I think we are seeing brute force also (cryengine is like that) -it makes for awesomeness once tweaked. (Eg a few buildings have way too much ‘drawcall’ and just bomb framerate. -they are obvious ones too from the point of view of developing a game… always at the start point for the asset teams eg first shop in skalitz, castle entry/town square have something performing very ‘wrong’ and gtx1080s go to 20’s framerates. (As of course do all other cards -they bomb))…
The real issue is four core (and hyper threading), performing differently to six core with hyper threading +
The consoles set the low point at sevenish cores (sometimes either disabled fir yield improvements or reserved for the OS -games dont just automatically get all eight…)
It does make use of those cores well- the game design from the ground up requires it to mesh. It does (mostly), and a few things in a few are multiplied out by all the hardware possibilities and play possibilities -aka ‘the wild’- the game will be, eventually, a specific vision done well.
Mods will come in various forms- some from the Studio itself; some from a market of mods, some possible DLCs that introduce more base materials; and then all sorts of possibilities depending on platforms.
It will make sense for mod implementations to not push certain cpu or load areas ; if everytging is to the metal and no further stesses can be held…
This is where many mods will originate in unpolished forms- on ninja PC rigs that brute it out…
For some mods to exist on console it seems likely that the modules will have to make a lot of use of base game (+ official dlc) as assets.
Not body will eant to push too many extra vpu calls or else say hoodbye to console space (and many pc users/mostly already on four cour -and not near the nearly essential seven required for smooth experience.)
Pc world randomness aside; the console norm is powerful enough now for games like KCD to exist. Just like finding out the witcher 2 was going to consoles. . KCD is that next special thing.
It wasnt doable previously…
Once consoles just had to push arcade beat em ups and racers
sims were always naturally on the higher end hardware.
The sims and sim city are some of the biggest selling games of all time for PC.
Sim city used to be bought en masse for whole computer labs- and in an age where pirating was as easy as copying disks…those large sale numbers really added up.
Not to say the game wasn’t awesome - and not getting into interfaces to play games and where games naturally belong (eg I PC cause of the steering wheel and clutch pedal/shifter it brings to racing sims…joystick/throttle to flight sims/xbox controllers on PCs…pcs in loungeroom its all doable-just so many configs… just ask someone at WH dealing with QA and trying to nail down a cause…!)
Open world games have always been a hard concept to pull off. As was changing programming of games from one core to multicore.
KCD is the next evolution of both.
It finally says after many many years of cpus in pc sphere not being a contingency at 60 frames 1080- that now we do have game baking all the extra processor cores that modern cpus have.
The swap in performance shifting from four cores to higher is finally practical outside of Battlefield one multiplayer…