Which is exactly what they did & why I say there is going to be a patch after launch that will push the PS4 more.
I get your point, but this is UBisoft, the game is running at 1080p 30fps locked on PS4, they aren't going to do anything more with it. I agree that they should, but they wont....because performance is already good by openworld console standards.
Look at any of their other large openworld games, Unity is equal across framerate and resolution, Syndicate performs a bit better on PS4, but resolution and target framerate is pretty much on par. Then we have the division, which is their best performing AAA game across platforms, 1080p on both, very similar visuals and framerate about par outside of areas where the XB1 hardware buckles, (in essence, no huge framerate divide because of the lock).
This is as Ubisoft as it can get, only this time they have a better performing game, so I'd argue that they're thinking "dang "we really have no reason to keep on patching this game like we had to do for Unity etc"....So I fear they won't do much more, so I'd imagine that the extra GPU power would stay on the table here.
It's also very rare where you see an AAA developer shoot up sliders/ detail/effects after release, maybe they will implement AA/AF or offer a toggle on some effect but nothing significant, the exception to the rule are techland and the crew devs in recent times. Will Ubisoft patch additional visual detail to this game, I'm not betting my money on that, not that studio.............
Hell, It takes a special studio to make 900p games on both platforms performs worse on the more powerful platform, it also takes a lot of work to make a 1080 PS4 game perform worse than a 900p XB1 game (Witcher 3). If you noticed, these studios got fire for how glaring performance was first and foremost, bugs galore on Unity as well, but they always focus on resolving performance. Unity could have been 1080p on the PS4, that's visual (it never happened), but performance was increased because it was sloppy coding in the first place. Witcher 3's only problem on consoles is far-off from being performance only issues, but they catered to performance, improving visuals is hardly ever a thought for these games after the fact. Witcher had many below low settings, awful loadtimes, that was never improved. If they hit their 30fps targets solidly, these guys are gone faster than Nicolas Cage flooring it at 60.
I agree with you they could. Maybe other settings cause a dramatic drop, I have no idea. Im sure things like longer draw distance onn higher quality textures would explain the crisper textures in the distance.
To your other point. Your saying 1 out of 4 games didn't lower settings to increase performance on the ps4?
I am sure these devs know what they are doing. the ps4 version looks better than 90 percent of games on the console, I don't get what the problem is.
If this game looked like the reveal, you'd have a point, IQ is it's saving grace, but asset detail has been decreased significantly, so too.... the reveal's more accurate lighting and better phsyx properties.
This is not to say it's not a looker; 1080p, good AA helps, character detail is decent, pbr makes the clothes look nice, but environmental effects and detail have taken a significant slide down. Perhaps these sliders could benefit from an uptick on the PS4 is all many are saying here......improve some of the asset detail and effects, seeing that the game is a locked 30fps.
That's actually a fitting point, as the 360 versions of multiplatform titles often managed to look and/or run better regardless of the effort put on the PS3 version. Particularly during the first half of the generation. Even some of the later ports on PS3 paled in comparison to the earlier 360 versions, Bioshock being one example. The difference now is, the XBO isn't just the harder system to develop on, it's also unquestionably the weaker one. No matter the effort, it can't overcome its competitor visually, unless its held back by putting less effort on it.
It's also interesting to compare how it's back then and now, when even a slight difference between the versions was deemed noteworthy, whereas this gen the difference between 900p and 1080p was made to seem meaningless by some sources.
Money post, you'll still get the same argument when another game which could do more on the PS4 surfaces. The point is, these two consoles are easy to develop for, perhaps the curse of the PS4 being more powerful and easy to develop for in the hands of multiplat devs. Funny, it takes less time to develop for the PS4 in typical scenarios...... This game is one of those rare 1080 across the board with good performance on the XB1, that means in this scenario, much more time than usual was taken devving on the xb1 since the norm is 900p XB1 vs 1080p PS4 (better performance PS4). 1080p on both with close performance tells the tale........
I think a key difference is that Sony actually convinced people last gen that the PS3 was the more powerful system. Every time an inferior port came out it was because the developers didn't take advantage of the system, not because the system architecture was a piece of crap. Microsoft tried to do the same this generation even here on GAF but of course nobody bought it.
Sony did not convince anybody PS3 was more powerful, anybody who can read specifications knows that the PS3 was more powerful. First party devs proved that it was, from the start of the generation to the end with pile-up after pile-up of games that outclassed first party efforts on the 360 side. You're suggesting that there was some brainwashing going on by Sony, when it got the most vitriol I've ever seen from the press in the early days of PS3 from price to no games to live is better, to a million other reasons, do you even remember that famous Amirox post. There's no way Sony brainwashed anybody then....