By using this site, you agree to our Privacy Policy and our Terms of Use. Close

Saw this over on NeoGaf:

Knack

Just like Killzone Shadow Fall, Knack also runs with an unlocked frame-rate, the difference being that the frame-pacing causes real issues, resulting in genuinely problematic on-screen judder. 

Many who've seen Knack tend to be put off by its perceptibly poor frame-rate. The curious thing is that the game usually runs in the 30-40fps area. Once again we're seeing what happens when a game refreshes in a haphazard manner, with little consistency - the resultant judder often gives the impression of a game that is running at a much lower frame-rate than the actual reality of the situation.

Killzone

Performance-wise, we have two videos to share - a dip into the beginning of the single-player game along with excerpts of multiplayer action supplied by Guerrilla. Frame-rate hovers between 30-40fps generally in the campaign, while multiplayer varies between 40-60fps, averaging out clean in the middle across the run of play we see here. We played multiplayer extensively at Guerrilla's studio in Amsterdam - while we're not generally keen on unlocked frame-rates, with Killzone Shadow Fall you do get a clear input lag advantage and the experience feels very, very good.

 Resogun

Back at Gamescom in August, the game looked seriously impressive, but there were clearly some performance hiccups that marred the super-clean 1080p60 refresh. The good news is that Housemarque's optimisation efforts have paid off - we've played through three of the five worlds available in the limited time we've had with the system and performance analysis confirms absolutely no drops in frame-rate during gameplay whatsoever.

http://www.eurogamer.net/articles/digitalfoundry-next-gen-now-killzone-resogun-knack