If the game is running at 40~45 FPS while in it's WIP state on a base PS4. I have high hopes with some decent optimization they should be able to hit 60 on Pro and more comfortably on XBX.
Let's hope they actually put that effort in and don't just use the extra power for a resolution boost only.
He did say that they were more interested in using that horsepower for higher frame-rates rather than a resolution boost, at least.
dark, Kono flat out saying that framerate is not their priority while loading the game with a ton of visual effects is definitely worrying. The PS2 games were 60 fps titles, and despite the visual sacrifices they made (very simple terrain with low resolution textures), the games were still impressive looking when they needed to be.
Yeah, but he didn't say they weren't going to try either (especially on the more powerful consoles).
I think the real issue stems from the cloud system which is very expensive to render though it also drops hard when near the terrain.
The average frame-rate, according to our FPS tools, for the entirety of the 20 minute demo was 47fps. It's a WIP build running on a standard PS4 averaging 47fps. I could see that improving further by release and the Pro and Xbox X versions hitting 60fps most of the time.
Rime, which is not well optimized even on PC, sees a 20+ fps boost on the Pro versus the PS4 with increased visual details. That's also a UE4 game. Other UE4 games, like Ethan Carter, go from ~45fps to 60fps just using Boost Mode even. I have high hopes for it on the Pro and especially Xbox One X.
Also keep in mind that it's 1080p currently on base PS4 while Tekken 7 was like 864p. Maybe they'll drop the resolution there in addition to further optimizing the game? Clearly, all of this is still being decided.