j0hnny_385
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Digital Foundry puts first footage of the next-gen console version under the microscope.
http://www.eurogamer.net/articles/digitalfoundry-watch-dogs-on-ps4-tech-analysis
http://www.eurogamer.net/articles/digitalfoundry-watch-dogs-on-ps4-tech-analysis
Similar to many multi-platform titles targeting next-gen hardware, Watch Dogs was initially demoed using high-end PCs, rumoured to be using Nvidia GeForce GTX 680 graphics cards, which stood in for the closed-box capabilities of the Xbox One and PlayStation 4. Given the raw power in these PC-based set-ups is much greater than either of the next-gen systems, there is some concern that what people were seeing might not have been representative of the final product, with potentially higher frame-rates and higher grade visuals being the result.
"Clearly it's early days, but judging by the high-quality footage available to us, the image quality on the PS4 version of Watch Dogs does indeed look slightly less refined than in last year's PC demo."
"Watch Dogs performance even at this early stage is promising - we just need to see a little more consistency in the target 30fps update."
To begin with at least then, despite the clear hardware advantages enjoyed by the PlayStation 4 - its unified GDDR5 set-up for example - we should be prepared for differences between PC and console titles which may not necessarily result in superior console versions. In the case of Watch Dogs, the switch to PS4 hardware means a few drawbacks compared to year-old PC code, but in spite of this it's clear that the core experience remains intact, and obviously a cut-above the capabilities of current-gen hardware.
A more interesting thought is just how well the same gameplay experience translates over to current-generation systems, especially since dynamic AI and advanced physics appear to play such a big part in realising Ubisoft's vision. We suspect that detail and performance levels will be reduced, and that the underlying AI and other computationally intensive subsystems may be simplified to accommodate the ambitious design on much weaker 360, PS3 and Wii U hardware. Quite how much this will affect the gameplay is hard to say, but it makes you wonder just how long will this "cross-gen" period of games development endure, and at what cost? If the current-gen versions are "good enough" and financially successful as a result, will the need to service the older hardware actively hold back developers from making true next-gen games? We will be watching closely over the next couple of years with this thought in mind.