BobCharlie
Distinguished
Since most games nowadays are getting good PC and console treatment, having an emulator really isn't needed for most newer AAA titles as you can just get the PC variant, which will ALWAYS be superior due to the fact you aren't hindered by the console's locked up tight qualities, limited graphics, limited settings, the files to the game are accessible, DRM can be stripped, save files easily modded, often PC specific in-game options, etc. and despite being rushed and buggy on day 1 release (Gotta give Rockstar some credit for taking their time with GTAV PC being delayed as they want it right when it finally comes out rather than dead-lined devs dropping barely playable crud with expectations you'll constantly download giant patches almost daily) they eventually get fixed. And all the PS era games were almost all exclusives, as were most other games on all previous consoles making them harder to play w/o the actual console.
So this leaves us with exclusive console titles being what most would WANT to play today. We know companies port console titles to PC. Do they start over completely from scratch for the port? NO. Are they only converting texture files, audio files, etc. and just rewriting certain areas? Don't the devs get a "kit" that interacts with a PC?
Point I'm getting at is, if it's NOT in the realm of modern PC's to do a near perfect emulator for 5-10+ years (or maybe we need a team of 20-50 of the truly best in the emulator game to get it done; nvm the fact future consoles might not even be able to be emulated at all), and the emulators would actually only be TRULY useful for console exclusive games, wouldn't it make more sense to tackle the actual games themselves for a port? All you genius coders that can take a piece of hardware, convert to numerical code and emulate it (I'm not being sarcastic) should be able to strip down a console game through various extraction methods, and build it back up to a PC variant, right? And if you use currently ported PC games and their doppelganger console variants as a template (probably more helpful with games that share the same engine for a couple years), would it make it easier to "rebuild" a game (or conversely reverse engineer a console as both game variants will be doing the same thing within their own environments)? Not talking every game in the console's library here. Talking the ones people would 9 out of 10 times want to play. And to get around the legality of it, how about an .exe that you point to your iso and let it extract the needed files from the iso (you own) coupled in with what's programmed by the coder to fill in the blanks and redirect as needed to reconstruct into a PC friendly game? I realize I'm naive in this but if you are faced with a near infinite vertical wall that can be scaled but never climbed over or broken through, maybe it's best to just go in the opposite direction until you end up reaching it from behind? I mean, the focus has been solely on emulating the consoles. Maybe it should be about getting playable games instead and forget the emulation aspect?
So this leaves us with exclusive console titles being what most would WANT to play today. We know companies port console titles to PC. Do they start over completely from scratch for the port? NO. Are they only converting texture files, audio files, etc. and just rewriting certain areas? Don't the devs get a "kit" that interacts with a PC?
Point I'm getting at is, if it's NOT in the realm of modern PC's to do a near perfect emulator for 5-10+ years (or maybe we need a team of 20-50 of the truly best in the emulator game to get it done; nvm the fact future consoles might not even be able to be emulated at all), and the emulators would actually only be TRULY useful for console exclusive games, wouldn't it make more sense to tackle the actual games themselves for a port? All you genius coders that can take a piece of hardware, convert to numerical code and emulate it (I'm not being sarcastic) should be able to strip down a console game through various extraction methods, and build it back up to a PC variant, right? And if you use currently ported PC games and their doppelganger console variants as a template (probably more helpful with games that share the same engine for a couple years), would it make it easier to "rebuild" a game (or conversely reverse engineer a console as both game variants will be doing the same thing within their own environments)? Not talking every game in the console's library here. Talking the ones people would 9 out of 10 times want to play. And to get around the legality of it, how about an .exe that you point to your iso and let it extract the needed files from the iso (you own) coupled in with what's programmed by the coder to fill in the blanks and redirect as needed to reconstruct into a PC friendly game? I realize I'm naive in this but if you are faced with a near infinite vertical wall that can be scaled but never climbed over or broken through, maybe it's best to just go in the opposite direction until you end up reaching it from behind? I mean, the focus has been solely on emulating the consoles. Maybe it should be about getting playable games instead and forget the emulation aspect?