| curl-6 said: I don't think we can lay all of the blame on the hardware here. Sure, slowdown during scenes with tons of AI/animations/physics is at least partly due to the lower clocked CPU, but it also slows down during scenes were bugger all is happening, which is just shitty coding. Heck, Assassin's Creed 3 on Wii U performs better with way more NPCs in play, and that was a launch title. Also, if it fully utilized the hardware we'd see memory related improvements, like the higher resolution textures in Need for Speed Most Wanted U. |
It's not always about clock speeds ... There are TONS of aspects to consider such as memory subsystem, SIMD widths, memory models, instruction throughput capabilities and other things as well.
Ubisoft definitely could've done a better job of profiling the cutscenes.
As for AC3, it's not always about having higher NPC counts either.
Textures depend on more than just memory capacity too. It's no use adding in higher resolution textures when you don't have enough texture units or memory bandwidth to sustain it.







