BruceLeeRoy
Banned
What the hell
So I hope the AI is actually good if they're sacrificing visuals.
There's more to graphics than resolution. Destiny lacks good anti-aliasing. With the extra power of the PS4, Bungie could have pretty easily implemented a better AA solution for Destiny, even if just using a bit of downsampling.Destiny is 1080p/30fps so I'm not sure what your point is. If Destiny was 900p, you would have seen a thread like this.
I'll break it down for you.
1080p = Okay.
Not 1080p = Not Okay.
Saying you are intentionally gimping a version to match the weaker console's resolution = Super Not Okay.
Not to mention you have to take into consideration Co-Marketing Deals™. Destiny was HEAVILY pushed on PS4, Sony would have had a shit-fit if it wasn't 1080p. However MS has a Co-Marketing Deal™ with Ubisoft for AC Unity.
Hmmmmm.
New gameplay from Videogamer: https://www.youtube.com/watch?v=evWkZnucgOI
They said most of the time it doesn't reach 30fps.
Black Flag already demonstrated Ubi's ability to obtain 1080p results on PS4. I'd assume people would judge Unity accordingly.
Saying out loud that you intentionally gimped one platform, in order to avoid online debates? Hoo boy that's not a good look for the game or Xbone.
That's not a next-gen console shot is it? That's terrible. (And I'm talking about the aliasing, not the video encoding)Doesn't look good IQ-wise to me.
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And that's a relatively easy scene to anti-alias.
So it's thanks to Azura if the xone version it's 900p I suppose.
This is what I am allowed to share.
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Running in real-time on XBO. Very early wip, so don't care for the lighting and so on. It is a very basic frequency test where the grass splines update 12 times a second. This is nothing special so far. The cool thing is tho that the start and endpoints of our splines influenced by wind and objects are being calculated by Azure. This means: the physic calculations you see are costing us pretty much no local power (excluding GPU ofc). We can use the saved power for other things - like AI, animations and so on. We are very proud of it - especially since we completely eliminated any chance of clipping. I just wanted to add that here.
And no, this won't be a golf/grass/whatever simulator - I just thought maybe it is interesting to see
I know GAF "in general" is very pessimistic about the cloud. And yes, somehow I can understand that - because so far, there weren't that much games that really took advantage of server calculations. To be honest, no new-gen so far really did (Titanfall touched 5% of the possibilities ...). And this is also why I try to be very careful about the words I choose.
No. You can not boost your games resolution with Azure. And no. You can not create better lighting effects with Azure. But, if you focus on it, you can still boost the overall graphical look of your game by a mile. We are currently creating a game. But in fact, we are kind of creating two-in-one. One with Azure available, and one for offline only. Everything you code, you need to code for two scenerarios. This is a ton of work. if online = dynamic grass; if offline=static grass ... To say it very simple. And so on.That's why we are currently thinking about going "online-only". But to be very open to you, we have some fear about that. Obviously. The gaming community is very careful when they hear "online-only" ... Games like Sim City simply ... Well, did it wrong.
If I could show you a screen comparison of our latest build right now - Azure on/off (no, sorry, I can't ...), you would understand what I am talking about. Wind, dynamically moving vegetations, footprints that stay for hours and even wildlife nearly without losing any local CPU power. This is just awesome in the right situations.
I know MS has some own projects in the works, too, that will go all-in with the Azure servers. Crackdown is the already known example.
That's all I can say for now. Really. I'm out here!![]()
Isn't Microsoft co marketing this game? Maybe that's why?
Anyway this is really strange move. The same people that debate differences are the same people incensed by one or more platforms held back intentionally for parity reasons.
Now this is real jaggy hell.The broll footage we for for our preview is from the xbox one version according to ubisoft, and except for some framerate issues I think it looks quite great. I had to include it in our interview (French only sorry), but you can check it there:
http://www.gamersyde.com/hqstream_assassin_s_creed_unity_interview_d_alexandre_amancio-33182_en.html
You're a reasonable person Seanspeed... Let me ask you this: Do you think MS didn't have any influence on this whatsoever? Do you actually believe that "to avoid debates and stuff" is the reason for this parity?
I'm more interested in the CPU comment. MS and Sony should have put in a little better CPU, not these netbook jaguars. We're a year in and devs are already severely limited by the CPUs, especially for these open-world games with tons of NPCs.
Assassin's Creed Parity [OT] Unity Among Consoles
Wow that looks awful.Doesn't look good IQ-wise to me.
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And that's a relatively easy scene to anti-alias.
Fixed
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This will be really ironic if Far Cry 4 is 1080p on PS4.
"We decided to lock them at the same specs to avoid all the debates and stuff," senior producer Vincent Pontbriand told VideoGamer.com
Of course the PS4 will get more sales it has double the user base.
So what your saying makes no sense.
Such bullshit. This never happened when the Xbox and GameCube outperformed the PS2 or when the Xbox 360 beat the PS3 in multiplatform titles. But now that it's the other way round, suddenly they have to keep parity. I wonder if it involves the moneyhatting?Not buying this shit now. Locked at parity to stop debates? Really?