Huh. Didn't realize how arrogant Chrop was about how easily/quickly optimization can be done. Also didn't see how much he doesn't understand the whole process.
@Chrop: I'll use your own examples to show you what you're not seeing here:
The same thing happened last gen. How do we know this?
I'm putting this much more simply than how it actually works to save time, but the point is the same: Those games lagged because the PS3 ran out of resources. They were capping the hardware already. Same as we have right now.
But what about The Last of Us? You said it yourself:
We got it after the PS3 was out for 6.5 years. All that optimization magically happen exclusively during TLOU's developent period; they used libraries and techniques that had gradually been perfected and optimized for the PS3 since 2006.
My point here is, optimization starts the moment the first dev kit comes out, and continues until the next console is released, where the cycle begins anew. Yes, they're going to be capping out the consoles' resources early on; if they had resources to spare, why would they need to optimize in the first place?
EDIT: Forgot to add, we're still in the first stages of those new consoles, and if we look at last gen, what did we have at the start?
Unoptimized, visually unimpressive, laggy games. So give it time. Optimization will happen.
I know, but the reason it took so long for them to utilise the ps3's power was because it was on a never seen before architecture so no one knew how to develop for it, thus it took a long time to figure it out, but these PS4's are simply PC, devs already know how to make games run efficient on these. They don't need to go though all the working out that they did with the PS3