curl-6 said:
Except the world is filled with foliage, characters, all kinds of different elements that you can't just render as a single entity. Big, detailed world = more assets to render = bigger processing load. There's a reason 60fps in an open world game is virtually unheard of on consoles. |
The foliage and other set dressing details seem to unload at a certain distance though, leaving just large chunks of relatively simplistic level geometry with normal maps of scalable quality and apparently no shadow generation.
When over world games rarely run 60fps on consoles it is also because many technical directors on productions that also feature crummy art direction (ie. GTA/Crysis/FarCry/Just Cause/Crackdown) don't have a clue about where to hack and slash to optimize.
I could just keep walking backwards in GTAV on 360 until the raytraced shadows from palmtrees started pixellating and miscalculating. Fade that shit out at a reasonable distance where nobody cares anyway, and spend the power on frames, people.







