So Eurogamer has now an article on PS4-games at E3. Some excerpts here:
..."The question is, for its faster unified GDDR5 memory and beefier GPU clocks, does Sony's first wave of titles actually bring the 1080p60 dream into focus? Or does this first wave of games more accurately represent the continuation of the console 30fps template? During our time at E3, we got a chance to test almost every PS4 title on display, allowing us to get a feel for where development stands for each of these core titles, plus some of the third-party efforts too."
...
Killzone
"Perhaps the most recognised first-party PS4 launch title, Killzone: Shadow Fall's 5-10 minute demo at E3 could only be played in a guarded capacity - where much of the control is cautiously handled by Guerrilla Games' staff before handing the pad our way. It's a looker to be sure: gone is the utopian gloss of the Vektan capital shown in the game's reveal, and in its place we're given a lush jungle area plucked from within the first two hours of the campaign. It's a crowd-pleasing environment to showcase, and we're given plenty of options to explore it."
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"In terms of polish, the reluctance to give us a longer play-session does suggest other rough edges may be lurking in this build. But even so, the only glitch to be spotted is an occasional, split-second flicker to the light buffer as we run quickly across the environment. It's early days, of course, and we're also glad to see the native 1080p resolution in full evidence as it runs from the PS4 hardware. This bumped resolution suits the visuals wonderfully, save for water caustics and splashes which appear a little current-gen in nature. Guerrilla Games has proven it can handle massive, churning waves in its previous games, so we suspect improvements here are possible if there's enough time."
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"When it comes to the tricky issue of control and response, Killzone: Shadow Fall currently delivers a largely 25-30FPS experience with v-sync engaged, where a long overview of the forest tests the hardware most. A strong trace of input lag is felt when turning the analogue sticks - a quirk that hangs over from the Killzone 2 days. It's a delay in response that is impossible to ignore after playing snappier low-latency shooters, and at the default 50 per cent sensitivity for the X and Y axis proved tricky to adapt to. Migrating to the new and more shooter-friendly Dual Shock 4 controller isn't the cause here, as this is the only game we test with such problems. Rather, the issue is likely to be the result of latency being built up over the course of a long and complex rendering pipeline."
Drive Club
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"With regards to performance, we're surprised to find DriveClub is running at 30fps with permanent v-sync - an unusual step for any modern-day racer putting heavy emphasis on shaving seconds from lap times. It is noted that 60fps is something the team strives for, but no promises can be made; in the interest of providing a smooth E3 experience it remains decidedly locked at 30fps for now."
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"Alas, even this number isn't held convincingly during our play-testing, and the game dips noticeably below this point - a feeling of 20fps being achieved during doughnut-turns, where lots of tyre friction smoke is produced. Bearing in mind the PS4's next-gen tech (not to mention its 32 ROPs), we're somewhat surprised to see alpha transparency effects still having such an obvious impact on performance."
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"Back to the positives, the game makes the most exciting case for the PS4's new controller as an upgrade over the Dual Shock 3. Feedback is extremely tight and responsive on the analogue sticks especially, despite all the performance hitches being thrown our way. This is due in no small part to a clear reduction in dead zone - making for a huge improvement when attempting gentle tweaks to the car's direction. The concave triggers, comfortably used for acceleration and braking, also feel much closer to those on the 360 pad. Racing fans will be relieved to finally have these in place."
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"When it comes to the state of software development on PS4, the situation as it stands is surprising. On the one hand, freely playable first-party titles such as Knack and DriveClub suffer from noticeable frame-rate stutters down from 30fps, while on the other, "hands off" demos for the new Infamous and Assassin's Creed games appear to run without a perceptible hitch. This is in stark contrast to the playable software confirmed to be running direct from Xbox One hardware, such as Forza Motorsport 5 and Killer Instinct, which benefit to no end for targeting the 1080p60 gold standard, and largely succeed in doing so."
Read more here:
Link:http://www.eurogamer.net/articles/digitalfoundry-hands-on-with-playstation-4









