this post was submitted on 07 Sep 2023
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Well a couple of issues. One is size and complexity, pretty low issue since games are already massive and where size is an issue (console physical media) they don't need to be included.
A bigger one is what does it say about the product? People are already using low settings disingenuously to say X game is ugly and not up to par, a potato setting would just exacerbate this and from an art standpoint do the developer really want to stand behind such a gimped product?
Then we have the problem of lowering details not really being able to solve the problem. A long draw distance can make it still really rough on older components due to memory constraints or ability to juggle X amount of objects. Sure a draw distance slider isn't uncommon but if the game uses said distance like say enemies spotting you from far away you can't lower draw distance such that it impacts game play. Physics and other demanding aspects might also make lowering settings hard or make for a big gameplay impact.
And finally why isn't FSR acceptable to make the game playable? It seems the perfect solution.
Another thing to consider is that developers consciously make design choices to adapt to the hardware available at the time, and these are not things you can just turn on and off with settings. For example maybe there's a zone transition that slows the game down on older hardware and in the past they would have added a subtle loading area like a tunnel but that's not needed anymore for their current target hardware. Should they completely change the game to be a bit smoother on 5+ year old hardware? You can get a ton of compatibility with changing settings, but to get the same level of optimization as games made at the time the old hardware was the target hardware would oftentimes mean significantly changing the game itself.