|Mr Puggsly said:
Uh huh, Im not gonna Rage has the most complex open world. But again, there are 60 fps open world games on last gen. I really dont wamt to take the discussion beyond those facts. Game design and optimization matters. MGSV is a notable 60 fps open world game this gen, a game just need to be built around those targets.
One of my best examples of why I do like a focus on resolution, while not a priority for me, is a game like Halo:MCC. I like the crisp presentation that its able to achieve with 60 fps because the graphics and assets arent incredibly demanding. I kinda prefer the presentation of Halo 4 on MCC over Halo 5 on a base X1 because Halo 5 can look kinda bad at times, especially large MP modes. As you might know Halo 5's resolution can dip down to 800p, pop in can be jarring, animation reduction on distant models, etc. Halo:MCC can actually look more polished/better than Halo 5 because the lower quality graphics. However, if you have a X1X Halo 5's visual upgrade is massive even if some issues remain.
Now if you want an example of the focus on resolution being a nuisance, Battlefield V. The X1 and X1X appear to run the same graphics settings. The graphics settings on a base X1 are fine, exceptional visuals for the platform even if suffers from aggressive pop in. On X1X though, they appear to use all the extra power for dynamic 4K. I would much rather have X1X crank the graphics settings to highest possible while targetting 1080p/60 fps.
60fps does indeed require some pretty substantial tradeoffs, especially in a game like Halo with lots of NPCs, alpha effects, large areas, and just generally a lot going on at once. You see the same thing on Switch where 60fps is no problem in simpler games like Smash, ARMS, or Splatoon 2, but in Odyssey with its larger and more detailed levels a lot of the same trims as Halo 5 are in effect.
It is definitely something to be taken on a game-by-game basis.
If we're talking Switch and Xbox One though, I'd say most games probably shouldn't shoot for 1080p; not because they can't do it, but because they'd probably look overall better adopting a slightly lower resolution with higher quality effects/assets/settings.
The reason that Alan Wake looks fine is because 960x540 is exactly half of 1920 x 1080, meaning your screen is able to perfectly scale to that resolution.
There is that, though I think a lot of its also has to do with its chosen art style, (not a lot of high contrast edges, earthy colour palette, takes place mostly at night) x4 MSAA, and that the extra rendering budget freed up by the drop in resolution is spent on some really nice lighting and effects work.Last edited by curl-6 - on 06 December 2018