>As things are now, flagship games on the PS4/Xbox One struggle to stay at 30FPS, frequently dropping to 20FPS or less, without the option to reduce graphics quality or resolution PC gamers have.
Developers are doing what they can here, but the average game that has these sorts of drops is dealing with limited CPU resources, budgeted around a 30FPS target. Especially on consoles like Xbox One X (due to its powerful GPU but limited CPU), it becomes evident that, on average, resolution and graphics cuts have little effect on performance in these situations. The only mitigation is to build your game with a higher frame rate target in mind from the start, requiring serious compromises to things like simulation complexity, for instance.
PS5 and Xbox Series X have a good chance of pushing past this limit. Current generation consoles are using aged laptop-grade CPUs while the upcoming console generation features desktop-grade Zen 2 processors at surprisingly high clock rates.
Developers are doing what they can here, but the average game that has these sorts of drops is dealing with limited CPU resources, budgeted around a 30FPS target. Especially on consoles like Xbox One X (due to its powerful GPU but limited CPU), it becomes evident that, on average, resolution and graphics cuts have little effect on performance in these situations. The only mitigation is to build your game with a higher frame rate target in mind from the start, requiring serious compromises to things like simulation complexity, for instance.
PS5 and Xbox Series X have a good chance of pushing past this limit. Current generation consoles are using aged laptop-grade CPUs while the upcoming console generation features desktop-grade Zen 2 processors at surprisingly high clock rates.