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Forums - Gaming - Assassin's Creed Unity Parity Excuse Debunked

Ka-pi96 said:
vivster said:
Ka-pi96 said:

I dunno, developers have to take a fair bit of blame for Unity as well.

Only if they lied to the publisher, claiming that the game was finished or if they dragged their feet during development and didn't work properly. But in the end even that doesn't matter.

Every developer can make an unfinished game. It's the publisher who decides if that unfinished game is released or not.

But when the developer and publisher are the same company surely they should share the blame a bit, no?

Do you share the blame with the janitor at your workplace when he knocks over a vase?



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Ka-pi96 said:
vivster said:
Ka-pi96 said:

But when the developer and publisher are the same company surely they should share the blame a bit, no?

Do you share the blame with the janitor at your workplace when he knocks over a vase?

If I was the one that hired the janitor and this was a regular thing, then quite possibly.

So you agree that this is the fault of the person who hired the janitor and gave him not enough time to clean the rooms which is why he has to hurry and knocks over so many vases in the process.



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kupomogli said:
Mr Puggsly said:
Its a nice looking game, but it doesn't have the level of detail as AC:U.

The AC Unity devs stated that the reason behind the lack of 1080p @ 60fps wasn't the graphics cards.  They said it was because of the CPU and that the PS4 version was the one holding the two consoles back.  After their big f-up with the whole, we're holding quality back so people don't complain. The excuse with the weaker CPU was because all of the AI on screen at once.

So this isn't to show off the graphics, this is to show off that the PS4 CPU must not be that bad if it can run all the AI on this game without any frame drops in its alpha state, considering that there are more AI and the AI is smarter than all the non moving unless interacted with AI of Unity.

CPU wouldn't affect Resolution in the slightest however. Even if the AI was so complicated which is I beleive is a load of crap, adding more detail per render pass would have nothing to do with the AI processes of the NPCs. CPU acts as a bottleneck for framerate when, it has to keep up with the GPU. Not to mention the XB1 and PS4 have nearly identical ARM CPU's, i.e mobile CPUs, and most of their processing power goes towards the OS and multitasking, both beefier on the One because of its heftier OS hence the 0.15 ghz clock speed increase. In other words, the CPU excuse doesn't hold much water.

It simply takes advantage of how little people actually know about what the clock speed difference actually means.



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ubisoft should have reduced the number of NPCs by half at least to maintain the framerate stability if the CPu was holding it back. theres no need ot have 5000npcs on one screen.



Dr.Henry_Killinger said:
kupomogli said:
Mr Puggsly said:
Its a nice looking game, but it doesn't have the level of detail as AC:U.

The AC Unity devs stated that the reason behind the lack of 1080p @ 60fps wasn't the graphics cards.  They said it was because of the CPU and that the PS4 version was the one holding the two consoles back.  After their big f-up with the whole, we're holding quality back so people don't complain. The excuse with the weaker CPU was because all of the AI on screen at once.

So this isn't to show off the graphics, this is to show off that the PS4 CPU must not be that bad if it can run all the AI on this game without any frame drops in its alpha state, considering that there are more AI and the AI is smarter than all the non moving unless interacted with AI of Unity.

CPU wouldn't affect Resolution in the slightest however. Even if the AI was so complicated which is I beleive is a load of crap, adding more detail per render pass would have nothing to do with the AI processes of the NPCs. CPU acts as a bottleneck for framerate when, it has to keep up with the GPU. Not to mention the XB1 and PS4 have nearly identical ARM CPU's, i.e mobile CPUs, and most of their processing power goes towards the OS and multitasking, both beefier on the One because of its heftier OS hence the 0.15 ghz clock speed increase. In other words, the CPU excuse doesn't hold much water.

It simply takes advantage of how little people actually know about what the clock speed difference actually means.

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/



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AC Unity optimization is garbage, we know that. But a Dinasty Warriors or Musou game isn't a good example. There isn't heavy AI there. The game just puts a massive amount of NPC on screen but only the few close to you are running AI routines, the rest is just idle and the game applies the exact same animation with some frames of difference. It isn't a demanding game, even the PS2 did it. It's just smoke and mirrors.



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"



torok said:

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"

Again, I only listed that because that's how they explained their comment.  They were coming off the previous 900p parity comment straight into "the reason why we said that blah blah CPU blah blah."  I'm aware the CPU has nothing to do with resolution, I'm merely explaining for, what is it, two or three times now(?) that I even inferred resolution because their bullshit comment.  Even in what you quoted I stated the only reason for the reply was because of what Ubisoft stated.



I kinda don't think that people would complain less if the PS4 version was 1080p.

Imagine if Ubi never said anything about the CPU and the game ran on 1080p but with a shittier performance than X1. I could see people complaining that they should lower the resolution to improve performance^^



If you demand respect or gratitude for your volunteer work, you're doing volunteering wrong.

What REALLY debunked the parity excuse, is the fact that its simply a terribly optimized game and runs like shit on ALL platforms, even PC.