Raven722 said:
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Maybe, to keep costs (and heat, as APUs contain the two most power-hungry ICs, CPU and GPU, in a single chip) under control they chose GPUs that are barely capable of 1080p@60Hz in optimal conditions. These optimal conditions surely include being fed with a steady stream of data, and in multiplayer most probably this condition isn't met.
But all this could account for a GPU performance drop not as big as 50%, a drop so steep made me think, even before checking, that it uses p2p, not dedicated servers, distributed computing for MP, with the consoles themselves being the computing nodes. I checked, and it looks like KZ SF uses p2p for computing and dedicated servers just as hubs, gateways:
http://videogamesandnews.com/ps4-players-upset-dedicated-servers-killzone-shadow-fall/
For more links:
https://www.google.it/search?client=ubuntu&channel=fs&q=killzone+multiplayer+servers+p2p&ie=utf-8&oe=utf-8&gfe_rd=ctrl&ei=HQ0VU8q-LaHe8gfe6YCgCg&gws_rd=cr
This explains all: 8th gen consoles APUs actually are mid range, but if in SP they are capable of 1080p @whatever between 30 and 60Hz, and in MP suddenly they cannot anymore, and by an excessive amount, it cannot be GPU's fault.