TheKremlinBossMan
Banned
Gun combat looks pretty amazing, that knife combat looks pretty awful. It was also cool when they revealed that you can play a Jedi.
Not angry at the game at a. or for making this 30fps.
If you had followed my take on this particular thing from that other Phil Spencer thread then you would understand.
What I don't like is that they are gaslighting by saying... `this game could be 60fps but then it won't be this game`. or Phil saying `locking to 30fps was a creative choice not a hardware choice`... well duh.. of course it was a creative choice dictated by the hardware they were working on.
I am not saying that they should make this 60fps... or expect them to. Just have an issue when people say some stupid shit as if the rest of us is stupid.
If this game is running at anything on the XSX vs whatever it is running on the XSS... the only reason you cannot double the framerate on the XSX... is if you are CPU limited to begin with. Being CPU-limited levels the playing feild between the two consoles. And I said as much in that thread where Phil was saying that nonsense about creative choices.
What?I can't cope with the fact that even in this forum, with a lot of enthusiastic ppl about games, most of the users can't realise that what the creation engine does is never been done by engine else.
The CPU shouldn't be getting taxed by that. The engine is just not doing it well if that's the actual problem. You have games with huge persistent worlds already. It would more likely to be a data streaming limit than a CPU one if that were the case. This is Bethesda though and their CPU optimisation for game scripts is probably poor like all their previous games and not down to object persistence.Every single object will stay in the same spot where you left it, a table, the ground, someone else head, every single item has data stored and this data need to be streamed to the cpu and get placed every time you get closer to a location.
This type of behaviour is really, really taxing and takes away a lot of power from the cpu (not the gpu). It is also the major strong point of Bethesda rpgs.
Now imagine doing that for alla that space, I can see the save games become huge and the performance tank over time. Maybe you will manage a 60 fps the first 20 hours, but then it is going to be hard and no resolution will save it.
Pls, tell me a game where you can move any single item in the world, wherever you want and it will stay there forever. Every single item in every single shelve can be moved a cm and it will stay there. If you give me a name... I'll buy itWhat?
The CPU shouldn't be getting taxed by that. The engine is just not doing it well if that's the actual problem. You have games with huge persistent worlds already. It would more likely to be a data streaming limit than a CPU one if that were the case. This is Bethesda though and their CPU optimisation for game scripts is probably poor like all their previous games and not down to object persistence.
People in the past assumed that as game save increased Skyrim began to run like crap at 15fps because they placed some cheesewheel in their house but it was poor script management for quests meaning they were tracking some dragon flying about on the other side of the map that the player wasn't interacting with at all. Bethesda have never had good performance in their games whether that's fallout 4, fallout 76, skyrim, or now this. It's not because this is some game that's doing something nobody has ever done before though.
Wow didn’t think they would praise it this much.
Gun combat looks pretty amazing, that knife combat looks pretty awful. It was also cool when they revealed that you can play a Jedi.
Wow didn’t think they would praise it this much. It’s going to he such an insane game to jump into, I’ll be there day 1, or at the ”5 days early” point haven’t decided yet.
When it comes to PC and runs a 1080p60 on a 6600XT maybe people will understand why we complain. I'm not celebrating a 30fps game with that level of visuals. Matrix demo was amazing and it is 30fps with drops. I believe rock solid 30fps with proper frame pacing is achievable with tuning of the visuals and scope.well, there you go. Thats why you are not getting a 60 fps patch. 1296p is only 3 million pixels. Half of that would be 1.5 million or around 900p assuming no further CPU bottlenecks.
TBH, this is a good thing. It means they pushed boundries and the game might not be poorly optimized CPU bound like we originally thought. Its just using the gpu to push visual fidelity.
Gamers should be celebrating this. And if you cant stand it, just buy a PC.
You do realize we are saying the same thing....I'm still a bit confused I think...so if the game could be 60 fps...why wouldn't they do it? Surely something that they want to be in the game or working the way it is, is causing the fps to drop so they are limiting it to 30fps?
So they would need to change their vision to get it to 60fps...make some cuts or reduction in effects etc that they don't want to make?
When Sony releases a game on the scale and complexity of a Bethesda RPG, then you can make a proper comparison. The closest thing they have is Horizon Forbidden West, which while extremely pretty, has the "complexity" of your average Assassin's Creed or Far Cry title.While its hard to believe that will always be the case when we have Sony's first party doing native 4K@30/40fps and reconstructed 4K@60fps... I have no qualms with reconstructed 4K@30fps as long as they give us a similarly reconstructed 60fps performance mode.
I can understand that that may not always be the case, but will expect to see it more times than not.
I'm still a bit confused I think...so if the game could be 60 fps...why wouldn't they do it?
If it's not a linear action/adventure title like God of War or Uncharted, then yes, it's acceptable.So now a resolution of only 1296p and 30 frames stable? It's acceptable and it's fine on next gen consoles...OK, good to know for the future.
When Sony releases a game on the scale and complexity of a Bethesda RPG, then you can make a proper comparison. The closest thing they have is Horizon Forbidden West, which while extremely pretty, has the "complexity" of your average Assassin's Creed or Far Cry title.
yaeh but matrix didnt run at 60 fps on my 2080. i actually upgraded to a 3080 and it topped out at 40-45 fps. it was the same CPU bound demo that was on consoles.When it comes to PC and runs a 1080p60 on a 6600XT maybe people will understand why we complain. I'm not celebrating a 30fps game with that level of visuals. Matrix demo was amazing and it is 30fps with drops. I believe rock solid 30fps with proper frame pacing is achievable with tuning of the visuals and scope.
If 30fps becomes the norm for current gen games, it's time to jump ship back to PC. I still think 60fps are here to stay.
It's not 60 because given the Series S and Series X hardware capabilities, it limited their creative vision (graphical output) at 60. 30 is a compromise.I'm still a bit confused I think...so if the game could be 60 fps...why wouldn't they do it? Surely something that they want to be in the game or working the way it is, is causing the fps to drop so they are limiting it to 30fps?
So they would need to change their vision to get it to 60fps...make some cuts or reduction in effects etc that they don't want to make?
Cost.I'm still a bit confused I think...so if the game could be 60 fps...why wouldn't they do it? Surely something that they want to be in the game or working the way it is, is causing the fps to drop so they are limiting it to 30fps?
So they would need to change their vision to get it to 60fps...make some cuts or reduction in effects etc that they don't want to make?
It did, but got even more just because Gotham Knights came around the same time and people panicked around 30 fps becoming standard again for next gen only games.
Actually, that specific game is the reason why I rather upgraded my PC GPU instead of moving to consoles. I got a nice deal for a similar GPU (well, a little more powerful one) for $400 right after the crypto fiasco ended so couldn't pass on it. A Plague Tale Requiem finally got a 60 fps patch on consoles but compromises are several more than on my PC, where I played it on High 1440p at around 60-70 fps.
Yeah but it’s DF, they can be super cranky, especially with low framerates, and they did focus on the console version here instead of just telling people complaining to play on PC.
It's a mainline Bethesda game that is firing on all cylinders. It was given it's own 1 hour showcase. Todd Howard.
- DF fully expects 30 FPS to become the common target going forward as the cross-gen period ends.
What complexity are you talking about with Starfield?
It’s not like the game is doing anything significant from an AI standpoint, there’s no destructability or complex physics.
There’s nothing Starfield is doing, from an engine complexity standpoint, that hasn’t already been done countless times LAST generation
Almost every object in the game has its own physical properties and can be manipulated/moved and remain saved in the game world almost indefinitely. The only other games I know that do this are...surprise, surprise...previous Bethesda RPGs.
Almost every object in the game has its own physical properties and can be manipulated/moved and remain saved in the game world almost indefinitely. The only other games I know that do this are...surprise, surprise...previous Bethesda RPGs.
Wow didn’t think they would praise it this much. It’s going to he such an insane game to jump into, I’ll be there day 1, or at the ”5 days early” point haven’t decided yet.
I don’t even run 4k native on my 7900xt where upscaling is possible.So it' upscaled 4k and not native.
There's also a reason those other "best" engines have never produced an RPG with the lifespan and success of Elder Scrolls or Fallout. People enjoy these features even if it may seem trivial or inconsequential to outsiders.And if that is true its a poor compromise because this adds almost nothing to the game
There’s a reason that all the best engines don’t allow you to stack a thousand sandwiches in the world, because it’s pointless baggage
Almost every object in the game has its own physical properties and can be manipulated/moved and remain saved in the game world almost indefinitely. The only other games I know that do this are...surprise, surprise...previous Bethesda RPGs.
Multiple Suns, one you don’t see? Just guessingDo they mention anything about the RTGI bug/oddity?
Paging adamsapple , you are needed to the DF ER, STAT!
You can tell someone has never played a Bethesda RPG before when they start analyzing the Creation Engine purely by visual features LMAO..I'm shocked people don't know this lol
The hardware...won't allow them to make this game at 60fps. If they insist on making it 60fps, they would be compromising their vision for the game so much so that as they put it themselves, it won't be the same game anymore.
Pls, tell me a game where you can move any single item in the world, wherever you want and it will stay there forever. Every single item in every single shelve can be moved a cm and it will stay there. If you give me a name... I'll buy it
People have been saying here for a long time that 30 fps will become standard on consoles once crossgen is over. That you don't believe it and hope for some miracle. Is your own problem.I don't know why people keep thinking console users are going to tolerate 30 fps. Every game that has released with just 30 fps get shit on relentlessly. These people are going to learn one way or another.
Not really. Item persistence adds a lot to the immersion in an Bethesda RPG. For example a battle that I was involved in a while ago might still have blood on the walls or floors with old guns still lying about. Stuff ive stole and used to decorate my ship or cargo that i had to ditch on a moon will still be there whenever i go back. The sandwich thing is just a demo of what the game can handle.And if that is true its a poor compromise because this adds almost nothing to the game
There’s a reason that all the best engines don’t allow you to stack a thousand sandwiches in the world, because it’s pointless baggage
But that was the case in a 30fps title running on PS3. That cant be "it".Almost every object in the game has its own physical properties and can be manipulated/moved and remain saved in the game world almost indefinitely. The only other games I know that do this are...surprise, surprise...previous Bethesda RPGs.
Which is great recipe for a festival of glitches.Almost every object in the game has its own physical properties and can be manipulated/moved and remain saved in the game world almost indefinitely. The only other games I know that do this are...surprise, surprise...previous Bethesda RPGs.
Xbox Series X was designed to nominally render games in 2160p (4K resolution) at 60 frames per second (FPS).
Not really. Item persistence adds a lot to the immersion in an Bethesda RPG. For example a battle that I was involved in a while ago might still have blood on the walls or floors with old guns still lying about. Stuff ive stole and used to decorate my ship or cargo that i had to ditch on a moon will still be there whenever i go back. The sandwich thing is just a demo of what the game can handle.
If that stuff doesn't float your boat then fair enough.
Creation Engine is one of the most CPU intensive game engines out there. Every feature set of the engine has been overhauled, new features added, while keeping the core intact. That makes 30fps on current-gen hardware completely believable.But that was the case in a 30fps title running on PS3. That cant be "it".
There's also a reason those other "best" engines have never produced an RPG with the lifespan and success of Elder Scrolls or Fallout. People enjoy these features even if it may seem trivial or inconsequential to outsiders.
With any single item I mean everything, for example you can take a potion and drop it in the ground, it will be affected by physics and where it lands (roll or whatever) will stay forever.Depends what you mean by "any single item", how many you have and the world size. Dead bodies? Power up items? Some things will likely disappear in Starfield too. I'm only referring to persistent worlds and what's required for tracking objects in them and pointing out it's not the CPU that would be an issue there. You have example games like Star citizen, Ark, even minecraft that have persistent worlds. Minecraft has some advantages in terms of accuracy required but it's still a world with 30 Million blocks and countless block types.
With loading screens this becomes even less of an issue for starfield in comparison to something like Star Citizen because you can limit the objects to the planet and have however amount of time that's required to load positions on the given planet size. Persistent worlds with player placed objects is something other engines have done and some have even done it more seamlessly than Starfield.
Unknown until we play the game. I'm just speculating.fDecalLifeTime is a thing. Those things aren't going to exist any longer than whatever you have that parameter set to, by default (and on consoles) it's not very long.
I didn't say open-world, I said RPG. There is a big difference.That’s not true. We have countless open world games that are similarly or more successful
And I don’t think stacking crap in the world and limiting the performance is why those games are successful to begin with
I didn't say open-world, I said RPG. There is a big difference.
Countless open world games more successful than TES? You can practically count those on one hand.That’s not true. We have countless open world games that are similarly or more successful
And I don’t think stacking crap in the world and limiting the performance is why those games are successful to begin with