The game is blurry as shit, that is why people couldn't tell the resolution.
And yet despite this, you're insisting that the game should be 1080p. Because.
You don't seem to realise the absurdity of your position.
The game is blurry as shit, that is why people couldn't tell the resolution.
Because it should be.And yet despite this, you're insisting that the game should be 1080p. Because.
And yet despite this, you're insisting that the game should be 1080p. Because.
You don't seem to realise the absurdity of your position.
Lighting also takes a hit. Fewer light sources appear to cast shadows, water interaction with the scenery seems more limited and the rain is no longer lit by car headlamps in-game (though it is in cut-scenes). Mist and volumetric fog are key components of the E3 reveal's visual make-up, but they appear to be substantially pared back in the final game - and it's telling that the theatre interior, which used similar tech extensively, sees the effect almost completely removed, with just a small vent billowing smoke into the room in a couple of areas as opposed to blanket coverage before.
By this point, the case for a graphical downgrade is pretty much beyond question: it did happen in some form or other. So why did Ubisoft have to adjust the existing, rather splendid assets? Adjusting lighting and alpha effects is one thing, but a significant remodelling of the city suggests Ubisoft carried out a large amount of work in a timescale that appears to coincide with the approximate arrival of actual next-gen console development hardware
The most obvious conclusion is that Ubisoft - and it is not the only company to do this by any stretch - simply overestimated the raw power it would get from the new consoles. The biggest differences that stand out come from the use of depth of field, volumetric mist, fog and atmospherics - lavish to the extreme in the older version, less so in the final game. It suggests the developers were expecting significantly more graphics bandwidth than actually materialised.
Ambient lighting during daytime is another substantial difference, arguably the biggest of all. Could it be that the global illumination system Ubisoft worked on simply wasn't a good fit for the new consoles? After all, 2012 was the year of Unreal Engine 4's SVOGI real-time global illumination debut - a lighting technique ditched a year later when the engine made its PS4 debut, never to return. Quite why city geometry changed so much is also a mystery. Perhaps Ubisoft had to design around the last-gen versions?
The key question, though, which is a corollary to ones about a graphical downgrade but is often left unspoken, is whether a graphical downgrade was part of a deception - whether Ubisoft put out better-looking demos at E3 2012 and the PS4 reveal because it knew that it would fuel more pre-orders. And for us, the answer to that one is probably no.
And for me, the answer to that one is absolutely yes...And for us, the answer to that one is probably no
But we still think Ubisoft is nice because they [strike] are giving us money[/strike] just overestimated the new generation of consoles.
http://www.eurogamer.net/articles/digitalfoundry-2014-battlefield-hardline-beta-performance-analysis
Battlefield hardline beta 900p ni' stable 60 FPS on PS4
http://www.eurogamer.net/articles/digitalfoundry-2014-battlefield-hardline-beta-performance-analysis
Battlefield hardline beta 900p ni' stable 60 FPS on PS4
Sucker Punch leaving ISS uncapped comes to mind, I think it never even got close to 60fps.
We spoke to inFamous Second Son’s director recently, and in our interview he explained exactly why Sucker Punch have chosen to make the game run at a frame rate of 30 frames per second with a 1080p resolution, rather than aiming for 60fps.
Instead of asking him why the game was 30fps, we chose to ask exactly what the game would be like, and what it would’ve lost if they had gone for 60fps instead.
“Resolution.” replied Nate,
Sure it does, just look at the sky.Sucker Punch leaving ISS uncapped comes to mind, I think it never even got close to 60fps.
I believe you're thinking of another game that came out at the same time that was advertised to run at 60fps but ended up often at far less, Titanfall
I misread his post, my mistake; But I still think ISS unlocked framerate was a silly decision.ISS was never advertised as a 60fps game. Ever.