By using this site, you agree to our Privacy Policy and our Terms of Use. Close
curl-6 said:

Several dev interviews I've read describe incredibly low framerates in early development. 

From the recent interview at Digital Foundry on Titanfall 360: "with a single player, our average frame-rate in Fracture was around 5fps, and that's without any textures"

That generally happens when porting a game.

You know, since they took the source engine and modified it heavilly to work for the game they had in mind, and for the Xbox One, those modifications had to then be ported over to the 360 and scaled back to fit the specification. it's only natural in this sutation that the initial port is going to run like a dog until they optimize the existing assets to work as best they can on the new platform.

Sonic boom is using an engine that directly supports the hardware, and building resources specifically for the console, not porting over assets designed for a more powerful platform.

You're also dealing with a situation where a developer or publisher wants to give the best possible light to both the developers and the game while leaving enough room to obsolve them of any issues later on, if they were to say "we imported the engine and resource tree and spent a few weeks fixing up the code to get it to actually run, but since we still had high geometry models and maps and basically half the code was still utilizing methods and resource expectations of the original platform it ran like a piece of shit, but once we actually worked towards getting things more in line with what was going to be in the final release we easilly got it up to the mid 20s" what happens is people ten ask why if it was so easy to get it to the mid 20s, why isnt it 45fps-60fps, its always best to give the absolute worst case figures when dealing with PR, so even if the retail product falls short of the mark, you can circle back and say "we did our best, remember when it was running at only 5fps without textures? we got it to retail at 28fps!" that sounds like a much bigger achievement than it should be, and thats how PR works such information.

But when youre working with an engine that has its own support for the hardware, and building a game from that, theres no excuse for it to be single figures, none at all.