What is this new pivot?
I don't have an issue with any of that. I wasn't talking about that. The things I had an issue with were people circle jerking over PS4 exclusive screenshots (fine, but maybe in the relevant thread), and someone saying that frame rate / frame time isn't part of real time graphics. Which is insanity.
Lets stay on point here. Lets focus on the things I said I have an issue with, and not substitute in some replacement argument about gunplay and physics that I never made.
No, it doesn't. Opinion isn't proof, it's not quantifiable. But I don't have a problem with that opinion, they should have it if they want to.
I have a problem with the things I have a problem with.
Posting screenshots of a rival platform's exclusive while you and other believers pretend to come is not part of a discussion.
"Gears 5 is finally here and boy oh boy it's a belter."
"... it's a very impressive game overall, possibly one of the best looking unreal engine 4 titles I've seen."
"Visually it's a beautiful looking game, very strong and artistically driven"
At the very least he was rather impressed by it. And he talked about it for nearly 25 minutes without inserting screenshot of a rival platform exclusive and groaning in delight. Oh wow! Who knew that was possible??
And btw, if Gears 4 was 30 fps (some animations were 20), having some enemies animate (not move as you say, but animate) at half of 60 (that being 30) isn't a "cut back."
60 hz obviously comes at a cost, but at least try and look at where that cost is instead of making general criticisms that don't really fit.
Uncharted 4 looks fucking brilliant [in stills]*. Gears 5 looks very, very good [even in stills]* and moves like a Ninja, especially considering what it's doing and how scalable it is. I don't feel the need state one as being the ultimate achiever and the other as being a loser. They do different things, are different games, and have different challenges to overcome. I'm fine with that.
*Want to be clear what I'm talking about here. Individual images compared to the moving image. More updates per seconds isn't free. Optimal output per frame comes at the cost of temporal resolution.