jason1637 said:
But there are games running at 1080p 60fps. Also why cant devs just optimize their games even more to reach 1080p 60fps? |
You can't just endlessly "Optimize" there is only so much fuel in the tank.
On console it is a game of sacrifice. You sacrifice one detail/effect in the hope you can get enough resources to bolster two others.
For example, the move from Halo 3 to Halo Reach. - You lost Tessellated water, HDR lighting, Double Buffering... HDR is especially intensive, but really nice to have, same goes for Double Buffering.
Halo Reach then implemented a type of "Post Processing Filter" to achieve a similar effect as Morphological Anti-Aliasing, which is cheap. - Impostering for distant details so that 3D objects far away are rendered as 2D sprites and texture streaming to save memory.
They then used all this freed up graphics power for better texturing, more on-screen characters, longer draw distances, which overall improved the image substantually even though some assets took a massive graphics quality hit.
Halo 4 took this even farther, by using simpler models, that were hidden by better artistic assets, pre-calculated lighting and shadowing to free up resources for other things.
They all have one thing in common though, throw away one expensive graphics technique to use several cheaper (And often, lower quality) ones.
Halo 5 took a similar approach, in order for the game to run at 60fps, they had textures with 15fps, Spartans in the distance that are replaced with sprites would also be 10-15fps, massive object, shadow, texture popping due to asset streaming, simple models covered by good art and a big fat hit to the resolution.
Halo 6 will likely build on that.

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