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Forums - Sony Discussion - The Last of Us Remastered FPS Test

iceland said:
Surprised it's not locked 60, didn't the devs say something about going higher than 60FPS or was that a rumor?

Anyways if I ever want to try this game I'll be picking up this version.

well, most scenes run at constant 60fps indicating they could easily run above 60 and the game is restricted to rendering at 60fps tops (because above that frames would get lost, as all TVs I'm aware of only accept 60Hz input - even the 100/200/400/800/1000/whatever Hz TVs)



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biglittlesps said:
Mr Puggsly said:
Kinda surprised by how significant those frame dips are. This is a 1st party game of a PS3 port, yet maintaining a consistent 60 fps is still a struggle.

This was made for PS3 architecture specifically and its rematered (not remake) in under year on new console just launched. Still, ND did a great with this and its really hard to control game engine under heavy load for every kind of situation to lock the FPS in the complex worlds unlike Nintendo games(praised for 60FPS) which are based on completely art and simple design wihout complex worlds which is easy to mainitain.

Lets see how Halo collection holds under heavy load which has 10 year old game in it.

I said its a port, not a remake. I appreciate the excuses, but no need for them.

Awwww... you brought Halo into this. Looks like somebody is being defensive. I actually anticipate dips in Halo:MCC, especially if PS4 struggles to maintain 60 fps with this PS3 port.



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biglittlesps said:
Mr Puggsly said:
Kinda surprised by how significant those frame dips are. This is a 1st party game of a PS3 port, yet maintaining a consistent 60 fps is still a struggle.

This was made for PS3 architecture specifically and its rematered (not remake) in under year on new console just launched. Still, ND did a great with this and its really hard to control game engine under heavy load for every kind of situation to lock the FPS in the complex worlds with dynamic effects unlike Nintendo games(praised for 60FPS) which are based on completely art and simple design without complex worlds and effects like these kind of games which are easy to mainitain.

Lets see how Halo collection holds under heavy load which has 10 year old game in it.


Please, even with the improvements MCC doesn't even look as good as the PS3 version of TLOU. It better not dip or that'd be extremely embarrassing



Lafiel said:
iceland said:
Surprised it's not locked 60, didn't the devs say something about going higher than 60FPS or was that a rumor?

Anyways if I ever want to try this game I'll be picking up this version.

well, most scenes run at constant 60fps indicating they could easily run above 60 and the game is restricted to rendering at 60fps tops (because above that frames would get lost, as all TVs I'm aware of only accept 60Hz input - even the 100/200/400/800/1000/whatever Hz TVs)


Well that's the thing. They boasted they were working hard to make this game go above 60 fps. That gives the expectation of achieving 60 fps at all times.

No excuses, ND set expectations high and fell short.

And for those getting defensive, I'm not implying the frame rate in this port is bad. Just short of the boasting ND did.



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Fell short? Lmao...
This site man.



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Raziel123 said:
biglittlesps said:
Mr Puggsly said:
Kinda surprised by how significant those frame dips are. This is a 1st party game of a PS3 port, yet maintaining a consistent 60 fps is still a struggle.

This was made for PS3 architecture specifically and its rematered (not remake) in under year on new console just launched. Still, ND did a great with this and its really hard to control game engine under heavy load for every kind of situation to lock the FPS in the complex worlds with dynamic effects unlike Nintendo games(praised for 60FPS) which are based on completely art and simple design without complex worlds and effects like these kind of games which are easy to mainitain.

Lets see how Halo collection holds under heavy load which has 10 year old game in it.


Please, even with the improvements MCC doesn't even look as good as the PS3 version of TLOU. It better not dip or that'd be extremely embarrassing

 

Wow, a remake of a game from PS2-era doesn't look as good as a remaster from a PS3-game? Consider the world shocked, this is groundbreaking... Btw, it will run 2 engines at the same time so you will be able to switch ingame between the two engines. And that with a console that is sooooo much underpowered in comparison to PS4...

This site man.



And you still ask in the other topic "who's pissed"
lol



Raziel123 said:
And you still ask in the other topic "who's pissed"
lol


I can't believe how many people here fit to my signature - amazing and amusing



iceland said:
Surprised it's not locked 60, didn't the devs say something about going higher than 60FPS or was that a rumor?

Anyways if I ever want to try this game I'll be picking up this version.

The higher than 60fps stuff was them saying they're now pushing to lock it (where as previously they were simply targeting, similar to TR or TitanFall).

Anyway, it was never going to be a locked 60fps. I've been saying that for months in fact.

The original title wasn't built with a locked 30fps in mind (unlike stuff like Killzone or Halo on the PS3/360), but instead a variable 30fps. This makes things a lot more difficult. If it was a brand new PS4 title they could likely have archived a "perfect" 60fps, but as a port they were accommodating the manor in which the original was made.

The handful of sections running at 50 - 60fps are those that were previous built to run at 20 to 30fps (with a reactive motion blur to hide the drops). To achieve a "perfect" 60fps they'd have to build upon that lowest frame rate. That would require an almost 600% pixel/s increase. That's before even considering the other upgrades in the remaster.

Possible? Sure. Worth the effort? Not even remotely

Sorry for the long reply but yeah, hope that explains it. If you want to know anything else feel free to ask~



walsufnir said:
Raziel123 said:
biglittlesps said:
Mr Puggsly said:
Kinda surprised by how significant those frame dips are. This is a 1st party game of a PS3 port, yet maintaining a consistent 60 fps is still a struggle.

This was made for PS3 architecture specifically and its rematered (not remake) in under year on new console just launched. Still, ND did a great with this and its really hard to control game engine under heavy load for every kind of situation to lock the FPS in the complex worlds with dynamic effects unlike Nintendo games(praised for 60FPS) which are based on completely art and simple design without complex worlds and effects like these kind of games which are easy to mainitain.

Lets see how Halo collection holds under heavy load which has 10 year old game in it.


Please, even with the improvements MCC doesn't even look as good as the PS3 version of TLOU. It better not dip or that'd be extremely embarrassing

 

Wow, a remake of a game from PS2-era doesn't look as good as a remaster from a PS3-game? Consider the world shocked, this is groundbreaking... Btw, it will run 2 engines at the same time so you will be able to switch ingame between the two engines. And that with a console that is sooooo much underpowered in comparison to PS4...

This site man.

what about RE remake?

you are really trying to hard

in case u dont know remake>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>remaster



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