D
Deleted member 11852
Guest
Digital Foundry: The making of Gears of War: Ultimate Edition
Digital Foundry talks in depth with The Coalition on the ambitious remake and what to expect from the DX12 PC version.
Digital Foundry talks in depth with The Coalition on the ambitious remake and what to expect from the DX12 PC version.
Digital Foundry: The jump from PowerPC to AMD's x86 Jaguar has proven to be less then trivial in some cases, particularly in light of some of the performance issues seen in the Master Chief Collection where there are (or rather, were) clear CPU bottlenecks. Does this in part explain the reason to lock to 30fps in the campaign?
Mike Rayner: We decided 30fps for campaign and 60fps for multiplayer very early on as a design decision and not a technical limitation. The original was a visual showcase for Xbox 360 and we wanted to continue that on Xbox One by significantly updating the campaign visuals at 1080p while also keeping a more consistent 30fps frame-rate than the original. Running the campaign at 60fps is doable, it just doesn't look nearly as good as the 30fps version.
Mike Rayner: We decided 30fps for campaign and 60fps for multiplayer very early on as a design decision and not a technical limitation. The original was a visual showcase for Xbox 360 and we wanted to continue that on Xbox One by significantly updating the campaign visuals at 1080p while also keeping a more consistent 30fps frame-rate than the original. Running the campaign at 60fps is doable, it just doesn't look nearly as good as the 30fps version.
Last edited by a moderator: