Unity isn't cross-gen.I’m more concerned with PS360 still being in the mix.
Unity isn't cross-gen.I’m more concerned with PS360 still being in the mix.
Also the design of the game wont be limited to what the older gen could do. It will be build around the new gen capabilities.
Watch dogs showed us how.how are they going to get it to run at 60 before the end of the year??
Watch dogs showed us how.
And another game defecates it's way onto our screens at 20~50 fps, showing us just how little hope there is for the future.
But at least it's 1080p! Hooraaaaaaaay!!
adaptive-sync and Gsyinc monitors.
Only if they eventually become built into everything for essentially free do I see those catching on. I'm not sure what the prospects of that are.
If the technology gains any traction they'll add support in a future HDMI standard.But they'll probably need a DisplayPort interface output.
If the technology gains any traction they'll add support in a future HDMI standard.
I'd be sceptical about any extension to the HDMI spec that doesn't benefit TV or movies gaining wide adoption. Take the DisplayPort 1.2 spec which was finalised in Dec 2009 and still most panels on the market aren't fully compliant.
The ASIC market for displays is a ruthless 'lowest cost wins' market and building support for variable display rates that will only benefit a subset of the console market is unlikely to appeal. If it does gain traction it may only be in the high end sets. I do hope I'm wrong though.
Actually, it's quite the contrary. I do believe fluctuating framerates are the bright future of gaming...with the advent of adaptive-sync and Gsyinc monitors.
Now adaptive resolution ... that has existed for a few years now. And it works. It works very very well. But no-one bothers with it.
Not all framerate hiccups are resolution related. Probably even less for deferred rendering engines.
The next waves of games will include new techniques that provide smoother frame rate. For example compute shader based particle system (bin+gather, no overdraw) is generally around 3x faster than pixel shader / alpha blender based traditional particle system, but in the worst case (nearby explosion fills the screen with extreme overdraw) the compute shader based particle system is over 20x faster. This will grearly reduce the particle related hiccups. GPU driven rendering pipelines cut the draw call cost to almost zero, eliminating most of the fluctuation caused by varying visible object count....where the rendering load spikes (e.g. alpha from asplodes)