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kupomogli said:

I'm just repeating what Ubisoft said and my post is basically debunking what they said.

"We decided to lock them at the same specs to avoid all the debates and stuff," senior producer Vincent Pontbriand told VideoGamer.com while explaining that it's the consoles' CPUs – not the GPU – that prevents Ubisoft Montreal from improving the game's performance.

"Technically we're CPU-bound," he said. "The GPUs are really powerful, obviously the graphics look pretty good, but it's the CPU [that] has to process the AI, the number of NPCs we have on screen, all these systems running in parallel.

"We were quickly bottlenecked by that and it was a bit frustrating, because we thought that this was going to be a tenfold improvement over everything AI-wise, and we realised it was going to be pretty hard. It's not the number of polygons that affect the framerate. We could be running at 100fps if it was just graphics, but because of AI, we're still limited to 30 frames per second."

http://www.videogamer.com/ps4/assassins_creed_unity/news/assassins_creed_unity_is_900p_30fps_on_both_ps4_and_xbox_one.html

Here's some more bs from Ubisoft if you're interested.

"The PS4 couldn’t handle 1080p 30fps for our game, whatever people, or Sony and Microsoft say."

http://www.twinfinite.net/2014/10/15/assassins-creed-dev-gives-unofficial-response-900p-resolution/

 

Just to add: the lack of CPU won't limit the resolution. The only CPU calculations would be AI, animation, whathever and that's just change things in the geometry stage of rendering. When you rasterize (basically, "convert" triangles to pixels), it's only GPU. A CPU bound game can limit the framerate, because the CPU may need more time to do a routine, but if you pump up the GPU you can pump up resolution. They could say:

"The game is 30 fps because of the CPUs"

But not:

"The game is 900p at 30fps because of the CPUs"