Physical versions only have value of they are complete and relatively bug free, and originally purposed to avoid big downloads.
Nowadays day 1 patching may be the same size as the install or larger negating half the point. The other half is lost because almost everything is a subscription, multi-player, or delivered with too many bugs as a beta test.
Collecting physical copies is a thing, but is niche.
This is why when you get permission, where you must plan for a decade of work, and they are saying yes, you get them to say in perpetuity and non-revokeable.
A context aware interpolation with less overhead is a cool technology as compared to context unaware averaging. How that ends up implemented in various engines is a different topic.
Depends what you want to render. High fps requirements in conjunction with movement where the human eye is the bottleneck is a perfect interpolation case. In such a case the bad frames aren’t really seen.
More or less there are 2 clear use-cases: Foss trade system not centrally controlled by the game, and cross-game usage of a token. Neither is reliably implemented by a single company or centralized db.
Physical versions only have value of they are complete and relatively bug free, and originally purposed to avoid big downloads.
Nowadays day 1 patching may be the same size as the install or larger negating half the point. The other half is lost because almost everything is a subscription, multi-player, or delivered with too many bugs as a beta test.
Collecting physical copies is a thing, but is niche.