Greenawalt hinted at the fact that you have to adapt your engine to the Xbox One in order to get the results, but as I said previously, if they can find a workaround for the bad design decisions behind the design of the console -64MB of eSRAM instead of 32 would have been the better choice-, you might be in for a treat.They're probably just going for good enough given the premature tools and the compressed development schedule. Also, a lot of these games are being released for 5 platforms. I would imagine they're painting with a pretty big brush right now.
I think the Xbox One is an excellent console to achieve high framerates. (resolutions are an entirely different matter, lol)
I kiiiiiiiiinda like the shoe metaphor Dan Greenawalt chose to explain himself.
One of the most surprising aspects of the game, apart from others difficult to transmit without playing it, is the visual quality that has reached. Asked Greenawalt have been able to get the game run at 1080 p and 60 frames per second looking better than other less lustrous titles.
"I don't know why other developers have failed it. We started working on the engine of Forza 5 three years ago, and it is made for Xbox One. Xbox One is a very powerful console, you just gotta develop the engine as well," he explains.
"If you personalise your engine, you can do whatever you want. That's why you customise things, isn't it? "
"If you make a shoe and you want it to fit everyone in this world, obviously it won't work, but if you measure the foot first, you can make a measured shoe that will fit" :smile2: :smile2:
"That is what we have done in this case, something that fits the Xbox One. "
We believe that there is power to spare in the console, and what will happen, according to progresses the console cycle, is that we will discover new ways to optimise to extract more power, trucando hardware, to put it in some way", concluded Greenawalt.
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