Poetic.Injustice
Member
Have you ever wondered what developers really think about the latest gaming news and controversies? In this new series of Digital Foundry articles, it's game creators themselves who take centre-stage, offering a fresh, unique perspective on the issues of the day, free to write what they want about the subjects that they are passionate about, with a rock-solid assurance from us that their anonymity will be protected. In short, freshly served, informed opinion direct from the people creating the software we care about, with zero involvement from marketing or PR.
At this point I should probably introduce myself. I'm a games developer who has worked over the years across a variety of game genres and consoles, shipping over 35 million units in total on a range of games, including some major triple-A titles I'm sure you've played. I've worked on PlayStation 2, Xbox, PlayStation 3, Xbox 360, PC, PS Vita, Nintendo DS, iPhone, Wii U, PlayStation 4 and Xbox One. I'm currently working on a major next-gen title.
Dismissed by many as a PR explanation for technical deficiencies when compared to PlayStation 4, the reality is that balance is of crucial importance - indeed, when you are developing a game, getting to a solid frame-rate is the ultimate goal. It doesn't matter how pretty your game looks, or how many players you have on screen, if the frame-rate continually drops, it knocks the player out of the experience and back to the real world, ultimately driving them away from your game if it persists.
With the new consoles coming out in November, the balance has shifted again. It looks like we will have much better GPUs, as they have improved significantly in the last seven years, while the target HD resolution has shifted upwards from 720p and 1080p - a far smaller increase. Although these GPUs are not as fast on paper as the top PC cards, we do get some benefit from being able to talk directly to the GPUs with ultra-quick interconnects. But in this console generation it appears that the CPUs haven't kept pace. While they are faster than the previous generation, they are not an order of magnitude faster, which means that we might have to make compromises again in the game design to maintain frame-rate.
Will we see a lot of games using a lower framebuffer size?
Yes, we will probably see a lot of sub-1080p games (with hardware upscale) on one or both of the next-gen platforms, but this is probably because there is not enough time to learn the GPU when the development environment, and sometimes clock speeds, are changing underneath you. If a studio releases a sub-1080p game, is it because they can't make it run at 1080p? Is it because they don't possess the skills or experience in-house? Or is it a design choice to make their game run at a stable frame-rate for launch?
This choice mirrors the situation we previously had with the 60fps vs. 30fps discussion. It might not be what the company wants for the back of the box, but it is the right decision for getting the game to run at the required frame-rate. Again, it is very easy to point out this fact and extrapolate from there on the perceived 'power' of the consoles, but this doesn't take all the design decisions and the release schedule into account.
http://www.eurogamer.net/articles/d...ware-balance-actually-means-for-game-creators