I mean, who the hell locks the rendering resolution?
Lazy devs.
Here's some excerpts from a conversation with a friend on the subject of all the lazy-ass ports coming out.
(7:12:12 AM) Rydian: Oh god, yeah. Every time I see a port of a 360 game where the graphical options are just "shadows: on or off" it makes me want to slap the developer.
(7:12:27 AM) Nala Nabridge: Yeah. That's pretty much RAGE.
(7:13:23 AM) Rydian: Resolution, aspect ratio, texture resolution, shader passes, shader features (multi-pass shadows, stencil shadows, sprite shadows, bump mapping versus actual model deformation, etc.), there's so much crap that gets locked in ports.
(7:13:52 AM) Rydian: And holy shit, have you played some of the "PC" games that don't even support changing the control scheme and assume you're playing with a 360 controller somehow? Shining examples of a lazy port.
(7:18:07 AM) Nala Nabridge: Yeah
(7:18:21 AM) Nala Nabridge: And like not even saving much time even.
(7:18:51 AM) Rydian: I mean lots of these games are using pre-made engines that support this shit to begin with... what are they doing, hardcoding responses to input bytes, bypassing the engine's input handling entirely?
(7:20:14 AM) Nala Nabridge: Hah