![]() Many things might be incomplete or unsupported. ![]() It's only running and working as far as the dev team needs, and only tested on whatever hw the developers are using. That doesn't mean that the game is remotely in a shipping state. Only at the end of the cycles approaching release the PC is usually abandoned in favour of exclusively focusing on the specified platform. Not only *all* (modern) games are developed on PC, but they pretty much run on it as well as PC is still used as the main platform by most of the devs, because of easier and quicker iteration time. Or do you think a game is developed from day one exclusively and directly on a console? exe just simply booting and rendering at 60fps and not immediately imploding isn't a 60fps PC port. ![]() Especially in a game that's so vast and expansive as Bloodborne, with so many little corners and nooks. I don't want to commit to saying he doesn't know what he's talking about on that but, I think there's a very good chance of that. With QA teams often at 2 devs per 1 tester, massive gamebreaking shit still slips by, and you expect Lance to know that everything in Bloodborne just works fine if you change those two mythical lines of code he keeps harping on about? Partly because he's experienced enough as a software engineer to know that's just hilariously not the case, but also partly because he's just one fucking guy. I like Lance, but he's also being super disingenuous when he says all that separates a Bloodborne 60fps PC port is "two lines of code". But that doesn't account for the myriad of other potential issues that could arise, from animations not working, to collision with the level geometry not calculating properly, etc. Within hours of the PC port coming out, people were already speculating this would have been the case lol. And so you can't just pretend that you're not dealing with that piece of software, because you are. And Bloodborne as a piece of software was a result of those two realities. ![]() Obviously that's not an ideal way to go about it and From should have known better, but the point I'm trying to make is that they didn't know better, and Sony didn't care enough to monitor it closer. People bawk at "lol using framerate as an internal clock", but it made developing a great deal of weapons far easier since there was no need to manually calculate or balance each weapon's durability loss the logic was already determined. This happened because the game calculated durability loss based on how many frames the weapon's hitbox was in collision with another. We saw problems arise from this as early as the PC release of Dark Souls II, where forcing the game to render at 60fps also doubled the deterioration of items. You don't just press the "Run at 60fps" button and then everything's OK. Bloodborne wasn't developed to run on many different hardware configurations to begin with, so a lot of its systems and subsystems may and likely will break under certain circumstances. Retrofitting a PC build to run on modern hardware is one thing. ![]()
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