broken harbour wrote:I can't see it out selling the base PS4.
I'm expecting manufacture of the base PS4 to stop when they spin up NEO production as I suspect that the NEO is actually cheaper to manufacture. If so, the supply of "originals" is going to be limited to warehouse and store supplies. Store shelf space is precious so they'll either be "sent back" or sold off in a flash to be replaced with regular priced NEOs.
broken harbour wrote:they will develop with the base model in mind, and then maybe throw in maybe higher res textures or a 60fps mode for NEO owners.
In a perfect world I would agree. However only developers limited to the original dev kit would be forced to stay with "Base mode" - and for all we know Sony may recall the original dev kits to be replaced with NEO dev kits. Laziness under the guise of efficency will tempt everybody to move forward with the additional breathing room of the "NEO mode" because
broken harbour wrote:I'd imagine developers won't like developing the same game for 2 iterations of the same hardware
... so they choose the "NEO mode" because it will tend to be more forgiving and they might get product out of the door faster, planning to patch "Base mode" later (which may then never happen).
broken harbour wrote:Sony seems to know that you can't fragment an audience
I think the whole NEO affair actually puts this statement severely into question.
broken harbour wrote:then the console cycle is dead forever and it'll be a similar business model as say the iPhone, where you get a slightly better one every other year.
Trying to pull a stunt like that could also inadvertently re-invigorate Valve's
Steam Machine business if Valve chooses to exploit the situation. Valve has no
direct interest in hardware sales, however if they established relevant hardware classification benchmarks they could
- certify the performance profile of a Steam Machine
- identify the performance profile required for the games being sold on their service
- classify the performance profile of the customer's uncertified hardware (and associate that capability with their account)
With that information game developers could decide upfront which performance class/profile to target. Aim low to go against the largest installed base or aim high because people with money to burn will pay big bucks for a single game. From the customer perspective the time to upgrade is then dictated by the type of games you want to run.