Zekkyou said:
bigtakilla said:
Zekkyou said:
You said "the Uncharted series historically --". You've confined the purpose of the word to the Uncharted series, not to a compared time scale.
This reply makes it seem like you know that Uncharted makes no sense as a reference for an 8th gen title, which leads to the question of why bring it up? Unless you're implying the WiiU is, hardware wise, a 7th gen console. That's the only context in which what you said would make sense as an extension of the conversation :p (it would also be wrong. The WiiU is a significant amount weaker than its current rivals, but it's still a big enough step up from the PS3/360 to justify its place in the 8th gen).
inFamous would be a better example. It had to give up 60fps to achieve 1080p/30-40fps/T2x SMAA while maintaining the render distance, particle effects and character model quality. A smaller downgrade from the "perfect" performance level than MK8 of course, but none the less a better comparison.
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I'm just comparing the comprimises based on the series, Mario Kart and Uncharted. You bringing up Infamous is pointless. I'd love to discuss Uncharted 4 but it isn't released.
Infamous is fine. It sacrifices frame rate, has pop ins, and had low res water textures as well as textures for objects at far distances. Also, with the frame rate jumping so drastically (from 20s to 40s) response time for controller input varies. Just a little digital foundry quote
"As we noted in the performance analysis, the choice to ship with an unlocked frame-rate has a rather negative impact on the game. While performance generally manages to stay north of 30fps, the resultant judder compromises the fluidity of the visuals and produces inconsistent controller response. With Second Son averaging around 35fps, the player receives little additional benefit as a result of this choice. By limiting the frame-rate to 30fps they could have delivered an open world game with a very consistent frame-rate and controller response. Instead we're left to endure a near-constant judder and unstable performance throughout."
Yeah.... Great example..... No compromises made their.... ^^
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Where did i say no compromises? I literally gave a compromise as an example lol...
Anyway, that article is rather out of date in that respect :p SP have since added a 30fps lock option. I personally prefer it unlocked, but the option is there for those who want it. It's worth noting though that except for the random 29fps blips (which appear to be fixed by utilizing said lock, hence they are odd), the game pretty much never dropped below 30fps. The only major exception i'm aware of is during special moves, where it drops to the mid 20's. Given you have little to no control during their use, that's an acceptable trade off (especially given the absolutely ridiculous particle/physics simulations going on when you use it somewhere like a DUP base).
No idea what you mean about the water being "low res" though, it was a pretty standard quality (higher than MK8's that's for sure...). The water interaction animations were sub-par, but given there is only a 5 minute period at the start of the game that water interaction really happens, it's understandable they didn't go to the effort of creating a fully reactive water simulation for them.
Secondary texture assets for distant objects is standard in open world games (universal in-fact). inFamous does utilize a rather far geometry render quality (not as high as DC though, a surprising contender console for render distance king considering its closed track nature), but none scaling textures assets in an open world game simply isn't possible right now. The overhead would crush a dual 780 Ti set up, let alone a PS4.
Regardless, i think i'll wrap this discussion up. We are just going to go round in circles unless we go into the gritty details, and given your past it's fairly obvious your understanding for them is rather lacking (nothing wrong with that of course, not everyone has an interest in the topic), thus that would also be rather pointless.
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