Remix.run Logo
kridsdale1 10 months ago

The PS4 Pro introduced the gaming world to the simplification of settings from dozens of acronyms that were common to PC Gamers, down to “Performance” and “Quality”.

I wouldn’t be surprised if there’s now a market demand for that to spread back to PC land.

armada651 10 months ago | parent [-]

PC games have had Low, Medium, High presets for graphics settings for decades. I don't think reducing that from 3 choices to 2 is going to be a big win for user friendliness. And I certainly think it's user-hostile if it means taking the customization away and only letting users choose between two presets.

PlayStation does have shining examples of user-friendly settings UI though, namely in their PC ports. Look at this UI in Ratchet and Clank:

https://x.com/digitalfoundry/status/1684221473819447298

Extensive tooltips for each option and any time you change a setting it is applied immediately to the paused game while you're still in the settings menu allowing you to immediately compare the effects.

ferbivore 10 months ago | parent | next [-]

Nixxes are very enthusiastic about every PC port having proper settings and exclusive options. I hope the C-levels at Sony continue to not notice.

whywhywhywhy 10 months ago | parent | prev [-]

> I don't think reducing that from 3 choices to 2 is going to be a big win for user friendliness

It’s nowhere near as simple as 3 settings now there are different antialiasing techniques, path tracing lighting or reflections, upscaling (multiple algorithms) etc.

Nothing is all just fully positive and each has tradeoffs

armada651 10 months ago | parent [-]

Those are typically incorporated into the presets. I am not just talking about Low, Medium, High for individual settings. There's almost always a preset option that will set all the other settings according to what's deemed appropriate by the developer for the selected quality level.

whywhywhywhy 10 months ago | parent [-]

> Those are typically incorporated into the presets

The upscaling, frame generation, path tracing etc are not.

For the reason I mentioned, none of its objective you're selecting between trade offs of crispness, artifacts, better lighting and reflection and framerate.

It's no longer just resolution of rendering and resolution of textures and a few post effects.