"This is always a difficult question because I know people are looking for the one, two or three tech that only show up on a certain platform or is only made possible on a certain platform," Spencer said. "And I think it's just a matter of degrees. It has been for a while."
"I think we're at a point now -- with immersion, with the tools we have and the compute capability -- that the deltas will be smaller from a visual impact, or that feature X was never possible before and now it is. And that might sound depressing to some, but what I would say is the advantage side of what I'm seeing now is really the immersive nature of the content that's getting created."
Source"We're able to get to almost lifelike graphics today, even on current gen in certain instances," Spencer said. "But when you take that and you mix it with a very high frame rate, solid frame rate, very little latency in input, and the ability for game storytellers to really push the emotion and the story they're trying to get through their game, through the screen, through the controller and into you? That is something I'm feeling in the games now that is a dramatic step up.
Personally, to me this comes across like Phil justifying the cross-gen approach that they're taking with the Series X. It's at least comforting to see them talk about framerate, the option to lower the graphics in exchange for better performance needs to become standard next-gen, and I don't think it'd be unrealistic to expect something like this to exist in all Xbox Studios, considering they're still releasing all their games on PC.
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