What is the most frequent technical limitation you have come across in current gen consoles?
The limitation we face the most often is the same limitation that I've had to push against for my whole career - performance. We always want to push as much as we can while maintaining a frame rate. One reason that it remains this forever is because specialist developers who work on games always want to improve their individual areas. It's like your Resident Evil inventory management mini-game - you always have more stuff that you want to include than you have room to fit it all, so you fit in the most important stuff. As hardware and software improve, we naturally try to fit more in to the inventory.
Graphics programmers especially want to improve lighting and rendering fidelity because that's what they care about - they always want things to look better and prettier and performant. If they can squeeze better performance, they can fit in more cool stuff - more VFX, better looking models, better animations, better visuals, better shadows, and so on. The artists who work on this stuff love being able to put in higher-fidelity stuff too - they get to work at higher fidelity and approach the visuals in their imaginations.
AI engineers want more and smarter AI. Every AI needs to have some system to choose and play animations, pathfinding, and so on. We want better decision-making, better pathfinding in dynamic environments, and so on. When an AI is moving through a large world and must consider many different factors when finding a path, it can require a lot of simulation to figure out where to go. If we want more AI running around while moving intelligently and visibly, that means as many pathfinding threads happening and re-evaluating as we have AI, and we always want more AI if we ever want to do cool things at scale.
All of these tasks must be performed and handled in under 17 milliseconds if we want the game to run at 60 frames per second. We are eternally trying to fit more and more evaluations, improvements, and fidelity into these 16.6 milliseconds with each successive generation. This is one reason that our performance teams are constantly capturing performance profiles while we're in development to catch performance issues - maybe there are too many VFX playing here, or there are too many gunshot simulations there, or too many pathfinding calls here for AI, or whatever. It's their job to note when performance gets bad and figure out what's causing the issue so that we can fix it as we go.
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