

    And your mistake is comparing a PC graphics card to a console. 

    PLASTICA-MAN
    Member

    Oct 26, 2017

    29,563

    chris 1515 said:

    Yes indirect shadows are handled by hardware lumen. But at the end ot doesn¡t change my comment. i think the game will be 600´720p at 30 fps on Series S.

    Click to expand...
    Click to shrink...

    Yes. I am sure Series S will have HW solution but probably at 30 FPS. that would be a miracle if they achieve 60 FPS. 

    ArchedThunder
    Uncle Beerus
    Member

    Oct 25, 2017

    21,278

    chris 1515 said:

    It will be a full port a few years after like The Witcher 3., they don't use software lumen here. I doubt the Switch 2 Raytracing capaclity is high enough to use the same pipeline to produce the Switch 2 version.

    EDIT: And they probably need to redo all the assets.

    /

    Fortnite doesn't use Nanite and Lumen on Switch 2.
    Click to expand...
    Click to shrink...

    Fortnite not using Lumen or Nanite at launch doesn't mean they can't run well on Switch 2. It's a launch port and they prioritized clean IQ and 60fps. I wouldn't be surprised to see them added later. Also it's not like the ray tracing in a Witcher 3 port has to match PS5, there's a lot of scaling back that can be done with ray tracing without ripping out the kitchen sink. Software lumen is also likely to be an option on P.
     

    jroc74
    Member

    Oct 27, 2017

    34,465

    Interesting times ahead....

    bitcloudrzr said:

    Has it been confirmed that Sony is going to have release requirements like the XS?

    Click to expand...
    Click to shrink...

    Your know good n well everything about this rumor has been confirmed.

    /S 

    Derbel McDillet
    ▲ Legend ▲
    Member

    Nov 23, 2022

    25,250

    Chronos said:

    This better not be a Cyberpunk situation all over again. If they can't get it to work on S, then they may just need to abandon that console. Work out a deal with MS or wait for their next generation.

    Click to expand...
    Click to shrink...

    How does this sound like a Cyberpunk issue? They didn't say they can't get it to work on the S.
     

    defaltoption
    Plug in a controller and enter the Konami code
    The Fallen

    Oct 27, 2017

    12,485

    Austin

    stanman said:

    And your mistake is comparing a PC graphics card to a console.

    Click to expand...
    Click to shrink...

     

    reksveks
    Member

    May 17, 2022

    7,628

    Horns said:

    I hope Microsoft drops the requirement for Series S by the time this comes out.

    Click to expand...
    Click to shrink...

    why? dev can make it 30 fps on series s and 60 fps on series x if needed.

    if they aren't or don't have to drop it for gta vi, they probably ain't dropping it for tw4. 

    chris 1515
    Member

    Oct 27, 2017

    7,116

    Barcelona Spain

    defaltoption said:

    With that same attitude in this case you could say consoles are the mistake. You on your Series X or PS5 Pro are holding my 5090 back. Not so fun of a take anymore. Thats why its stupid.

    Click to expand...
    Click to shrink...

    No the consoles won't hold back your 5090 because the game is created with hardware lumen, RT reflection, virtual shadows maps and Nanite plus Nanite vegetation in minds. Maybe Nanite character too in final version?

    If the game was made with software lumen as the base it would have holding back your 5090...

    Your PC will have much better IQ, framerate and better raytracing with Megalightand better raytracing settings in general. 

    bitcloudrzr
    Member

    May 31, 2018

    21,044

    jroc74 said:

    Interesting times ahead....

    Your know good n well everything about this rumor has been confirmed.

    /S
    Click to expand...
    Click to shrink...

    Sony is like the opposite of a platform holder "forcing" adoption, for better or worse.
     

    defaltoption
    Plug in a controller and enter the Konami code
    The Fallen

    Oct 27, 2017

    12,485

    Austin

    chris 1515 said:

    No the consoles won't hold back yout 5090 because the game is created with hardware lumen, RT reflection, virtual shadows maps and Nanite plus Nanite vegetation in minds. Maybe Nanite character too in final version?

    If the game was made with software lumen as the base it would have holding back your 5090...

    Your PC will have much better IQ, framerate and better raytracing with Megalightand better raytracing settings in general.
    Click to expand...
    Click to shrink...

    Exactly, the series s is not a "mistake" or holding any version of the game on console or even PC back, that's what I'm saying to the person I replied to, its stupid to say that.
     

    cursed beef
    Member

    Jan 3, 2021

    998

    Have to imagine MS will lift the Series S parity clause when the next consoles launch. Which will be before/around the time W4 hits, right?
     

    Alvis
    Saw the truth behind the copied door
    Member

    Oct 25, 2017

    12,270

    EU

    Chronos said:

    This better not be a Cyberpunk situation all over again. If they can't get it to work on S, then they may just need to abandon that console. Work out a deal with MS or wait for their next generation.

    Click to expand...
    Click to shrink...

    ? they said that 60 FPS on Series S is challenging, not the act of releasing the game there at all. The game can simply run at 30 FPS on Series S if they can't pull off 60 FPS. Or have a 40 FPS mode in lieu of 60 FPS.

    The CPU and storage speed differences between last gen and current gen were gigantic. This isn't even remotely close to a comparable situation. 

    defaltoption
    Plug in a controller and enter the Konami code
    The Fallen

    Oct 27, 2017

    12,485

    Austin

    misqoute post
     

    jroc74
    Member

    Oct 27, 2017

    34,465

    defaltoption said:

    With that same attitude in this case you could say consoles are the mistake. You on your Series X or PS5 Pro are holding my 5090 back. Not so fun of a take anymore. Thats why its stupid.

    Click to expand...
    Click to shrink...

    Ah yes, clearly 5090 cards are the vast majority of the minimum requirements for PC games.

    How can anyone say this with a straight face anymore when there are now PC games running on a Steam Deck.

    At least ppl saying that about the Series S are comparing it to other consoles.

    That said, it is interesting they are focusing on consoles first, then PC. 
    #projekt #red #tw4 #has #console
    CD Projekt RED: TW4 has console first development with a 60fps target; 60fps on Series S will be "extremely challenging"
    DriftingSpirit Member Oct 25, 2017 18,563 They note how they usually start with PC and scale down, but they will be doing it the other way around this time to avoid issues with the console versions. 4:15 for console focus and 60fps 38:50 for the Series S comment  bsigg Member Oct 25, 2017 25,153Inside The Witcher 4 Unreal Engine 5 Tech Demo: CD Projekt RED + Epic Deep Dive Interview www.resetera.com   Skot Member Oct 30, 2017 645 720p on Series S incoming   Bulby Prophet of Truth Member Oct 29, 2017 6,006 Berlin I think think any series s user will be happy with a beautiful 900p 30fps   Chronos Member Oct 27, 2017 1,249 This better not be a Cyberpunk situation all over again. If they can't get it to work on S, then they may just need to abandon that console. Work out a deal with MS or wait for their next generation.   HellofaMouse Member Oct 27, 2017 8,551 i wonder if this'll come out before the gen is over? good chance itll be a 2077 situation, cross-gen release with a broken ps6 version  logash Member Oct 27, 2017 6,526 This makes sense since they want to have good performance on lower end machines and they mentioned that it was easier to scale up than to scale down. They also mentioned their legacy on PC and how they plan on scaling it up high like they usually do on PC.   KRT Member Aug 7, 2020 247 Series S was a mistake   chris 1515 Member Oct 27, 2017 7,116 Barcelona Spain The game have raytracing GI and reflection it will probably be 30 fps 600p-720p on Xbox Series S.   bitcloudrzr Member May 31, 2018 21,044 Bulby said: I think think any series s user will be happy with a beautiful 900p 30fps Click to expand... Click to shrink...   Yuuber Member Oct 28, 2017 4,540 KRT said: Series S was a mistake Click to expand... Click to shrink... Can we stop with these stupid takes? For all we know it sold as much as Series X, helped several games have better optimization on bigger consoles and it will definitely help optimizing newer games to the Nintendo Switch 2.  MANTRA Member Feb 21, 2024 1,198 No one who cares about 60fps should be buying a Series S, just make it 30fps.   Roytheone Member Oct 25, 2017 6,185 Chronos said: This better not be a Cyberpunk situation all over again. If they can't get it to work on S, then they may just need to abandon that console. Work out a deal with MS or wait for their next generation. Click to expand... Click to shrink... They can just go for 30 fps instead on the Series S. No need for a special deal for that, that's allowed.  Matterhorn Member Feb 6, 2019 254 United States Hoping for a very nice looking 30fps Switch 2 version.   Universal Acclaim Member Oct 5, 2024 2,617 Maybe off topic, but is 30fps target not so important anymore for 2027 industry-leading graphics? GTA is mainly doing it for design/physics/etc. whch is why the game can't be scaled down to 720-900p/60fps?   chris 1515 Member Oct 27, 2017 7,116 Barcelona Spain Matterhorn said: Hoping for a very nice looking 30fps Switch 2 version. Click to expand... Click to shrink... It will be a full port a few years after like The Witcher 3., they don't use software lumen here. I doubt the Switch 2 Raytracing capaclity is high enough to use the same pipeline to produce the Switch 2 version. EDIT: And they probably need to redo all the assets. / Fortnite doesn't use Nanite and Lumen on Switch 2.  Last edited: Yesterday at 4:18 PM bitcloudrzr Member May 31, 2018 21,044 Universal Acclaim said: Maybe off topic, but is 30fps target not so important anymore for 2027 industry-leading graphics? GTA is mainly doing it for design/physics/etc. whch is why the graphics can't be scaled down to 720p/60fps? Click to expand... Click to shrink... Graphics are the part of the game that can be scaled, it is CPU load that is the more difficult part, although devs have actually made cuts in the latter to increase performance mode fps viability. Even with this focus on 60fps performance modes, they are always going to have room to make a higher fidelity 30fps mode. Specifically with UE5 though, performance has been such a disaster all around and Epic seems to be taking it seriously now.   Greywaren Member Jul 16, 2019 13,530 Spain 60 fps target is fantastic, I wish it was the norm.   julia crawford Took the red AND the blue pills Member Oct 27, 2017 40,709 i am very ok with lower fps on the series s, it is far more palatable than severe resolution drops with upscaling artifacts.   Spoit Member Oct 28, 2017 5,599 Chronos said: This better not be a Cyberpunk situation all over again. If they can't get it to work on S, then they may just need to abandon that console. Work out a deal with MS or wait for their next generation. Click to expand... Click to shrink... And yet people keep talking about somehow getting PS6 games to work on the sony portable, which is probably going to be like half as powerful as a PS5, like that won't hold games back   PLASTICA-MAN Member Oct 26, 2017 29,563 chris 1515 said: The game have raytracing GI and reflection it will probably be 30 fps 600p-720p on Xbox Series S. Click to expand... Click to shrink... There is kinda a misconception of how Lumen and the hybrid RT is handled in UE5 titles. AO is also part of the ray traced pipeline through the HW Lumen too. Just shadows are handled separately from the RT system by using VSM which in final look behvae quite like RT shadows in shape, same how FF16 handled the shadows looking like RT ones while it isn't traced. UE5 can still trace shadows if they want to push things even further.  overthewaves Member Sep 30, 2020 1,203 What about the PS5 handheld?   nullpotential Member Jun 24, 2024 87 KRT said: Series S was a mistake Click to expand... Click to shrink... Consoles were a mistake.  GPU Member Oct 10, 2024 1,075 I really dont think Series S/X will be much of a factor by the time this game comes out.   Lashley <<Tag Here>> Member Oct 25, 2017 65,679 Just make series s 480p 30fps   pappacone Member Jan 10, 2020 4,076 Greywaren said: 60 fps target is fantastic, I wish it was the norm. Click to expand... Click to shrink... It pretty much is   Super Studied the Buster Sword Member Jan 29, 2022 13,601 I hope they can pull 60 FPS off in the full game.   Theorry Member Oct 27, 2017 69,045 "target" Uh huh. We know how that is gonna go.  Jakartalado Member Oct 27, 2017 2,818 São Paulo, Brazil Skot said: 720p on Series S incoming Click to expand... Click to shrink... If the PS5 is internally at 720p up to 900p, I seriously doubt that.  Revoltoftheunique Member Jan 23, 2022 2,312 It will be unstable 60fps with lots of stuttering.   defaltoption Plug in a controller and enter the Konami code The Fallen Oct 27, 2017 12,485 Austin KRT said: Series S was a mistake Click to expand... Click to shrink... With that same attitude in this case you could say consoles are the mistake. You on your Series X or PS5 Pro are holding my 5090 back. Not so fun of a take anymore. Thats why its stupid.   Horns Member Dec 7, 2018 3,423 I hope Microsoft drops the requirement for Series S by the time this comes out.   chris 1515 Member Oct 27, 2017 7,116 Barcelona Spain PLASTICA-MAN said: There is kinda a misconception of how Lumen and the hybrid RT is handled in UE5 titles. AO is also part of the ray traced pipeline through the HW Lumen too. Just shadows are handled separately from the RT system by using VSM which in final look behvae quite like RT shadows in shape, same how FF16 handled the shadows looking like RT ones while it isn't traced. UE5 can still trace shadows if they want to push things even further. Click to expand... Click to shrink... Yes indirect shadows are handled by hardware lumen. But at the end ot doesn¡t change my comment. i think the game will be 600´720p at 30 fps on Series S.  bitcloudrzr Member May 31, 2018 21,044 Spoit said: And yet people keep talking about somehow getting PS6 games to work on the sony portable, which is probably going to be like half as powerful as a PS5, like that won't hold games back Click to expand... Click to shrink... Has it been confirmed that Sony is going to have release requirements like the XS?   Commander Shepherd Member Jan 27, 2023 173 Anyone remember when no load screens was talked about for Witcher 3?   chris 1515 Member Oct 27, 2017 7,116 Barcelona Spain No this is probably different than most game are doing it here the main focus is the 60 fps mode and after they can create a balancedand 30 fps mode. This is not the other way around.  stanman Member Feb 13, 2025 235 defaltoption said: With that same attitude in this case you could say consoles are the mistake. You on your Series X or PS5 Pro are holding my 5090 back. Not so fun of a take anymore. Thats why its stupid. Click to expand... Click to shrink... And your mistake is comparing a PC graphics card to a console.  PLASTICA-MAN Member Oct 26, 2017 29,563 chris 1515 said: Yes indirect shadows are handled by hardware lumen. But at the end ot doesn¡t change my comment. i think the game will be 600´720p at 30 fps on Series S. Click to expand... Click to shrink... Yes. I am sure Series S will have HW solution but probably at 30 FPS. that would be a miracle if they achieve 60 FPS.  ArchedThunder Uncle Beerus Member Oct 25, 2017 21,278 chris 1515 said: It will be a full port a few years after like The Witcher 3., they don't use software lumen here. I doubt the Switch 2 Raytracing capaclity is high enough to use the same pipeline to produce the Switch 2 version. EDIT: And they probably need to redo all the assets. / Fortnite doesn't use Nanite and Lumen on Switch 2. Click to expand... Click to shrink... Fortnite not using Lumen or Nanite at launch doesn't mean they can't run well on Switch 2. It's a launch port and they prioritized clean IQ and 60fps. I wouldn't be surprised to see them added later. Also it's not like the ray tracing in a Witcher 3 port has to match PS5, there's a lot of scaling back that can be done with ray tracing without ripping out the kitchen sink. Software lumen is also likely to be an option on P.   jroc74 Member Oct 27, 2017 34,465 Interesting times ahead.... bitcloudrzr said: Has it been confirmed that Sony is going to have release requirements like the XS? Click to expand... Click to shrink... Your know good n well everything about this rumor has been confirmed. /S  Derbel McDillet ▲ Legend ▲ Member Nov 23, 2022 25,250 Chronos said: This better not be a Cyberpunk situation all over again. If they can't get it to work on S, then they may just need to abandon that console. Work out a deal with MS or wait for their next generation. Click to expand... Click to shrink... How does this sound like a Cyberpunk issue? They didn't say they can't get it to work on the S.   defaltoption Plug in a controller and enter the Konami code The Fallen Oct 27, 2017 12,485 Austin stanman said: And your mistake is comparing a PC graphics card to a console. Click to expand... Click to shrink...   reksveks Member May 17, 2022 7,628 Horns said: I hope Microsoft drops the requirement for Series S by the time this comes out. Click to expand... Click to shrink... why? dev can make it 30 fps on series s and 60 fps on series x if needed. if they aren't or don't have to drop it for gta vi, they probably ain't dropping it for tw4.  chris 1515 Member Oct 27, 2017 7,116 Barcelona Spain defaltoption said: With that same attitude in this case you could say consoles are the mistake. You on your Series X or PS5 Pro are holding my 5090 back. Not so fun of a take anymore. Thats why its stupid. Click to expand... Click to shrink... No the consoles won't hold back your 5090 because the game is created with hardware lumen, RT reflection, virtual shadows maps and Nanite plus Nanite vegetation in minds. Maybe Nanite character too in final version? If the game was made with software lumen as the base it would have holding back your 5090... Your PC will have much better IQ, framerate and better raytracing with Megalightand better raytracing settings in general.  bitcloudrzr Member May 31, 2018 21,044 jroc74 said: Interesting times ahead.... Your know good n well everything about this rumor has been confirmed. /S Click to expand... Click to shrink... Sony is like the opposite of a platform holder "forcing" adoption, for better or worse.   defaltoption Plug in a controller and enter the Konami code The Fallen Oct 27, 2017 12,485 Austin chris 1515 said: No the consoles won't hold back yout 5090 because the game is created with hardware lumen, RT reflection, virtual shadows maps and Nanite plus Nanite vegetation in minds. Maybe Nanite character too in final version? If the game was made with software lumen as the base it would have holding back your 5090... Your PC will have much better IQ, framerate and better raytracing with Megalightand better raytracing settings in general. Click to expand... Click to shrink... Exactly, the series s is not a "mistake" or holding any version of the game on console or even PC back, that's what I'm saying to the person I replied to, its stupid to say that.   cursed beef Member Jan 3, 2021 998 Have to imagine MS will lift the Series S parity clause when the next consoles launch. Which will be before/around the time W4 hits, right?   Alvis Saw the truth behind the copied door Member Oct 25, 2017 12,270 EU Chronos said: This better not be a Cyberpunk situation all over again. If they can't get it to work on S, then they may just need to abandon that console. Work out a deal with MS or wait for their next generation. Click to expand... Click to shrink... ? they said that 60 FPS on Series S is challenging, not the act of releasing the game there at all. The game can simply run at 30 FPS on Series S if they can't pull off 60 FPS. Or have a 40 FPS mode in lieu of 60 FPS. The CPU and storage speed differences between last gen and current gen were gigantic. This isn't even remotely close to a comparable situation.  defaltoption Plug in a controller and enter the Konami code The Fallen Oct 27, 2017 12,485 Austin misqoute post   jroc74 Member Oct 27, 2017 34,465 defaltoption said: With that same attitude in this case you could say consoles are the mistake. You on your Series X or PS5 Pro are holding my 5090 back. Not so fun of a take anymore. Thats why its stupid. Click to expand... Click to shrink... Ah yes, clearly 5090 cards are the vast majority of the minimum requirements for PC games. How can anyone say this with a straight face anymore when there are now PC games running on a Steam Deck. At least ppl saying that about the Series S are comparing it to other consoles. That said, it is interesting they are focusing on consoles first, then PC.  #projekt #red #tw4 #has #console
    WWW.RESETERA.COM
    CD Projekt RED: TW4 has console first development with a 60fps target; 60fps on Series S will be "extremely challenging"
    DriftingSpirit Member Oct 25, 2017 18,563 They note how they usually start with PC and scale down, but they will be doing it the other way around this time to avoid issues with the console versions. 4:15 for console focus and 60fps 38:50 for the Series S comment  bsigg Member Oct 25, 2017 25,153 [DF] Inside The Witcher 4 Unreal Engine 5 Tech Demo: CD Projekt RED + Epic Deep Dive Interview https://www.youtube.com/watch?v=OplYN2MMI4Q www.resetera.com   Skot Member Oct 30, 2017 645 720p on Series S incoming   Bulby Prophet of Truth Member Oct 29, 2017 6,006 Berlin I think think any series s user will be happy with a beautiful 900p 30fps   Chronos Member Oct 27, 2017 1,249 This better not be a Cyberpunk situation all over again. If they can't get it to work on S, then they may just need to abandon that console. Work out a deal with MS or wait for their next generation.   HellofaMouse Member Oct 27, 2017 8,551 i wonder if this'll come out before the gen is over? good chance itll be a 2077 situation, cross-gen release with a broken ps6 version  logash Member Oct 27, 2017 6,526 This makes sense since they want to have good performance on lower end machines and they mentioned that it was easier to scale up than to scale down. They also mentioned their legacy on PC and how they plan on scaling it up high like they usually do on PC.   KRT Member Aug 7, 2020 247 Series S was a mistake   chris 1515 Member Oct 27, 2017 7,116 Barcelona Spain The game have raytracing GI and reflection it will probably be 30 fps 600p-720p on Xbox Series S.   bitcloudrzr Member May 31, 2018 21,044 Bulby said: I think think any series s user will be happy with a beautiful 900p 30fps Click to expand... Click to shrink...   Yuuber Member Oct 28, 2017 4,540 KRT said: Series S was a mistake Click to expand... Click to shrink... Can we stop with these stupid takes? For all we know it sold as much as Series X, helped several games have better optimization on bigger consoles and it will definitely help optimizing newer games to the Nintendo Switch 2.  MANTRA Member Feb 21, 2024 1,198 No one who cares about 60fps should be buying a Series S, just make it 30fps.   Roytheone Member Oct 25, 2017 6,185 Chronos said: This better not be a Cyberpunk situation all over again. If they can't get it to work on S, then they may just need to abandon that console. Work out a deal with MS or wait for their next generation. Click to expand... Click to shrink... They can just go for 30 fps instead on the Series S. No need for a special deal for that, that's allowed.  Matterhorn Member Feb 6, 2019 254 United States Hoping for a very nice looking 30fps Switch 2 version.   Universal Acclaim Member Oct 5, 2024 2,617 Maybe off topic, but is 30fps target not so important anymore for 2027 industry-leading graphics? GTA is mainly doing it for design/physics/etc. whch is why the game can't be scaled down to 720-900p/60fps?   chris 1515 Member Oct 27, 2017 7,116 Barcelona Spain Matterhorn said: Hoping for a very nice looking 30fps Switch 2 version. Click to expand... Click to shrink... It will be a full port a few years after like The Witcher 3., they don't use software lumen here. I doubt the Switch 2 Raytracing capaclity is high enough to use the same pipeline to produce the Switch 2 version. EDIT: And they probably need to redo all the assets. https://www.reddit.com/r/FortNiteBR/comments/1l4a1o4/fortnite_on_the_switch_2_looks_great_these_low/ Fortnite doesn't use Nanite and Lumen on Switch 2.  Last edited: Yesterday at 4:18 PM bitcloudrzr Member May 31, 2018 21,044 Universal Acclaim said: Maybe off topic, but is 30fps target not so important anymore for 2027 industry-leading graphics? GTA is mainly doing it for design/physics/etc. whch is why the graphics can't be scaled down to 720p/60fps? Click to expand... Click to shrink... Graphics are the part of the game that can be scaled, it is CPU load that is the more difficult part, although devs have actually made cuts in the latter to increase performance mode fps viability. Even with this focus on 60fps performance modes, they are always going to have room to make a higher fidelity 30fps mode. Specifically with UE5 though, performance has been such a disaster all around and Epic seems to be taking it seriously now.   Greywaren Member Jul 16, 2019 13,530 Spain 60 fps target is fantastic, I wish it was the norm.   julia crawford Took the red AND the blue pills Member Oct 27, 2017 40,709 i am very ok with lower fps on the series s, it is far more palatable than severe resolution drops with upscaling artifacts.   Spoit Member Oct 28, 2017 5,599 Chronos said: This better not be a Cyberpunk situation all over again. If they can't get it to work on S, then they may just need to abandon that console. Work out a deal with MS or wait for their next generation. Click to expand... Click to shrink... And yet people keep talking about somehow getting PS6 games to work on the sony portable, which is probably going to be like half as powerful as a PS5, like that won't hold games back   PLASTICA-MAN Member Oct 26, 2017 29,563 chris 1515 said: The game have raytracing GI and reflection it will probably be 30 fps 600p-720p on Xbox Series S. Click to expand... Click to shrink... There is kinda a misconception of how Lumen and the hybrid RT is handled in UE5 titles. AO is also part of the ray traced pipeline through the HW Lumen too. Just shadows are handled separately from the RT system by using VSM which in final look behvae quite like RT shadows in shape, same how FF16 handled the shadows looking like RT ones while it isn't traced. UE5 can still trace shadows if they want to push things even further.  overthewaves Member Sep 30, 2020 1,203 What about the PS5 handheld?   nullpotential Member Jun 24, 2024 87 KRT said: Series S was a mistake Click to expand... Click to shrink... Consoles were a mistake.  GPU Member Oct 10, 2024 1,075 I really dont think Series S/X will be much of a factor by the time this game comes out.   Lashley <<Tag Here>> Member Oct 25, 2017 65,679 Just make series s 480p 30fps   pappacone Member Jan 10, 2020 4,076 Greywaren said: 60 fps target is fantastic, I wish it was the norm. Click to expand... Click to shrink... It pretty much is   Super Studied the Buster Sword Member Jan 29, 2022 13,601 I hope they can pull 60 FPS off in the full game.   Theorry Member Oct 27, 2017 69,045 "target" Uh huh. We know how that is gonna go.  Jakartalado Member Oct 27, 2017 2,818 São Paulo, Brazil Skot said: 720p on Series S incoming Click to expand... Click to shrink... If the PS5 is internally at 720p up to 900p, I seriously doubt that.  Revoltoftheunique Member Jan 23, 2022 2,312 It will be unstable 60fps with lots of stuttering.   defaltoption Plug in a controller and enter the Konami code The Fallen Oct 27, 2017 12,485 Austin KRT said: Series S was a mistake Click to expand... Click to shrink... With that same attitude in this case you could say consoles are the mistake. You on your Series X or PS5 Pro are holding my 5090 back. Not so fun of a take anymore. Thats why its stupid.   Horns Member Dec 7, 2018 3,423 I hope Microsoft drops the requirement for Series S by the time this comes out.   chris 1515 Member Oct 27, 2017 7,116 Barcelona Spain PLASTICA-MAN said: There is kinda a misconception of how Lumen and the hybrid RT is handled in UE5 titles. AO is also part of the ray traced pipeline through the HW Lumen too. Just shadows are handled separately from the RT system by using VSM which in final look behvae quite like RT shadows in shape, same how FF16 handled the shadows looking like RT ones while it isn't traced. UE5 can still trace shadows if they want to push things even further. Click to expand... Click to shrink... Yes indirect shadows are handled by hardware lumen. But at the end ot doesn¡t change my comment. i think the game will be 600´720p at 30 fps on Series S.  bitcloudrzr Member May 31, 2018 21,044 Spoit said: And yet people keep talking about somehow getting PS6 games to work on the sony portable, which is probably going to be like half as powerful as a PS5, like that won't hold games back Click to expand... Click to shrink... Has it been confirmed that Sony is going to have release requirements like the XS?   Commander Shepherd Member Jan 27, 2023 173 Anyone remember when no load screens was talked about for Witcher 3?   chris 1515 Member Oct 27, 2017 7,116 Barcelona Spain No this is probably different than most game are doing it here the main focus is the 60 fps mode and after they can create a balanced(40 fps) and 30 fps mode. This is not the other way around.  stanman Member Feb 13, 2025 235 defaltoption said: With that same attitude in this case you could say consoles are the mistake. You on your Series X or PS5 Pro are holding my 5090 back. Not so fun of a take anymore. Thats why its stupid. Click to expand... Click to shrink... And your mistake is comparing a PC graphics card to a console.  PLASTICA-MAN Member Oct 26, 2017 29,563 chris 1515 said: Yes indirect shadows are handled by hardware lumen. But at the end ot doesn¡t change my comment. i think the game will be 600´720p at 30 fps on Series S. Click to expand... Click to shrink... Yes. I am sure Series S will have HW solution but probably at 30 FPS. that would be a miracle if they achieve 60 FPS.  ArchedThunder Uncle Beerus Member Oct 25, 2017 21,278 chris 1515 said: It will be a full port a few years after like The Witcher 3., they don't use software lumen here. I doubt the Switch 2 Raytracing capaclity is high enough to use the same pipeline to produce the Switch 2 version. EDIT: And they probably need to redo all the assets. https://www.reddit.com/r/FortNiteBR/comments/1l4a1o4/fortnite_on_the_switch_2_looks_great_these_low/ Fortnite doesn't use Nanite and Lumen on Switch 2. Click to expand... Click to shrink... Fortnite not using Lumen or Nanite at launch doesn't mean they can't run well on Switch 2. It's a launch port and they prioritized clean IQ and 60fps. I wouldn't be surprised to see them added later. Also it's not like the ray tracing in a Witcher 3 port has to match PS5, there's a lot of scaling back that can be done with ray tracing without ripping out the kitchen sink. Software lumen is also likely to be an option on P.   jroc74 Member Oct 27, 2017 34,465 Interesting times ahead.... bitcloudrzr said: Has it been confirmed that Sony is going to have release requirements like the XS? Click to expand... Click to shrink... Your know good n well everything about this rumor has been confirmed. /S  Derbel McDillet ▲ Legend ▲ Member Nov 23, 2022 25,250 Chronos said: This better not be a Cyberpunk situation all over again. If they can't get it to work on S, then they may just need to abandon that console. Work out a deal with MS or wait for their next generation. Click to expand... Click to shrink... How does this sound like a Cyberpunk issue? They didn't say they can't get it to work on the S.   defaltoption Plug in a controller and enter the Konami code The Fallen Oct 27, 2017 12,485 Austin stanman said: And your mistake is comparing a PC graphics card to a console. Click to expand... Click to shrink...   reksveks Member May 17, 2022 7,628 Horns said: I hope Microsoft drops the requirement for Series S by the time this comes out. Click to expand... Click to shrink... why? dev can make it 30 fps on series s and 60 fps on series x if needed. if they aren't or don't have to drop it for gta vi, they probably ain't dropping it for tw4.  chris 1515 Member Oct 27, 2017 7,116 Barcelona Spain defaltoption said: With that same attitude in this case you could say consoles are the mistake. You on your Series X or PS5 Pro are holding my 5090 back. Not so fun of a take anymore. Thats why its stupid. Click to expand... Click to shrink... No the consoles won't hold back your 5090 because the game is created with hardware lumen, RT reflection, virtual shadows maps and Nanite plus Nanite vegetation in minds. Maybe Nanite character too in final version? If the game was made with software lumen as the base it would have holding back your 5090... Your PC will have much better IQ, framerate and better raytracing with Megalight(direct raytraced shadows with tons of lighe source) and better raytracing settings in general.  bitcloudrzr Member May 31, 2018 21,044 jroc74 said: Interesting times ahead.... Your know good n well everything about this rumor has been confirmed. /S Click to expand... Click to shrink... Sony is like the opposite of a platform holder "forcing" adoption, for better or worse.   defaltoption Plug in a controller and enter the Konami code The Fallen Oct 27, 2017 12,485 Austin chris 1515 said: No the consoles won't hold back yout 5090 because the game is created with hardware lumen, RT reflection, virtual shadows maps and Nanite plus Nanite vegetation in minds. Maybe Nanite character too in final version? If the game was made with software lumen as the base it would have holding back your 5090... Your PC will have much better IQ, framerate and better raytracing with Megalight(direct raytraced shadows) and better raytracing settings in general. Click to expand... Click to shrink... Exactly, the series s is not a "mistake" or holding any version of the game on console or even PC back, that's what I'm saying to the person I replied to, its stupid to say that.   cursed beef Member Jan 3, 2021 998 Have to imagine MS will lift the Series S parity clause when the next consoles launch. Which will be before/around the time W4 hits, right?   Alvis Saw the truth behind the copied door Member Oct 25, 2017 12,270 EU Chronos said: This better not be a Cyberpunk situation all over again. If they can't get it to work on S, then they may just need to abandon that console. Work out a deal with MS or wait for their next generation. Click to expand... Click to shrink... ? they said that 60 FPS on Series S is challenging, not the act of releasing the game there at all. The game can simply run at 30 FPS on Series S if they can't pull off 60 FPS. Or have a 40 FPS mode in lieu of 60 FPS. The CPU and storage speed differences between last gen and current gen were gigantic. This isn't even remotely close to a comparable situation.  defaltoption Plug in a controller and enter the Konami code The Fallen Oct 27, 2017 12,485 Austin misqoute post   jroc74 Member Oct 27, 2017 34,465 defaltoption said: With that same attitude in this case you could say consoles are the mistake. You on your Series X or PS5 Pro are holding my 5090 back. Not so fun of a take anymore. Thats why its stupid. Click to expand... Click to shrink... Ah yes, clearly 5090 cards are the vast majority of the minimum requirements for PC games. How can anyone say this with a straight face anymore when there are now PC games running on a Steam Deck. At least ppl saying that about the Series S are comparing it to other consoles. That said, it is interesting they are focusing on consoles first, then PC. 
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  • Do you think Sony will make support for their rumored new handheld mandatory for developers?

    Red Kong XIX
    Member

    Oct 11, 2020

    13,560

    This is assuming that the handheld can play PS4 games natively without any issues, so they are not included in the poll.
    Hardware leaker Kepler said it should be able to run PS5 games, even without a patch, but with a performance impact potentially. 

    Hero_of_the_Day
    Avenger

    Oct 27, 2017

    19,958

    Isn't the rumor that games don't require patches to run on it? That would imply that support isn't mandatory, but automatic.
     

    Homura
    ▲ Legend ▲
    Member

    Aug 20, 2019

    7,232

    As the post above said, the rumor is the PS5 portable will be able to run natively any and all PS4/PS5 games.

    Of course, some games might not work properly or require specific patches, but the idea is automatic compatibility. 

    shadowman16
    Member

    Oct 25, 2017

    42,292

    Ideally you'd want stuff to pretty much work out of the box. The more you ask devs to do, the less I imagine will want to support it... Or suddenly games get parred down so that they can run on handhelds.

    I personally would just prefer a solution where its automatic. I dont really care about a Sony handheld, dont really want devs to be forced to support the thing 

    Modest_Modsoul
    Living the Dreams
    Member

    Oct 29, 2017

    28,418


     

    setmymindforopensky
    Member

    Apr 20, 2025

    67

    a lot of games have performance modes. it should run a lot of the library even without any patching. if there's multiplat im sure itll default to the PS4 ver. im not sure what theyd do for something like GTA6 but itll have a series S version so its clearly scalable enough.

    im guessing PSTV situation. support it or not we dont care. 

    reksveks
    Member

    May 17, 2022

    7,628

    Think Kepler is personally assuming the goal of running without patches is a goal and one that won't happen just cause it's too late to force it.

    It's going to be an interesting solution to an interesting problem 

    Servbot24
    The Fallen

    Oct 25, 2017

    47,826

    Obviously not. Pretty absurd question tbh.
     

    RivalGT
    Member

    Dec 13, 2017

    7,616

    This one sounds like it requires a lot of work on Sony's end, I dont think developers will need to do much for games to work.

    Granted moving forward Sony is likely to make it easier for devs to have a more input on this portable mode.

    Things working out of the box is likely the goal, and thats what Sony needs if they want this to work, but devs having more input on this mode would be a plus I think. 

    Callibretto
    Member

    Oct 25, 2017

    10,445

    Indonesia

    shadowman16 said:

    Ideally you'd want stuff to pretty much work out of the box. The more you ask devs to do, the less I imagine will want to support it... Or suddenly games get parred down so that they can run on handhelds.

    I personally would just prefer a solution where its automatic. I dont really care about a Sony handheld, dont really want devs to be forced to support the thingClick to expand...
    Click to shrink...

    depend on the game imo, asking CD Project to somehow make Witcher 4 playable on handheld might be unreasonable. but any game that can run on Switch 2 should be playable on PSPortable without much issue
     

    Pheonix1
    Member

    Jun 22, 2024

    716

    Absolutely they will. Not sure why people think it would be hard, if they hand them.the right tools most ports won't take long anyhow.
     

    skeezx
    Member

    Oct 27, 2017

    23,994

    guessing there will be a "portable approved" label with the respective games going forward, regardless whether it's a PS5 or PS6 game. and when the thing is released popular past titles will be retroactively approved by sony, and up to developers if they want to patch the bigger games to be portable friendly.

    i guess where things could get tricky/laborious for developers is whether every game going forward is required to screen for portable performance, as it's not a PC so the portable will likely disallow for running "non-approved" games at all 

    AmFreak
    Member

    Oct 26, 2017

    3,245

    They need to give people some form of guarantee that it will get games, otherwise they greatly diminish their potential success.

    The best way to do this is to make it another SKU of the contemporary console. And witheverything already running at 60fps and progression slowing to a crawl it's far easier than it had been in the past. 

    Ruck
    Member

    Oct 25, 2017

    3,105

    I mean, what is the handheld? PS6? Or an actual second console? If the former, then yes, if the latter then no
     

    TitanicFall
    Member

    Nov 12, 2017

    9,340

    Nah. It might be incentivized though. There's not much in it for devs if it's a cross buy situation.
     

    Callibretto
    Member

    Oct 25, 2017

    10,445

    Indonesia

    imo, PS6 will remain their main console, focusing on high fidelity visuals that Switch 2 and portable PC won't be able to run without huge compromise.

    PSPortable will be secondary console, something like PSPortal, but this time able to play any games that Switch2 can reasonably run. and for the high end games that it can't run, it will use streaming, either from PS6 you own, or PS+ Premium subs 

    bleits
    Member

    Oct 14, 2023

    373

    They have to if they want to be taken seriously
     

    Vic Damone Jr.
    Member

    Oct 27, 2017

    20,534

    Nope Sony doesn't mandate this stuff and it's why their second product always dies.
     

    fiendcode
    Member

    Oct 26, 2017

    26,514

    I think it depends on what the device really is, if it's more of a "Portal 2" or a "Series SP" or something else entirely. Streaming might be enough for PS6 games along with incentivized PS5/4 patches but whatever SIE does they need to make sure their inhouse teams are ALL on board this time. That was a big part of PSP/Vita's downfall, that the biggest or most important PS Studios snubbed them and the teams that did show up with support are mostly closed and gone now.
     

    Callibretto
    Member

    Oct 25, 2017

    10,445

    Indonesia

    bleits said:

    They have to if they want to be taken seriously

    Click to expand...
    Click to shrink...

    from the last interview with PS exec about Switch 2 spec, it seems clear that PS have no plan to abandon high end console spec to switch to mobile hardware like Switch 2 and Xbox Ally.

    PS consider their high fidelity visual as advantage and differentiator from Nintendo.

    so with PS6, their top studio will eventuall make games that just won't realistically run on handheld devices.

    so having a mandate where all PS6 games is playable on handheld is simply unrealistic imo 

    danm999
    Member

    Oct 29, 2017

    19,929

    Sydney

    Incentives, not mandates.
     

    NSESN
    ▲ Legend ▲
    Member

    Oct 25, 2017

    27,729

    I think people are setting themselves for disappointment in regards for how powerful this thing will be
     

    defaltoption
    Plug in a controller and enter the Konami code
    The Fallen

    Oct 27, 2017

    12,485

    Austin

    Depends on what they call it.

    If they call it anything related to ps6, expect very bad performance, and mandates

    If they call it ps5 portable, expect bad performance and no mandates as it will be handled on their end

    If they call it a ps portable expect it to have no support from Sony and get whatever it gets just be happy it functions till they abandon it. 

    Metnut
    Member

    Apr 7, 2025

    30

    Good question OP.

    I voted the middle one. I think anything that ships for PS5 will need to work for the handheld. Question is whether that works automatically or will need patches. 

    mute
    ▲ Legend ▲
    Member

    Oct 25, 2017

    29,807

    I think that would require a level of commitment to a secondary piece of hardware that Sony hasn't shown in a long time.
     

    Patison
    Member

    Oct 27, 2017

    761

    It's difficult to say without knowing what they're planning with this device exactly. If they're fully going Switch routeor more like a Steam Deck, which will run launch games perfectly and then, as time goes on, some titles might start looking less than ideal or be unplayable at all.

    Or Series S/X, just the Series S being portable — that would be preferable but also limiting but also diminishing returns between generations so might be worth it etc.

    And if that device happens at all and its development won't be dropped soon is another question. Lots of unknowns, but I'm interested to see what Sony comes up with, as long as they'll have games to support it this time around. 

    Jammerz
    Member

    Apr 29, 2023

    1,579

    I think it will be optional support.

    However sony needs to support it with their first parties to set an example and making it as easy as possible for other devs to scale down. For sony first party games maybe use nixxes to scale down so their studios aren't bogged down. 

    Hamchan
    The Fallen

    Oct 25, 2017

    6,000

    I think 99.9% of games will be crossgen between PS5 and PS6 for the entire generation, just based on how this industry is going, so it might not be much of an issue for Sony to mandate.
     

    Advance.Wars.Sgt.
    Member

    Jun 10, 2018

    10,456

    Honestly, I'd worry more about Sony's 1st party teams than 3rd party developers since they were notoriously adverse making software with a handheld power profile in mind.
     

    overthewaves
    Member

    Sep 30, 2020

    1,203

    Wouldn't that hamstring the games for ps6? That's PlayStation players biggest fear they don't want a series S type situation right? They treat series S like a punching bag.
     

    Neonvisions
    Member

    Oct 27, 2017

    707

    overthewaves said:

    Wouldn't that hamstring the games for ps6? That's PlayStation players biggest fear they don't want a series S type situation right? They treat series S like a punching bag.

    Click to expand...
    Click to shrink...

    How would that effect PS6? Are you suggesting that the Series S hamstrings games for the X? 

    Gwarm
    Member

    Nov 13, 2017

    2,902

    I'd be shocked if Sony released a device that let's you play games that haven't been patched or confirmed to run acceptably. Imagine if certain games just hard crashed the console? This is the company that wouldn't let you play certain Vita games on the PSTV even if they actually worked.
     

    bloopland33
    Member

    Mar 4, 2020

    3,845

    I wonder if they'll just do the Steam Deck thing and do a compatibility badge. You can boot whatever software you want, but it might run at 5 fps and drain your battery.

    This would be in addition to whatever efforts they're doing to make things work out of the box, of course.

    But it's hard to imagine them mandating developers ship a PS6 profile and a PS6P profile for those heavier games 5-7 years from now…

    ….but it's also hard to imagine them shipping this PS6-gen device that doesn't play everything. So maybe they Steam Deck it 

    vivftp
    Member

    Oct 29, 2017

    23,016

    My guess, every PS6 game will be mandated to support it. PS5 games will support it natively for the simpler games and will require a patch as has been rumored to run on lesser specs

    I think next gen we get PS3 and Vita emulation so the PS6 and portable will be able to play games from PSN from every past PlayStation 

    Mocha Joe
    Member

    Jun 2, 2021

    13,636

    Really need to take the Steam Deck approach and don't make it a requirement. Just make it a complementary device where it is possible to play majority of the games available on PSN.
     

    overthewaves
    Member

    Sep 30, 2020

    1,203

    Neonvisions said:

    How would that effect PS6? Are you suggesting that the Series S hamstrings games for the X?

    Click to expand...
    Click to shrink...

    I mean did you see the reaction here to the series S announcement lol. Everyone was saying it's gonna "hold back the generation".
     

    reksveks
    Member

    May 17, 2022

    7,628

    Neonvisions said:

    How would that effect PS6? Are you suggesting that the Series S hamstrings games for the X?

    Click to expand...
    Click to shrink...

    Or the perception is that it does but the truth is that there is a lot of factors
     

    Fabs
    Member

    Aug 22, 2019

    2,827

    I can't see the forcing handheld and pro support next gen.
     

    level
    Member

    May 25, 2023

    1,427

    Definitely not

    Games already take too long to make. Extra time isn't something they'll want to reinforce to their developers. 

    gofreak
    Member

    Oct 26, 2017

    8,411

    I don't think support will be mandatory. I think they're bringing it into a reality where a growing portion of games can, or could, run without much change or effort on the developer's part on a next gen handheld. They'll lean on that natural trend rather than a policy - anything that is outside of that will just be streamable as now with the Portal.
     

    Caiusto
    Member

    Oct 25, 2017

    7,086

    If they don't want to end up with another Vita yes they will.
     

    mute
    ▲ Legend ▲
    Member

    Oct 25, 2017

    29,807

    Advance.Wars.Sgt. said:

    Honestly, I'd worry more about Sony's 1st party teams than 3rd party developers since they were notoriously adverse making software with a handheld power profile in mind.

    Click to expand...
    Click to shrink...

    It does seem kinda unthinkable that Intergalactic would be made with a handheld in mind, for example.
     

    AmFreak
    Member

    Oct 26, 2017

    3,245

    mute said:

    It does seem kinda unthinkable that Intergalactic would be made with a handheld in mind, for example.

    Click to expand...
    Click to shrink...

    Ratchet, Returnal, Cyberpunk, etc. also weren't made "with a handheld in mind".
     

    Spoit
    Member

    Oct 28, 2017

    5,599

    Given how much of a pain the series S mandate has been, I don't see them binding even first party studios to it, especially ones that are trying to go for the cutting edge of tech. Since given AMDs timelines, is not going to be anywhere near a base PS5.

    I'm also skeptical of the claim that'll be able to play ps5 games without extensive patching. 

    Jawmuncher
    Crisis Dino
    Moderator

    Oct 25, 2017

    45,166

    Ibis Island

    No, I think the portable will handle portable stuff "automatically" for what it converts
     

    knightmawk
    Member

    Dec 12, 2018

    8,900

    I expect they'll do everything they can to make sure no one has to think about it and it's as automatic as possible. It'll technically still be part of cert, but the goal will be for it to be rare that a game fails that part of cert and has to be sent back.

    That being said, I imagine there will be some games that still don't work and developers will be able to submit for that exception. 

    RivalGT
    Member

    Dec 13, 2017

    7,616

    I think the concept here is similar to how PS4 games play on PS5, the ones with patches I mean, the game will run with a different graphics preset then it would on PS4/ PS4 Pro, so in some cases this means higher resolution or higher frame rate cap.

    What Sony needs to work on their end is getting this to work without any patches from developers. Its the only way this can work. 

    Vexii
    Member

    Oct 31, 2017

    3,103

    UK

    if they don't mandate support, it'll just be a death knell for the format. I don't think they could get away with a dedicated handheld platform now when the Switch and Steam Deck exists
     

    Mobius and Pet Octopus
    Member

    Oct 25, 2017

    17,065

    Just because a game can run on a handheld, doesn't mean that's all required for support. The UI alone likely requires changes for an optimal experience, sometimes necessary to be "playable". Small screen sizes usually needs changes.
     

    SeanMN
    Member

    Oct 28, 2017

    2,437

    If PS6 games support is optional, that will create fragmentation of the platform and uncertain software support.

    If it's part of the PS6 family and support is mandatory, I can see there being concern that if would hold the generation back with a low capability sku.

    My thoughts are this should be a PS6 and support the same as the primary console. 
    #you #think #sony #will #make
    Do you think Sony will make support for their rumored new handheld mandatory for developers?
    Red Kong XIX Member Oct 11, 2020 13,560 This is assuming that the handheld can play PS4 games natively without any issues, so they are not included in the poll. Hardware leaker Kepler said it should be able to run PS5 games, even without a patch, but with a performance impact potentially.  Hero_of_the_Day Avenger Oct 27, 2017 19,958 Isn't the rumor that games don't require patches to run on it? That would imply that support isn't mandatory, but automatic.   Homura ▲ Legend ▲ Member Aug 20, 2019 7,232 As the post above said, the rumor is the PS5 portable will be able to run natively any and all PS4/PS5 games. Of course, some games might not work properly or require specific patches, but the idea is automatic compatibility.  shadowman16 Member Oct 25, 2017 42,292 Ideally you'd want stuff to pretty much work out of the box. The more you ask devs to do, the less I imagine will want to support it... Or suddenly games get parred down so that they can run on handhelds. I personally would just prefer a solution where its automatic. I dont really care about a Sony handheld, dont really want devs to be forced to support the thing  Modest_Modsoul Living the Dreams Member Oct 29, 2017 28,418 🤷‍♂️   setmymindforopensky Member Apr 20, 2025 67 a lot of games have performance modes. it should run a lot of the library even without any patching. if there's multiplat im sure itll default to the PS4 ver. im not sure what theyd do for something like GTA6 but itll have a series S version so its clearly scalable enough. im guessing PSTV situation. support it or not we dont care.  reksveks Member May 17, 2022 7,628 Think Kepler is personally assuming the goal of running without patches is a goal and one that won't happen just cause it's too late to force it. It's going to be an interesting solution to an interesting problem  Servbot24 The Fallen Oct 25, 2017 47,826 Obviously not. Pretty absurd question tbh.   RivalGT Member Dec 13, 2017 7,616 This one sounds like it requires a lot of work on Sony's end, I dont think developers will need to do much for games to work. Granted moving forward Sony is likely to make it easier for devs to have a more input on this portable mode. Things working out of the box is likely the goal, and thats what Sony needs if they want this to work, but devs having more input on this mode would be a plus I think.  Callibretto Member Oct 25, 2017 10,445 Indonesia shadowman16 said: Ideally you'd want stuff to pretty much work out of the box. The more you ask devs to do, the less I imagine will want to support it... Or suddenly games get parred down so that they can run on handhelds. I personally would just prefer a solution where its automatic. I dont really care about a Sony handheld, dont really want devs to be forced to support the thingClick to expand... Click to shrink... depend on the game imo, asking CD Project to somehow make Witcher 4 playable on handheld might be unreasonable. but any game that can run on Switch 2 should be playable on PSPortable without much issue   Pheonix1 Member Jun 22, 2024 716 Absolutely they will. Not sure why people think it would be hard, if they hand them.the right tools most ports won't take long anyhow.   skeezx Member Oct 27, 2017 23,994 guessing there will be a "portable approved" label with the respective games going forward, regardless whether it's a PS5 or PS6 game. and when the thing is released popular past titles will be retroactively approved by sony, and up to developers if they want to patch the bigger games to be portable friendly. i guess where things could get tricky/laborious for developers is whether every game going forward is required to screen for portable performance, as it's not a PC so the portable will likely disallow for running "non-approved" games at all  AmFreak Member Oct 26, 2017 3,245 They need to give people some form of guarantee that it will get games, otherwise they greatly diminish their potential success. The best way to do this is to make it another SKU of the contemporary console. And witheverything already running at 60fps and progression slowing to a crawl it's far easier than it had been in the past.  Ruck Member Oct 25, 2017 3,105 I mean, what is the handheld? PS6? Or an actual second console? If the former, then yes, if the latter then no   TitanicFall Member Nov 12, 2017 9,340 Nah. It might be incentivized though. There's not much in it for devs if it's a cross buy situation.   Callibretto Member Oct 25, 2017 10,445 Indonesia imo, PS6 will remain their main console, focusing on high fidelity visuals that Switch 2 and portable PC won't be able to run without huge compromise. PSPortable will be secondary console, something like PSPortal, but this time able to play any games that Switch2 can reasonably run. and for the high end games that it can't run, it will use streaming, either from PS6 you own, or PS+ Premium subs  bleits Member Oct 14, 2023 373 They have to if they want to be taken seriously   Vic Damone Jr. Member Oct 27, 2017 20,534 Nope Sony doesn't mandate this stuff and it's why their second product always dies.   fiendcode Member Oct 26, 2017 26,514 I think it depends on what the device really is, if it's more of a "Portal 2" or a "Series SP" or something else entirely. Streaming might be enough for PS6 games along with incentivized PS5/4 patches but whatever SIE does they need to make sure their inhouse teams are ALL on board this time. That was a big part of PSP/Vita's downfall, that the biggest or most important PS Studios snubbed them and the teams that did show up with support are mostly closed and gone now.   Callibretto Member Oct 25, 2017 10,445 Indonesia bleits said: They have to if they want to be taken seriously Click to expand... Click to shrink... from the last interview with PS exec about Switch 2 spec, it seems clear that PS have no plan to abandon high end console spec to switch to mobile hardware like Switch 2 and Xbox Ally. PS consider their high fidelity visual as advantage and differentiator from Nintendo. so with PS6, their top studio will eventuall make games that just won't realistically run on handheld devices. so having a mandate where all PS6 games is playable on handheld is simply unrealistic imo  danm999 Member Oct 29, 2017 19,929 Sydney Incentives, not mandates.   NSESN ▲ Legend ▲ Member Oct 25, 2017 27,729 I think people are setting themselves for disappointment in regards for how powerful this thing will be   defaltoption Plug in a controller and enter the Konami code The Fallen Oct 27, 2017 12,485 Austin Depends on what they call it. If they call it anything related to ps6, expect very bad performance, and mandates If they call it ps5 portable, expect bad performance and no mandates as it will be handled on their end If they call it a ps portable expect it to have no support from Sony and get whatever it gets just be happy it functions till they abandon it.  Metnut Member Apr 7, 2025 30 Good question OP. I voted the middle one. I think anything that ships for PS5 will need to work for the handheld. Question is whether that works automatically or will need patches.  mute ▲ Legend ▲ Member Oct 25, 2017 29,807 I think that would require a level of commitment to a secondary piece of hardware that Sony hasn't shown in a long time.   Patison Member Oct 27, 2017 761 It's difficult to say without knowing what they're planning with this device exactly. If they're fully going Switch routeor more like a Steam Deck, which will run launch games perfectly and then, as time goes on, some titles might start looking less than ideal or be unplayable at all. Or Series S/X, just the Series S being portable — that would be preferable but also limiting but also diminishing returns between generations so might be worth it etc. And if that device happens at all and its development won't be dropped soon is another question. Lots of unknowns, but I'm interested to see what Sony comes up with, as long as they'll have games to support it this time around.  Jammerz Member Apr 29, 2023 1,579 I think it will be optional support. However sony needs to support it with their first parties to set an example and making it as easy as possible for other devs to scale down. For sony first party games maybe use nixxes to scale down so their studios aren't bogged down.  Hamchan The Fallen Oct 25, 2017 6,000 I think 99.9% of games will be crossgen between PS5 and PS6 for the entire generation, just based on how this industry is going, so it might not be much of an issue for Sony to mandate.   Advance.Wars.Sgt. Member Jun 10, 2018 10,456 Honestly, I'd worry more about Sony's 1st party teams than 3rd party developers since they were notoriously adverse making software with a handheld power profile in mind.   overthewaves Member Sep 30, 2020 1,203 Wouldn't that hamstring the games for ps6? That's PlayStation players biggest fear they don't want a series S type situation right? They treat series S like a punching bag.   Neonvisions Member Oct 27, 2017 707 overthewaves said: Wouldn't that hamstring the games for ps6? That's PlayStation players biggest fear they don't want a series S type situation right? They treat series S like a punching bag. Click to expand... Click to shrink... How would that effect PS6? Are you suggesting that the Series S hamstrings games for the X?  Gwarm Member Nov 13, 2017 2,902 I'd be shocked if Sony released a device that let's you play games that haven't been patched or confirmed to run acceptably. Imagine if certain games just hard crashed the console? This is the company that wouldn't let you play certain Vita games on the PSTV even if they actually worked.   bloopland33 Member Mar 4, 2020 3,845 I wonder if they'll just do the Steam Deck thing and do a compatibility badge. You can boot whatever software you want, but it might run at 5 fps and drain your battery. This would be in addition to whatever efforts they're doing to make things work out of the box, of course. But it's hard to imagine them mandating developers ship a PS6 profile and a PS6P profile for those heavier games 5-7 years from now… ….but it's also hard to imagine them shipping this PS6-gen device that doesn't play everything. So maybe they Steam Deck it  vivftp Member Oct 29, 2017 23,016 My guess, every PS6 game will be mandated to support it. PS5 games will support it natively for the simpler games and will require a patch as has been rumored to run on lesser specs I think next gen we get PS3 and Vita emulation so the PS6 and portable will be able to play games from PSN from every past PlayStation  Mocha Joe Member Jun 2, 2021 13,636 Really need to take the Steam Deck approach and don't make it a requirement. Just make it a complementary device where it is possible to play majority of the games available on PSN.   overthewaves Member Sep 30, 2020 1,203 Neonvisions said: How would that effect PS6? Are you suggesting that the Series S hamstrings games for the X? Click to expand... Click to shrink... I mean did you see the reaction here to the series S announcement lol. Everyone was saying it's gonna "hold back the generation".   reksveks Member May 17, 2022 7,628 Neonvisions said: How would that effect PS6? Are you suggesting that the Series S hamstrings games for the X? Click to expand... Click to shrink... Or the perception is that it does but the truth is that there is a lot of factors   Fabs Member Aug 22, 2019 2,827 I can't see the forcing handheld and pro support next gen.   level Member May 25, 2023 1,427 Definitely not Games already take too long to make. Extra time isn't something they'll want to reinforce to their developers.  gofreak Member Oct 26, 2017 8,411 I don't think support will be mandatory. I think they're bringing it into a reality where a growing portion of games can, or could, run without much change or effort on the developer's part on a next gen handheld. They'll lean on that natural trend rather than a policy - anything that is outside of that will just be streamable as now with the Portal.   Caiusto Member Oct 25, 2017 7,086 If they don't want to end up with another Vita yes they will.   mute ▲ Legend ▲ Member Oct 25, 2017 29,807 Advance.Wars.Sgt. said: Honestly, I'd worry more about Sony's 1st party teams than 3rd party developers since they were notoriously adverse making software with a handheld power profile in mind. Click to expand... Click to shrink... It does seem kinda unthinkable that Intergalactic would be made with a handheld in mind, for example.   AmFreak Member Oct 26, 2017 3,245 mute said: It does seem kinda unthinkable that Intergalactic would be made with a handheld in mind, for example. Click to expand... Click to shrink... Ratchet, Returnal, Cyberpunk, etc. also weren't made "with a handheld in mind".   Spoit Member Oct 28, 2017 5,599 Given how much of a pain the series S mandate has been, I don't see them binding even first party studios to it, especially ones that are trying to go for the cutting edge of tech. Since given AMDs timelines, is not going to be anywhere near a base PS5. I'm also skeptical of the claim that'll be able to play ps5 games without extensive patching.  Jawmuncher Crisis Dino Moderator Oct 25, 2017 45,166 Ibis Island No, I think the portable will handle portable stuff "automatically" for what it converts   knightmawk Member Dec 12, 2018 8,900 I expect they'll do everything they can to make sure no one has to think about it and it's as automatic as possible. It'll technically still be part of cert, but the goal will be for it to be rare that a game fails that part of cert and has to be sent back. That being said, I imagine there will be some games that still don't work and developers will be able to submit for that exception.  RivalGT Member Dec 13, 2017 7,616 I think the concept here is similar to how PS4 games play on PS5, the ones with patches I mean, the game will run with a different graphics preset then it would on PS4/ PS4 Pro, so in some cases this means higher resolution or higher frame rate cap. What Sony needs to work on their end is getting this to work without any patches from developers. Its the only way this can work.  Vexii Member Oct 31, 2017 3,103 UK if they don't mandate support, it'll just be a death knell for the format. I don't think they could get away with a dedicated handheld platform now when the Switch and Steam Deck exists   Mobius and Pet Octopus Member Oct 25, 2017 17,065 Just because a game can run on a handheld, doesn't mean that's all required for support. The UI alone likely requires changes for an optimal experience, sometimes necessary to be "playable". Small screen sizes usually needs changes.   SeanMN Member Oct 28, 2017 2,437 If PS6 games support is optional, that will create fragmentation of the platform and uncertain software support. If it's part of the PS6 family and support is mandatory, I can see there being concern that if would hold the generation back with a low capability sku. My thoughts are this should be a PS6 and support the same as the primary console.  #you #think #sony #will #make
    WWW.RESETERA.COM
    Do you think Sony will make support for their rumored new handheld mandatory for developers?
    Red Kong XIX Member Oct 11, 2020 13,560 This is assuming that the handheld can play PS4 games natively without any issues, so they are not included in the poll. Hardware leaker Kepler said it should be able to run PS5 games, even without a patch, but with a performance impact potentially.  Hero_of_the_Day Avenger Oct 27, 2017 19,958 Isn't the rumor that games don't require patches to run on it? That would imply that support isn't mandatory, but automatic.   Homura ▲ Legend ▲ Member Aug 20, 2019 7,232 As the post above said, the rumor is the PS5 portable will be able to run natively any and all PS4/PS5 games. Of course, some games might not work properly or require specific patches, but the idea is automatic compatibility.  shadowman16 Member Oct 25, 2017 42,292 Ideally you'd want stuff to pretty much work out of the box. The more you ask devs to do, the less I imagine will want to support it... Or suddenly games get parred down so that they can run on handhelds (which considering how people hated cross gen for that reason, they'd hate it here as well). I personally would just prefer a solution where its automatic. I dont really care about a Sony handheld, dont really want devs to be forced to support the thing (considering how shit Sony is at supporting its peripherals - like the Vita or PSVR2)  Modest_Modsoul Living the Dreams Member Oct 29, 2017 28,418 🤷‍♂️   setmymindforopensky Member Apr 20, 2025 67 a lot of games have performance modes. it should run a lot of the library even without any patching. if there's multiplat im sure itll default to the PS4 ver. im not sure what theyd do for something like GTA6 but itll have a series S version so its clearly scalable enough. im guessing PSTV situation. support it or not we dont care.  reksveks Member May 17, 2022 7,628 Think Kepler is personally assuming the goal of running without patches is a goal and one that won't happen just cause it's too late to force it. It's going to be an interesting solution to an interesting problem  Servbot24 The Fallen Oct 25, 2017 47,826 Obviously not. Pretty absurd question tbh.   RivalGT Member Dec 13, 2017 7,616 This one sounds like it requires a lot of work on Sony's end, I dont think developers will need to do much for games to work. Granted moving forward Sony is likely to make it easier for devs to have a more input on this portable mode. Things working out of the box is likely the goal, and thats what Sony needs if they want this to work, but devs having more input on this mode would be a plus I think.  Callibretto Member Oct 25, 2017 10,445 Indonesia shadowman16 said: Ideally you'd want stuff to pretty much work out of the box. The more you ask devs to do, the less I imagine will want to support it... Or suddenly games get parred down so that they can run on handhelds (which considering how people hated cross gen for that reason, they'd hate it here as well). I personally would just prefer a solution where its automatic. I dont really care about a Sony handheld, dont really want devs to be forced to support the thing (considering how shit Sony is at supporting its peripherals - like the Vita or PSVR2) Click to expand... Click to shrink... depend on the game imo, asking CD Project to somehow make Witcher 4 playable on handheld might be unreasonable. but any game that can run on Switch 2 should be playable on PSPortable without much issue   Pheonix1 Member Jun 22, 2024 716 Absolutely they will. Not sure why people think it would be hard, if they hand them.the right tools most ports won't take long anyhow.   skeezx Member Oct 27, 2017 23,994 guessing there will be a "portable approved" label with the respective games going forward, regardless whether it's a PS5 or PS6 game. and when the thing is released popular past titles will be retroactively approved by sony, and up to developers if they want to patch the bigger games to be portable friendly. i guess where things could get tricky/laborious for developers is whether every game going forward is required to screen for portable performance, as it's not a PC so the portable will likely disallow for running "non-approved" games at all  AmFreak Member Oct 26, 2017 3,245 They need to give people some form of guarantee that it will get games, otherwise they greatly diminish their potential success. The best way to do this is to make it another SKU of the contemporary console. And with (close to) everything already running at 60fps and progression slowing to a crawl it's far easier than it had been in the past.  Ruck Member Oct 25, 2017 3,105 I mean, what is the handheld? PS6? Or an actual second console? If the former, then yes, if the latter then no   TitanicFall Member Nov 12, 2017 9,340 Nah. It might be incentivized though. There's not much in it for devs if it's a cross buy situation.   Callibretto Member Oct 25, 2017 10,445 Indonesia imo, PS6 will remain their main console, focusing on high fidelity visuals that Switch 2 and portable PC won't be able to run without huge compromise. PSPortable will be secondary console, something like PSPortal, but this time able to play any games that Switch2 can reasonably run. and for the high end games that it can't run, it will use streaming, either from PS6 you own, or PS+ Premium subs  bleits Member Oct 14, 2023 373 They have to if they want to be taken seriously   Vic Damone Jr. Member Oct 27, 2017 20,534 Nope Sony doesn't mandate this stuff and it's why their second product always dies.   fiendcode Member Oct 26, 2017 26,514 I think it depends on what the device really is, if it's more of a "Portal 2" or a "Series SP" or something else entirely (PSP3?). Streaming might be enough for PS6 games along with incentivized PS5/4 patches but whatever SIE does they need to make sure their inhouse teams are ALL on board this time. That was a big part of PSP/Vita's downfall, that the biggest or most important PS Studios snubbed them and the teams that did show up with support are mostly closed and gone now.   Callibretto Member Oct 25, 2017 10,445 Indonesia bleits said: They have to if they want to be taken seriously Click to expand... Click to shrink... from the last interview with PS exec about Switch 2 spec, it seems clear that PS have no plan to abandon high end console spec to switch to mobile hardware like Switch 2 and Xbox Ally. PS consider their high fidelity visual as advantage and differentiator from Nintendo. so with PS6, their top studio will eventuall make games that just won't realistically run on handheld devices. so having a mandate where all PS6 games is playable on handheld is simply unrealistic imo  danm999 Member Oct 29, 2017 19,929 Sydney Incentives, not mandates.   NSESN ▲ Legend ▲ Member Oct 25, 2017 27,729 I think people are setting themselves for disappointment in regards for how powerful this thing will be   defaltoption Plug in a controller and enter the Konami code The Fallen Oct 27, 2017 12,485 Austin Depends on what they call it. If they call it anything related to ps6, expect very bad performance, and mandates If they call it ps5 portable, expect bad performance and no mandates as it will be handled on their end If they call it a ps portable expect it to have no support from Sony and get whatever it gets just be happy it functions till they abandon it.  Metnut Member Apr 7, 2025 30 Good question OP. I voted the middle one. I think anything that ships for PS5 will need to work for the handheld. Question is whether that works automatically or will need patches.  mute ▲ Legend ▲ Member Oct 25, 2017 29,807 I think that would require a level of commitment to a secondary piece of hardware that Sony hasn't shown in a long time.   Patison Member Oct 27, 2017 761 It's difficult to say without knowing what they're planning with this device exactly. If they're fully going Switch route (or PS Vita/PS TV route) or more like a Steam Deck, which will run launch games perfectly and then, as time goes on, some titles might start looking less than ideal or be unplayable at all. Or Series S/X, just the Series S being portable — that would be preferable but also limiting but also diminishing returns between generations so might be worth it etc. And if that device happens at all and its development won't be dropped soon is another question. Lots of unknowns, but I'm interested to see what Sony comes up with, as long as they'll have games to support it this time around.  Jammerz Member Apr 29, 2023 1,579 I think it will be optional support. However sony needs to support it with their first parties to set an example and making it as easy as possible for other devs to scale down. For sony first party games maybe use nixxes to scale down so their studios aren't bogged down.  Hamchan The Fallen Oct 25, 2017 6,000 I think 99.9% of games will be crossgen between PS5 and PS6 for the entire generation, just based on how this industry is going, so it might not be much of an issue for Sony to mandate.   Advance.Wars.Sgt. Member Jun 10, 2018 10,456 Honestly, I'd worry more about Sony's 1st party teams than 3rd party developers since they were notoriously adverse making software with a handheld power profile in mind.   overthewaves Member Sep 30, 2020 1,203 Wouldn't that hamstring the games for ps6? That's PlayStation players biggest fear they don't want a series S type situation right? They treat series S like a punching bag.   Neonvisions Member Oct 27, 2017 707 overthewaves said: Wouldn't that hamstring the games for ps6? That's PlayStation players biggest fear they don't want a series S type situation right? They treat series S like a punching bag. Click to expand... Click to shrink... How would that effect PS6? Are you suggesting that the Series S hamstrings games for the X?  Gwarm Member Nov 13, 2017 2,902 I'd be shocked if Sony released a device that let's you play games that haven't been patched or confirmed to run acceptably. Imagine if certain games just hard crashed the console? This is the company that wouldn't let you play certain Vita games on the PSTV even if they actually worked.   bloopland33 Member Mar 4, 2020 3,845 I wonder if they'll just do the Steam Deck thing and do a compatibility badge. You can boot whatever software you want, but it might run at 5 fps and drain your battery. This would be in addition to whatever efforts they're doing to make things work out of the box, of course. But it's hard to imagine them mandating developers ship a PS6 profile and a PS6P profile for those heavier games 5-7 years from now… ….but it's also hard to imagine them shipping this PS6-gen device that doesn't play everything (depending on how they position it). So maybe they Steam Deck it  vivftp Member Oct 29, 2017 23,016 My guess, every PS6 game will be mandated to support it. PS5 games will support it natively for the simpler games and will require a patch as has been rumored to run on lesser specs I think next gen we get PS3 and Vita emulation so the PS6 and portable will be able to play games from PSN from every past PlayStation  Mocha Joe Member Jun 2, 2021 13,636 Really need to take the Steam Deck approach and don't make it a requirement. Just make it a complementary device where it is possible to play majority of the games available on PSN.   overthewaves Member Sep 30, 2020 1,203 Neonvisions said: How would that effect PS6? Are you suggesting that the Series S hamstrings games for the X? Click to expand... Click to shrink... I mean did you see the reaction here to the series S announcement lol. Everyone was saying it's gonna "hold back the generation".   reksveks Member May 17, 2022 7,628 Neonvisions said: How would that effect PS6? Are you suggesting that the Series S hamstrings games for the X? Click to expand... Click to shrink... Or the perception is that it does but the truth is that there is a lot of factors   Fabs Member Aug 22, 2019 2,827 I can't see the forcing handheld and pro support next gen.   level Member May 25, 2023 1,427 Definitely not Games already take too long to make. Extra time isn't something they'll want to reinforce to their developers.  gofreak Member Oct 26, 2017 8,411 I don't think support will be mandatory. I think they're bringing it into a reality where a growing portion of games can, or could, run without much change or effort on the developer's part on a next gen handheld. They'll lean on that natural trend rather than a policy - anything that is outside of that will just be streamable as now with the Portal.   Caiusto Member Oct 25, 2017 7,086 If they don't want to end up with another Vita yes they will.   mute ▲ Legend ▲ Member Oct 25, 2017 29,807 Advance.Wars.Sgt. said: Honestly, I'd worry more about Sony's 1st party teams than 3rd party developers since they were notoriously adverse making software with a handheld power profile in mind. Click to expand... Click to shrink... It does seem kinda unthinkable that Intergalactic would be made with a handheld in mind, for example.   AmFreak Member Oct 26, 2017 3,245 mute said: It does seem kinda unthinkable that Intergalactic would be made with a handheld in mind, for example. Click to expand... Click to shrink... Ratchet, Returnal, Cyberpunk, etc. also weren't made "with a handheld in mind".   Spoit Member Oct 28, 2017 5,599 Given how much of a pain the series S mandate has been, I don't see them binding even first party studios to it, especially ones that are trying to go for the cutting edge of tech. Since given AMDs timelines, is not going to be anywhere near a base PS5. I'm also skeptical of the claim that'll be able to play ps5 games without extensive patching.  Jawmuncher Crisis Dino Moderator Oct 25, 2017 45,166 Ibis Island No, I think the portable will handle portable stuff "automatically" for what it converts   knightmawk Member Dec 12, 2018 8,900 I expect they'll do everything they can to make sure no one has to think about it and it's as automatic as possible. It'll technically still be part of cert, but the goal will be for it to be rare that a game fails that part of cert and has to be sent back. That being said, I imagine there will be some games that still don't work and developers will be able to submit for that exception.  RivalGT Member Dec 13, 2017 7,616 I think the concept here is similar to how PS4 games play on PS5, the ones with patches I mean, the game will run with a different graphics preset then it would on PS4/ PS4 Pro, so in some cases this means higher resolution or higher frame rate cap. What Sony needs to work on their end is getting this to work without any patches from developers. Its the only way this can work.  Vexii Member Oct 31, 2017 3,103 UK if they don't mandate support, it'll just be a death knell for the format. I don't think they could get away with a dedicated handheld platform now when the Switch and Steam Deck exists   Mobius and Pet Octopus Member Oct 25, 2017 17,065 Just because a game can run on a handheld, doesn't mean that's all required for support. The UI alone likely requires changes for an optimal experience, sometimes necessary to be "playable". Small screen sizes usually needs changes.   SeanMN Member Oct 28, 2017 2,437 If PS6 games support is optional, that will create fragmentation of the platform and uncertain software support. If it's part of the PS6 family and support is mandatory, I can see there being concern that if would hold the generation back with a low capability sku. My thoughts are this should be a PS6 and support the same as the primary console. 
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  • How Do I Make A Small Space Look Bigger Without Renovating

    Living in a small space doesn’t mean you have to feel cramped or boxed in. With the right design tricks, you can make even the tiniest room feel open, airy, and inviting, no renovation required. Whether you’re in a compact apartment, a small home, or just trying to make the most of a single room, smart styling and layout choices can dramatically shift how the space looks and feels. From strategic lighting and paint colors to furniture swaps and clever storage solutions, there are plenty of easy, affordable ways to stretch your square footage visually. Ready to transform your space? Here are some practical, design-savvy ideas to make your home feel bigger without tearing down a single wall.

    1. Opt for Multi-Functional Furniture

    Image Source: House Beautiful

    In a small space, every piece of furniture should earn its keep. Look for multi-functional items: ottomans that open up for storage, beds with drawers underneath, or coffee tables that can extend or lift to become a desk. Not only do these pieces help reduce clutter, but they also free up floor space, making the room look more open. Bonus points for furniture that can be folded away when not in use. By choosing versatile pieces, you’re making the most of every inch without sacrificing style or comfort.

    2. Keep Pathways Clear

    Image Source: The Spruce

    One of the simplest yet most effective ways to make a small space feel bigger is to keep pathways and walkways clear. When furniture or clutter blocks natural movement through a room, it can make the space feel cramped and chaotic. Take a walk through your home and notice where you’re dodging corners or squeezing between pieces,those are areas to rethink. Opt for smaller furniture with slim profiles, or rearrange what you have to create an easy, natural flow. Open walkways help your eyes move freely through the room, making everything feel more spacious, breathable, and intentional. It’s all about giving yourself room to move,literally and visually.

    3. Use Glass and Lucite Furniture

    Image Source: The Spruce

    Transparent furniture made from glass or Lucitetakes up less visual space because you can see right through it. A glass coffee table or clear dining chairs can provide functionality without cluttering up the view. These pieces practically disappear into the background, which helps the room feel more open. They also add a touch of modern sophistication. When you need furniture but don’t want it to dominate the room, going clear is a clever design choice.

    4. Don’t Over-Clutter Your Space

    Image Source: House Beautiful

    In small spaces, clutter accumulates fast,and it visually shrinks your environment. The more items scattered around, the more cramped the room feels. Start by taking a critical look at what you own and asking: do I really need this here? Use storage bins, under-bed containers, or floating shelves to hide away what you don’t use daily. Keep surfaces like countertops, desks, and coffee tables as clear as possible. A minimal, clean setup allows the eye to rest and makes the space feel open and intentional. Remember: less stuff equals more space,both physically and mentally.

    5. Utilize Your Windows

    Image Source: House Beautiful

    Windows are like built-in art that can also dramatically affect how big or small your space feels. Don’t cover them with heavy drapes or clutter them with too many objects on the sill. Keep window treatments light and minimal,sheer curtains or roller blinds are perfect. If privacy isn’t a big concern, consider leaving them bare. Letting natural light flood in through your windows instantly opens up your space and makes it feel brighter and more expansive. You can also place mirrors or shiny surfaces near windows to reflect more light into the room and maximize their impact.

    6. Downsize Your Dining Table

    Image Source: House Beautiful

    A large dining table can dominate a small room, leaving little space to move or breathe. If you rarely entertain a big crowd, consider downsizing to a smaller round or drop-leaf table. These take up less visual and physical space and still offer enough room for daily meals. You can always keep a folding table or stackable chairs nearby for when guests do come over. Round tables are especially great for small spaces because they allow smoother traffic flow and eliminate awkward corners. Plus, a smaller table encourages intimacy during meals and helps the whole area feel more open and functional.

    7. Use Mirrors Strategically

    Image Source: The Tiny Cottage

    Mirrors can work magic in a small room. They reflect both natural and artificial light, which can instantly make a space feel larger and brighter. A large mirror on a wall opposite a window can double the amount of light in your room. Mirrored furniture or decor elements like trays and picture frames also help. Think about using mirrored closet doors or even creating a mirror gallery wall. It’s not just about brightness; mirrors also create a sense of depth, tricking the eye into seeing more space than there actually is.

    8. Install a Murphy Bed

    Image Source: House Beautiful

    A Murphy bedis a game-changer for anyone living in a tight space. It folds up into the wall or a cabinet when not in use, instantly transforming your bedroom into a living room, office, or workout area. This setup gives you the flexibility to have a multi-purpose room without sacrificing comfort. Modern Murphy beds often come with built-in shelves or desks, offering even more function without taking up extra space. If you want to reclaim your floor during the day and still get a good night’s sleep, this is one smart solution.

    9. Paint It White

    Image Source: House Beautiful

    Painting your walls white is one of the easiest and most effective tricks to make a space feel bigger. White reflects light, helping the room feel open, clean, and fresh. It creates a seamless look, making walls seem to recede and ceilings feel higher. You can still have fun with the space, layer in texture, subtle patterns, or neutral accessories to keep it from feeling sterile. White also acts as a blank canvas, letting your furniture and art stand out. Whether you’re decorating a studio apartment or a small home office, a fresh coat of white paint can work wonders.

    10. Prioritize Natural Light

    Image Source: The Spruce

    Natural light has an incredible ability to make any room feel more spacious and welcoming. To make the most of it, avoid blocking windows with bulky furniture or dark curtains. Consider using light-filtering shades or sheer curtains to let sunlight pour in while maintaining some privacy. Arrange mirrors or reflective surfaces like glossy tables and metallic decor to bounce the light around the room. Even placing furniture in a way that lets light flow freely can change how open your home feels. Natural light not only brightens your space but also boosts your mood, making it a double win.

    11. Maximize Shelving

    Image Source: House Beautiful

    When floor space is limited, vertical storage becomes your best ally. Floating shelves, wall-mounted units, or tall bookcases draw the eye upward, creating a sense of height and maximizing every inch. They’re perfect for books, plants, artwork, or even kitchen supplies if you’re short on cabinets. You can also install corner shelves to use often-overlooked spots. Keep them tidy and curated,group items by color, size, or theme for a visually pleasing look. Shelving helps reduce clutter on the floor and tabletops, keeping your home organized and visually open without requiring any extra square footage.

    12. Keep It Neutral

    Image Source: House Beautiful

    Neutral tones, like soft whites, light grays, warm beiges, and pale taupes,can make a space feel calm and cohesive. These colors reflect light well and reduce visual clutter, making your room appear larger. A neutral palette doesn’t mean boring; you can still play with textures, patterns, and accents within that color family. Add throw pillows, rugs, or wall art in layered neutrals for interest without overwhelming the space. When everything flows in similar tones, it creates continuity, which tricks the eye into seeing a more expansive area. It’s an effortless way to open up your home without lifting a hammer.

    13. Choose Benches, Not Chairs

    Image Source: House Beautiful

    When space is tight, traditional dining chairs or bulky accent seats can eat up more room than they’re worth. Benches, on the other hand, are a sleek, versatile alternative. They tuck neatly under tables when not in use, saving valuable floor space and keeping walkways open. In entryways, living rooms, or at the foot of a bed, a bench offers seating and can double as storage or display. Some come with built-in compartments or open space beneath for baskets. Plus, benches visually declutter the room with their simple, low-profile design.

    14. Use Vertical Spaces

    Image Source: The Spruce

    When you’re short on square footage, think vertical. Use tall bookshelves, wall-mounted shelves, and hanging storage to keep things off the floor. Vertical lines naturally draw the eye upward, which creates a feeling of height and openness. Consider mounting floating shelves for books, plants, or decorative items. Hooks and pegboards can add function without taking up space. Making use of your wall space not only maximizes storage but also frees up floor area, which visually enlarges the room.

    15. Add a Gallery Wall

    Image Source: House Beautiful

    It might seem counterintuitive, but adding a gallery wall can actually make a small space feel bigger,if done right. A curated display of art, photos, or prints draws the eye upward and outward, giving the illusion of a larger area. Stick to cohesive frames and colors to maintain a clean, intentional look. You can go symmetrical for a polished feel or get creative with an organic, freeform layout. Position the gallery higher on the wall to elongate the space visually. Just be sure not to overcrowd,balance is key. A thoughtful gallery wall adds personality without cluttering the room.

    Finishing Notes:

    Creating a spacious feel in a small home doesn’t require a sledgehammer or a major remodel, it just takes a bit of strategy and smart design. From downsizing your dining table to letting natural light pour in, each tip we’ve shared is an easy, budget-friendly way to visually open up your space.

    If you’re looking for even more inspiration, layout ideas, or style guides, be sure to explore Home Designing. It’s packed with expert advice, modern interior trends, and visual walkthroughs to help you transform your space, big or small, into something that truly feels like home.
    #how #make #small #space #look
    How Do I Make A Small Space Look Bigger Without Renovating
    Living in a small space doesn’t mean you have to feel cramped or boxed in. With the right design tricks, you can make even the tiniest room feel open, airy, and inviting, no renovation required. Whether you’re in a compact apartment, a small home, or just trying to make the most of a single room, smart styling and layout choices can dramatically shift how the space looks and feels. From strategic lighting and paint colors to furniture swaps and clever storage solutions, there are plenty of easy, affordable ways to stretch your square footage visually. Ready to transform your space? Here are some practical, design-savvy ideas to make your home feel bigger without tearing down a single wall. 1. Opt for Multi-Functional Furniture Image Source: House Beautiful In a small space, every piece of furniture should earn its keep. Look for multi-functional items: ottomans that open up for storage, beds with drawers underneath, or coffee tables that can extend or lift to become a desk. Not only do these pieces help reduce clutter, but they also free up floor space, making the room look more open. Bonus points for furniture that can be folded away when not in use. By choosing versatile pieces, you’re making the most of every inch without sacrificing style or comfort. 2. Keep Pathways Clear Image Source: The Spruce One of the simplest yet most effective ways to make a small space feel bigger is to keep pathways and walkways clear. When furniture or clutter blocks natural movement through a room, it can make the space feel cramped and chaotic. Take a walk through your home and notice where you’re dodging corners or squeezing between pieces,those are areas to rethink. Opt for smaller furniture with slim profiles, or rearrange what you have to create an easy, natural flow. Open walkways help your eyes move freely through the room, making everything feel more spacious, breathable, and intentional. It’s all about giving yourself room to move,literally and visually. 3. Use Glass and Lucite Furniture Image Source: The Spruce Transparent furniture made from glass or Lucitetakes up less visual space because you can see right through it. A glass coffee table or clear dining chairs can provide functionality without cluttering up the view. These pieces practically disappear into the background, which helps the room feel more open. They also add a touch of modern sophistication. When you need furniture but don’t want it to dominate the room, going clear is a clever design choice. 4. Don’t Over-Clutter Your Space Image Source: House Beautiful In small spaces, clutter accumulates fast,and it visually shrinks your environment. The more items scattered around, the more cramped the room feels. Start by taking a critical look at what you own and asking: do I really need this here? Use storage bins, under-bed containers, or floating shelves to hide away what you don’t use daily. Keep surfaces like countertops, desks, and coffee tables as clear as possible. A minimal, clean setup allows the eye to rest and makes the space feel open and intentional. Remember: less stuff equals more space,both physically and mentally. 5. Utilize Your Windows Image Source: House Beautiful Windows are like built-in art that can also dramatically affect how big or small your space feels. Don’t cover them with heavy drapes or clutter them with too many objects on the sill. Keep window treatments light and minimal,sheer curtains or roller blinds are perfect. If privacy isn’t a big concern, consider leaving them bare. Letting natural light flood in through your windows instantly opens up your space and makes it feel brighter and more expansive. You can also place mirrors or shiny surfaces near windows to reflect more light into the room and maximize their impact. 6. Downsize Your Dining Table Image Source: House Beautiful A large dining table can dominate a small room, leaving little space to move or breathe. If you rarely entertain a big crowd, consider downsizing to a smaller round or drop-leaf table. These take up less visual and physical space and still offer enough room for daily meals. You can always keep a folding table or stackable chairs nearby for when guests do come over. Round tables are especially great for small spaces because they allow smoother traffic flow and eliminate awkward corners. Plus, a smaller table encourages intimacy during meals and helps the whole area feel more open and functional. 7. Use Mirrors Strategically Image Source: The Tiny Cottage Mirrors can work magic in a small room. They reflect both natural and artificial light, which can instantly make a space feel larger and brighter. A large mirror on a wall opposite a window can double the amount of light in your room. Mirrored furniture or decor elements like trays and picture frames also help. Think about using mirrored closet doors or even creating a mirror gallery wall. It’s not just about brightness; mirrors also create a sense of depth, tricking the eye into seeing more space than there actually is. 8. Install a Murphy Bed Image Source: House Beautiful A Murphy bedis a game-changer for anyone living in a tight space. It folds up into the wall or a cabinet when not in use, instantly transforming your bedroom into a living room, office, or workout area. This setup gives you the flexibility to have a multi-purpose room without sacrificing comfort. Modern Murphy beds often come with built-in shelves or desks, offering even more function without taking up extra space. If you want to reclaim your floor during the day and still get a good night’s sleep, this is one smart solution. 9. Paint It White Image Source: House Beautiful Painting your walls white is one of the easiest and most effective tricks to make a space feel bigger. White reflects light, helping the room feel open, clean, and fresh. It creates a seamless look, making walls seem to recede and ceilings feel higher. You can still have fun with the space, layer in texture, subtle patterns, or neutral accessories to keep it from feeling sterile. White also acts as a blank canvas, letting your furniture and art stand out. Whether you’re decorating a studio apartment or a small home office, a fresh coat of white paint can work wonders. 10. Prioritize Natural Light Image Source: The Spruce Natural light has an incredible ability to make any room feel more spacious and welcoming. To make the most of it, avoid blocking windows with bulky furniture or dark curtains. Consider using light-filtering shades or sheer curtains to let sunlight pour in while maintaining some privacy. Arrange mirrors or reflective surfaces like glossy tables and metallic decor to bounce the light around the room. Even placing furniture in a way that lets light flow freely can change how open your home feels. Natural light not only brightens your space but also boosts your mood, making it a double win. 11. Maximize Shelving Image Source: House Beautiful When floor space is limited, vertical storage becomes your best ally. Floating shelves, wall-mounted units, or tall bookcases draw the eye upward, creating a sense of height and maximizing every inch. They’re perfect for books, plants, artwork, or even kitchen supplies if you’re short on cabinets. You can also install corner shelves to use often-overlooked spots. Keep them tidy and curated,group items by color, size, or theme for a visually pleasing look. Shelving helps reduce clutter on the floor and tabletops, keeping your home organized and visually open without requiring any extra square footage. 12. Keep It Neutral Image Source: House Beautiful Neutral tones, like soft whites, light grays, warm beiges, and pale taupes,can make a space feel calm and cohesive. These colors reflect light well and reduce visual clutter, making your room appear larger. A neutral palette doesn’t mean boring; you can still play with textures, patterns, and accents within that color family. Add throw pillows, rugs, or wall art in layered neutrals for interest without overwhelming the space. When everything flows in similar tones, it creates continuity, which tricks the eye into seeing a more expansive area. It’s an effortless way to open up your home without lifting a hammer. 13. Choose Benches, Not Chairs Image Source: House Beautiful When space is tight, traditional dining chairs or bulky accent seats can eat up more room than they’re worth. Benches, on the other hand, are a sleek, versatile alternative. They tuck neatly under tables when not in use, saving valuable floor space and keeping walkways open. In entryways, living rooms, or at the foot of a bed, a bench offers seating and can double as storage or display. Some come with built-in compartments or open space beneath for baskets. Plus, benches visually declutter the room with their simple, low-profile design. 14. Use Vertical Spaces Image Source: The Spruce When you’re short on square footage, think vertical. Use tall bookshelves, wall-mounted shelves, and hanging storage to keep things off the floor. Vertical lines naturally draw the eye upward, which creates a feeling of height and openness. Consider mounting floating shelves for books, plants, or decorative items. Hooks and pegboards can add function without taking up space. Making use of your wall space not only maximizes storage but also frees up floor area, which visually enlarges the room. 15. Add a Gallery Wall Image Source: House Beautiful It might seem counterintuitive, but adding a gallery wall can actually make a small space feel bigger,if done right. A curated display of art, photos, or prints draws the eye upward and outward, giving the illusion of a larger area. Stick to cohesive frames and colors to maintain a clean, intentional look. You can go symmetrical for a polished feel or get creative with an organic, freeform layout. Position the gallery higher on the wall to elongate the space visually. Just be sure not to overcrowd,balance is key. A thoughtful gallery wall adds personality without cluttering the room. Finishing Notes: Creating a spacious feel in a small home doesn’t require a sledgehammer or a major remodel, it just takes a bit of strategy and smart design. From downsizing your dining table to letting natural light pour in, each tip we’ve shared is an easy, budget-friendly way to visually open up your space. If you’re looking for even more inspiration, layout ideas, or style guides, be sure to explore Home Designing. It’s packed with expert advice, modern interior trends, and visual walkthroughs to help you transform your space, big or small, into something that truly feels like home. #how #make #small #space #look
    WWW.HOME-DESIGNING.COM
    How Do I Make A Small Space Look Bigger Without Renovating
    Living in a small space doesn’t mean you have to feel cramped or boxed in. With the right design tricks, you can make even the tiniest room feel open, airy, and inviting, no renovation required. Whether you’re in a compact apartment, a small home, or just trying to make the most of a single room, smart styling and layout choices can dramatically shift how the space looks and feels. From strategic lighting and paint colors to furniture swaps and clever storage solutions, there are plenty of easy, affordable ways to stretch your square footage visually. Ready to transform your space? Here are some practical, design-savvy ideas to make your home feel bigger without tearing down a single wall. 1. Opt for Multi-Functional Furniture Image Source: House Beautiful In a small space, every piece of furniture should earn its keep. Look for multi-functional items: ottomans that open up for storage, beds with drawers underneath, or coffee tables that can extend or lift to become a desk. Not only do these pieces help reduce clutter, but they also free up floor space, making the room look more open. Bonus points for furniture that can be folded away when not in use. By choosing versatile pieces, you’re making the most of every inch without sacrificing style or comfort. 2. Keep Pathways Clear Image Source: The Spruce One of the simplest yet most effective ways to make a small space feel bigger is to keep pathways and walkways clear. When furniture or clutter blocks natural movement through a room, it can make the space feel cramped and chaotic. Take a walk through your home and notice where you’re dodging corners or squeezing between pieces,those are areas to rethink. Opt for smaller furniture with slim profiles, or rearrange what you have to create an easy, natural flow. Open walkways help your eyes move freely through the room, making everything feel more spacious, breathable, and intentional. It’s all about giving yourself room to move,literally and visually. 3. Use Glass and Lucite Furniture Image Source: The Spruce Transparent furniture made from glass or Lucite (acrylic) takes up less visual space because you can see right through it. A glass coffee table or clear dining chairs can provide functionality without cluttering up the view. These pieces practically disappear into the background, which helps the room feel more open. They also add a touch of modern sophistication. When you need furniture but don’t want it to dominate the room, going clear is a clever design choice. 4. Don’t Over-Clutter Your Space Image Source: House Beautiful In small spaces, clutter accumulates fast,and it visually shrinks your environment. The more items scattered around, the more cramped the room feels. Start by taking a critical look at what you own and asking: do I really need this here? Use storage bins, under-bed containers, or floating shelves to hide away what you don’t use daily. Keep surfaces like countertops, desks, and coffee tables as clear as possible. A minimal, clean setup allows the eye to rest and makes the space feel open and intentional. Remember: less stuff equals more space,both physically and mentally. 5. Utilize Your Windows Image Source: House Beautiful Windows are like built-in art that can also dramatically affect how big or small your space feels. Don’t cover them with heavy drapes or clutter them with too many objects on the sill. Keep window treatments light and minimal,sheer curtains or roller blinds are perfect. If privacy isn’t a big concern, consider leaving them bare. Letting natural light flood in through your windows instantly opens up your space and makes it feel brighter and more expansive. You can also place mirrors or shiny surfaces near windows to reflect more light into the room and maximize their impact. 6. Downsize Your Dining Table Image Source: House Beautiful A large dining table can dominate a small room, leaving little space to move or breathe. If you rarely entertain a big crowd, consider downsizing to a smaller round or drop-leaf table. These take up less visual and physical space and still offer enough room for daily meals. You can always keep a folding table or stackable chairs nearby for when guests do come over. Round tables are especially great for small spaces because they allow smoother traffic flow and eliminate awkward corners. Plus, a smaller table encourages intimacy during meals and helps the whole area feel more open and functional. 7. Use Mirrors Strategically Image Source: The Tiny Cottage Mirrors can work magic in a small room. They reflect both natural and artificial light, which can instantly make a space feel larger and brighter. A large mirror on a wall opposite a window can double the amount of light in your room. Mirrored furniture or decor elements like trays and picture frames also help. Think about using mirrored closet doors or even creating a mirror gallery wall. It’s not just about brightness; mirrors also create a sense of depth, tricking the eye into seeing more space than there actually is. 8. Install a Murphy Bed Image Source: House Beautiful A Murphy bed (also known as a wall bed) is a game-changer for anyone living in a tight space. It folds up into the wall or a cabinet when not in use, instantly transforming your bedroom into a living room, office, or workout area. This setup gives you the flexibility to have a multi-purpose room without sacrificing comfort. Modern Murphy beds often come with built-in shelves or desks, offering even more function without taking up extra space. If you want to reclaim your floor during the day and still get a good night’s sleep, this is one smart solution. 9. Paint It White Image Source: House Beautiful Painting your walls white is one of the easiest and most effective tricks to make a space feel bigger. White reflects light, helping the room feel open, clean, and fresh. It creates a seamless look, making walls seem to recede and ceilings feel higher. You can still have fun with the space, layer in texture, subtle patterns, or neutral accessories to keep it from feeling sterile. White also acts as a blank canvas, letting your furniture and art stand out. Whether you’re decorating a studio apartment or a small home office, a fresh coat of white paint can work wonders. 10. Prioritize Natural Light Image Source: The Spruce Natural light has an incredible ability to make any room feel more spacious and welcoming. To make the most of it, avoid blocking windows with bulky furniture or dark curtains. Consider using light-filtering shades or sheer curtains to let sunlight pour in while maintaining some privacy. Arrange mirrors or reflective surfaces like glossy tables and metallic decor to bounce the light around the room. Even placing furniture in a way that lets light flow freely can change how open your home feels. Natural light not only brightens your space but also boosts your mood, making it a double win. 11. Maximize Shelving Image Source: House Beautiful When floor space is limited, vertical storage becomes your best ally. Floating shelves, wall-mounted units, or tall bookcases draw the eye upward, creating a sense of height and maximizing every inch. They’re perfect for books, plants, artwork, or even kitchen supplies if you’re short on cabinets. You can also install corner shelves to use often-overlooked spots. Keep them tidy and curated,group items by color, size, or theme for a visually pleasing look. Shelving helps reduce clutter on the floor and tabletops, keeping your home organized and visually open without requiring any extra square footage. 12. Keep It Neutral Image Source: House Beautiful Neutral tones, like soft whites, light grays, warm beiges, and pale taupes,can make a space feel calm and cohesive. These colors reflect light well and reduce visual clutter, making your room appear larger. A neutral palette doesn’t mean boring; you can still play with textures, patterns, and accents within that color family. Add throw pillows, rugs, or wall art in layered neutrals for interest without overwhelming the space. When everything flows in similar tones, it creates continuity, which tricks the eye into seeing a more expansive area. It’s an effortless way to open up your home without lifting a hammer. 13. Choose Benches, Not Chairs Image Source: House Beautiful When space is tight, traditional dining chairs or bulky accent seats can eat up more room than they’re worth. Benches, on the other hand, are a sleek, versatile alternative. They tuck neatly under tables when not in use, saving valuable floor space and keeping walkways open. In entryways, living rooms, or at the foot of a bed, a bench offers seating and can double as storage or display. Some come with built-in compartments or open space beneath for baskets. Plus, benches visually declutter the room with their simple, low-profile design. 14. Use Vertical Spaces Image Source: The Spruce When you’re short on square footage, think vertical. Use tall bookshelves, wall-mounted shelves, and hanging storage to keep things off the floor. Vertical lines naturally draw the eye upward, which creates a feeling of height and openness. Consider mounting floating shelves for books, plants, or decorative items. Hooks and pegboards can add function without taking up space. Making use of your wall space not only maximizes storage but also frees up floor area, which visually enlarges the room. 15. Add a Gallery Wall Image Source: House Beautiful It might seem counterintuitive, but adding a gallery wall can actually make a small space feel bigger,if done right. A curated display of art, photos, or prints draws the eye upward and outward, giving the illusion of a larger area. Stick to cohesive frames and colors to maintain a clean, intentional look. You can go symmetrical for a polished feel or get creative with an organic, freeform layout. Position the gallery higher on the wall to elongate the space visually. Just be sure not to overcrowd,balance is key. A thoughtful gallery wall adds personality without cluttering the room. Finishing Notes: Creating a spacious feel in a small home doesn’t require a sledgehammer or a major remodel, it just takes a bit of strategy and smart design. From downsizing your dining table to letting natural light pour in, each tip we’ve shared is an easy, budget-friendly way to visually open up your space. If you’re looking for even more inspiration, layout ideas, or style guides, be sure to explore Home Designing. It’s packed with expert advice, modern interior trends, and visual walkthroughs to help you transform your space, big or small, into something that truly feels like home.
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