The never-ending Xbox One and PS4 graphics debate likely won’t end for years to come. Though Sony and Microsoft’s current-gen consoles are similarly equipped, there seems to be no abatement in the unnecessary arguing over which one offers the better graphics, resolution, etc., etc. For many gamers, the higher the resolution and, thus, the higher the level of detail on the screen, the better everything looks. However, resolution is just one component of a game’s presentation. In-game graphics, textures and art direction are equally-important, and one would be remiss to overlook them. Of course, you can’t often talk graphics without mentioning polygon count. Many developers have lost sleep and hair over improving the level of detail in their games without compromising polygon count, a difficult goal that is not entirely impossible to achieve. Donya Labs, the developer of the leading computer graphics software (Simplygon) for automatic 3D-optimization, pretty much acknowledges that better graphical optimization coincides with increased level of detail without compromise to polygon count. Considering how important Simplygon is in the video game industry -- it’s used by such big-name titles as Star Citizen and The Witcher 3: Wild Hunt -- you can bet the company knows a thing or two about the challenges facing developers. CHECK OUT: Star Citizen Supports 4K and 8K UHD Resolutions In an interview with GamingBolt, Donya Labs AB co-founder Martin Ekdal revealed that they have developed new disposal optimization methods that can be implemented to improve the level of detail in future Xbox One and PS4 games. “You can definitely optimize without reducing the tri-count, but you can also reduce the amount of polys in a mesh, without really affecting how it looks. For example, with ProxyLOD, you can create a new mesh that looks like the original but is empty (has no triangles) on the inside. This will essentially give you something that looks the same; but has a lot less overdraw,” Ekdal said. “Also, there are other ways of optimizing, and often the tri-count might not be the biggest obstacle – even though every machine has limitations on how many polys it can push. We can for example just optimize the materials/textures or, instead of focusing on polygon reduction, merge objects together to reduce the number of draw calls, which a lot of times is a bigger bottleneck.” Considering that video games tend to improve graphically over a console cycle, this comes as no surprise. Developers will also always be faced with barriers, and it’s the truly talented ones that will find creative and novel ways to overcome those barriers. That said, it would be interesting to see how much the graphics of the Xbox One and PS4 improve overtime.