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and Xbox One versions will be cutting resolution or framerate first before they start cutting lighting effects, physics, etc. METRO LAST LIGHT REDUX PC RESOLUTION PS4Most developers are going to keep making games more complex as time goes on, and will be taking more advantage of features PS4 enjoys like the extra GPU compute capability, the extra render output pipelines, extra shader cores, higher bandwidth, etc. You are trying to perpetuate the myth that someday developers will be able to make the 32mb ESRAM bottleneck disappear, which isn't going to happen. They'll make the screen smaller, or increase the amount of time each pixel has to make it to the screen by reducing the frame rate.įr0sty 2886d ago (Edited 2886d ago you need to consider that as time goes on, the demands these games will be placing on the hardware is also going to increase as developers figure out new ways to squeeze more power out of them. you can see why they have to make the screen smaller in order to get the pixels there on time. When the other guys have a piece of inch wide PVC pipe for the water to flow through, and they too can squeeze the balloon to force water out faster, you'll never be the first to drain all the water. Same applies to "secret sauce" like ESRAM optimization or DX12. METRO LAST LIGHT REDUX PC RESOLUTION FULLIf you're draining a balloon full of water through a drinking straw, you may be able to squeeze the balloon and increase the flow rate, but there will come a point where that straw's width will prevent you from getting the water out any faster. It's dismissed as a lack of optimization, or that some promised secret sauce is going to come along someday and solve the issue. METRO LAST LIGHT REDUX PC RESOLUTION 1080PIt doesn't help when Microsoft has been in the middle of a disinformation campaign that plays on the lack of technical knowledge its fanbase has by tossing around buzzwords that sound cool but mean very little in practice.Įven now, as the games continue to roll out at sub 1080p resolutions, people refuse to accept it. People have been saying this to the fanboys for months, spelling it out in laymans terms and citing all the technical details, but people will only believe what they allow themselves to believe. There's only 32mb of it, and that creates a big bottleneck when you need more than just your framebuffer to have high bandwidth access to RAM. "Overall image quality also looks pretty close indeed between the two consoles: there's a base 1080p native rendering resolution (unfortunately short on anti-aliasing), parity in lighting and texture work and an identical feel to the way the game plays."Īny game that pushes the hardware is going to struggle to run at 1080p60 on Xbox One. "Hope 1080/60 will not come at cost of blurry textures and bit worse AA (look at his cap/mouth/skin :O.the difference is pretty big)" - Nice try but they both don't have AA. PC owners with SSDs are likely to enjoy the best experience (here we're testing on a standard hard drive)." ![]() Each version exhibits its own range of issues at any given point - here we see PS4 resolving textures ahead of both PC and Xbox One. "The New Order shares the same rendering underpinnings as Rage, resulting in some noticeable texture pop-in. It's a texture streaming issues happens on all platforms. It appears to be an outlier though - everything else we've looked at thus far is 1080p." "This cut-scene segues directly into gameplay and appears to render at 1440x1080 on Xbox One and native 1080p on the other platforms. Am sorry to disappoint you but XB1 doesn't have all it's *Quality* pixels in this scene. " I just hope sony does not force 1080p at loss of pixel quality, just to have higher res" - Looooool yh quality pixels. ![]()
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