Backfoggen
Banned
This is one messy looking game. The streets still look horrible like they did in the early footage.
As opposed to your "we're insignificant, might as well keep quiet" mentality?Personally I find this kind of thread a bit embarrassing - exemplifying a console warrior mentality. It seems really strange that for some the actual content or quality of the game is distantly secondary to having the version of the game for their console being technically superior in a category or two. It seems clear from the review that the PS4 version runs smoother, but this isn't good enough. Not buying the game will send no message either - such people are in such a tiny minority that they won't even register as a blip on sales charts.
To be fair, most games look and run better on the PS4 compared to the Xbox One version. Syndicate looking the same, but running a little worse is still closer to parity than we're used to.
I get the feeling this game, and unity as well, are pushing GPU and CPU VERY HARD. Hence why it is 900p in the first place: there would be no reason for it to be that resolution otherwise. This time though, I am just suggesting the load profile changed between games. Less crowds, less enterable buildings means less drawcalls, less animation data to have run on the CPU...etc. So now the PS4 is showing its GPU advantage. Maybe.But last year's entry (which had visual parity but less dropped frames) had it implied and assumed by many to have been because Xbox One had a CPU advantage and Ubi didn't otherwise push the game on a GPU level. People figured the performance issues that PS4 had over Xbox One were CPU.
So now that it has reversed this year, you are suggesting they've somehow been setback on Xbox One and PS4 has the advantage in framerate this year likely due to GPU?
As opposed to your "we're insignificant, might as well keep quiet" mentality?
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More dips on the Xbone? Huh? Wasn't it the other way around in Unity? The hell is wrong with this fucking engine lol
As opposed to your "we're insignificant, might as well keep quiet" mentality?
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what is that GIF indicating? I see dip in the line but the counter stays at 30 and there is no visible difference. . .
An embarassingly low quality sprite and water effect.
so many cutbacks yet only 900p on PS4? There's no excuse
The quality of the splash is the exact same. . .
The engine being terrible also doesn't help.
Meanwhile MGS V runs at 1080/60.
https://www.youtube.com/watch?time_continue=124&v=h4YU_hy9xFk'
unity vs syndicate.
much much less populated. i have to say now i relaly appreciate what unity had. all the details. it was a massive game and very ambitious that felt short.
These pics look absolutely awful, I've yet to understand how people call this game beautiful or a technical wonder, awful lod, weak textures, pop-in galore on top of performance issues. I understand people liking unity's art and setting, but it's not amazing on technical front.I have Unity on PC and played it on a 970 but I found it not all that beautiful tbh. Felt like there was a vaseline filter on everything (and I'm not talking about FXAA) and the texture draw distance was really bad.
(not my pic but like this)
Older AC games seemed to swap in low poly models like this:
which actually looked good whereas Unity appears to use very poor low res textures:
Ha, perhaps he would like to see if a Titan X coupled with an i7 runs this game better than the PS4.......1.What would you like them to test with? A 980Ti, a R9 380, a high end AMD CPU or an I3 Skylake? Maybe they should even include linux or mac setups?
Too many different, possible and still logical PC configurations you could use to test performance vs consoles. It's too much work.
2.Most, even mid class, PC configurations would just straight out win, like 9 out of 10 times (one being Arkham Knight). It's not even close most of the time.
For example: even one year ago, when Unity came out and everybody complained how bad it ran, most PC people were able to make it run at 1080p30-60fps. On the other side consoles ran at 900p 20-30fps. And the PC crowd (including me!) still complained the hell out of the game and it is still considered a bad port. (Not saying it is a good one but it ran and looked much more worse on consoles).
PC wins. No need to showcase it.
Edit:
Also watch some NX gamer on YT![]()
I think the engine can do 1080p on PS4 easily, something about every Ubisoft game defaulting to 900p on PS4 just rings "Liberte, Egalite, Fraternite" to me. Remember, even black flag was 900p on PS4 at release, why? why would this game ever be 900p with no AA? Then 1080p was patched in because every other 30fps game on the system was 1080p, black flag even got a nice AA solution on top. All of these IQ enhancements and the game still runs like pie.It's a shit engine.
Then the XBOX should have eaten this game for lunch since it has the more powerful CPUSeems to be a recurring theme with CPU intensive games on consoles this gen. As we all know, DR3 absolutely hammered the XBone at launch with its thousand zombie on one screen touted gameplay.
Who here is saying this game is GPU limited, what I've heard is more talk about CPU limitations, if the CPU is the culprit of these odd lost frames on PS4, why is my resolution stuck in the 900p sector like it's XB1 cousin? It makes no sense, so I'm really not understanding what's rationale about the argument you are presenting.Why do so many people always assume every game is GPU limited? Both systems have the same amount of RAM and a pretty similar CPU. If the game is running into memory limitations at 900p then they aren't going to magically make it run at a higher resolution on PS4, regardless of the better GPU. I swear people just dig for things to be angry about these days while pushing aside any kind of rational thought.
Better IQ, not necessarily better effects or the like. However, it has been proven, if a game has same resolution on the same platform the PS4 version should not only exceed the XB1 in framerate but also in effects and perhaps other graphical features like AA etc...The other tidbit to keep in mind is that a 1080p game on the PS4 still outperforms it's 900p cousin on the XB1 with similar graphical settings......and..So you would have been fine with the PS4 dropping more frames than the Xbone because of better visuals ?
if a game at 1080p on PS4 still outperforms the same game at 900p on the XB1, why wouldn't a game that's 900p on both platforms not carry the same legacy, hell, the PS4 version should even gain a couple of lead frames because it's tasking the GPU less. You see, it's all GPU in that instance. This is why it was so puzzling that some tech guys would even suggest that Unity was not 1080p or performed worse on PS4 because of every-which way excuse, it was wrong then and it's wrong now.It's not parity when the PS4 version has a better framerate.
Smells like forced parity. Again. Get your shit together, Ubisoft.
These pics look absolutely awful, I've yet to understand how people call this game beautiful or a technical wonder, awful lod, weak textures, pop-in galore on top of performance issues. I understand people liking unity's art and setting, but it's not amazing on technical front.
You can make any game look good if you get the right angle and down sample enough. Unity looks great up close but the moment you get onto the roof tops and start being able to see buildings in the distance they become a muddy mess.Unity is da gawd of open world visuals. The very long thread stating so was no fluke.
The assets and lighting are out of this world for open world quality and even scaled down (from these real screens from here on GAF) would be glorious
It's gorgeous and yet to be defeated
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The game performs notably worse on xb1. How is that parity?
The game performs notably worse on xb1. How is that parity?
You're all gonna slam Syndicate for its LOD issues and then use MGSV as an alternative? Okay.The engine being terrible also doesn't help.
Meanwhile MGS V runs at 1080/60.
It's completely visually inconsistent. Someone could post another 10 shots that look like they came from a last gen game.Unity is da gawd of open world visuals. The very long thread stating so was no fluke.
The assets and lighting are out of this world for open world quality and even scaled down (from these real screens from here on GAF) would be glorious
It's gorgeous and yet to be defeated
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No need for a Titan X. A 960 will do just fine, I bet it can run Syndicate at 1080p/stable 30fps (using console settings) with a modern Core I5 (2500K and above). Hardly high-end hardware you will agree but it has produced visibly superior results to the PS4 in many games.Ha, perhaps he would like to see if a Titan X coupled with an i7 runs this game better than the PS4.......
We don't know that. Every engine is different and games have different bottlenecks.Better IQ, not necessarily better effects or the like. However, it has been proven, if a game has same resolution on the same platform the PS4 version should not only exceed the XB1 in framerate but also in effects and perhaps other graphical features like AA etc...The other tidbit to keep in mind is that a 1080p game on the PS4 still outperforms it's 900p cousin on the XB1 with similar graphical settings...
I believe your point has some merit, but I hope you're not implying that the hit involves a scaleback on crowds, this is a different game and I believe we should be judging the game based on what it is and what's it's doing. Surely, not every AC game should have 10,000 npc's on screen. In any case, the npc count and draw calls was not the reason Unity had a bad framerate on the PS4, that was proven wrong a long time ago by the people who suggested it in many forms since then. Solid point otherwise, but, is the same team who worked on Unity the very one which worked on Syndicate?I really feel the yearly push is preventing Ubisoft developers having enough time to optimise and for the engine to continue to improve.
Yes performance is better than Unity out the door but the hit to do this suggests to me without time to optimise code the brute force approach of just dropping the content has been employed too.
It feels they originally overshot the consoles comfort zone with Unity and this title is a half way house response forced by an annual release schedule.
On PC the engine can shine but it's not feeling right on console yet. They should seriously give more time to the next entry and allow time to really align the engine and their design principles for AC with the actual consoles specs.
That has been seen on many DF videos, when exactly should that dip become visible on the digital OSD??what is that GIF indicating? I see dip in the line but the counter stays at 30 and there is no visible difference. . .
Did past AC games all have 10,000 npc's? What is the history there of past AC games I'm not remembering, even DF acknowledged the game having more npc's than they first thought. I'm not getting every game and every setting must now accommodate 10,000 npc's, France is not London, London is not France, the last game didn't even have coaches you could ride or that type of traffic, trains etc...Well, the vast terrain of emptiness helps MGSV a lot.
Anyway, crowded streets is one of the features I loved in past AC games, this looks empty![]()
DF editorials are such a joke. "Parity + downgrades = Great job, Ubi!"
These high rez shots on a beastly rig have surely made some mileage, but again, great art, there's nothing amazing about it technically. You could take that same beastly rig and post shots of all the inconsistencies in visuals at the same high rez glory, all the lod issues, texture issues and sometimes bland areas. The art is glorious in some parts, but as a whole this game leaves a lot to be desired.Unity is da gawd of open world visuals. The very long thread stating so was no fluke.
The assets and lighting are out of this world for open world quality and even scaled down (from these real screens from here on GAF) would be glorious
It's gorgeous and yet to be defeated
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I think you're being a bit too harsh on ACU. Those issues were mostly cleaned up (yes, it was buggy as hell at first). The game looks absolutely insane at times. It has rough edges but, in some scenes, it left my jaw on the floor.These pics look absolutely awful, I've yet to understand how people call this game beautiful or a technical wonder, awful lod, weak textures, pop-in galore on top of performance issues. I understand people liking unity's art and setting, but it's not amazing on technical front.
Paging Dark10x, did you guys ever capture footage of when this game was (allegedly, supposedly) running at 1080p on the PS4?
I assure you, a beastly rig is not necessary. I can play ACU at 1440p at a completely stable 30fps on a GTX780/i5 3570k. At 1080p it's mostly 60fps as well. I can even play at 4k with a smoother frame-rate than the console versions.These high rez shots on a beastly rig have surely made some mileage, but again, great art, there's nothing amazing about it technically.
You can make any game look good if you get the right angle and down sample enough. Unity looks great up close but the moment you get onto the roof tops and start being able to see buildings in the distance they become a muddy mess.
It's completely visually inconsistent. Someone could post another 10 shots that look like they came from a last gen game.
let's not do these cliché dismissals that apply to any open world games.These high rez shots on a beastly rig have surely made some mileage, but again, great art, there's nothing amazing about it technically. You could take that same beastly rig and post shots of all the inconsistencies in visuals at the same high rez glory, all the lod issues, texture issues and sometimes bland areas. The art is glorious in some parts, but as a whole this game leaves a lot to be desired.
Can you imagine that syndicate looks even worse and it's IQ has not improved a bit even. Just unacceptable.
It isn't but obviously people are just playing the “take popular number, compare. If same, parity“-game which is ridiculous.
But seriously, the thread is already done. Nothing will really tell us why the game performs how it does and as in all games, we will most likely never know.
Your link to the pdf is the only reliable source in this thread and there won't be any more helpful talk.
I assure you, a beastly rig is not necessary. I can play ACU at 1440p at a completely stable 30fps on a GTX780/i5 3570k. At 1080p it's mostly 60fps as well. I can even play at 4k with a smoother frame-rate than the console versions.
It really does look that good and you do not need an insane rig to handle it. I swear!
Did DF post framerate averages? If one just ran the percentage difference it could be pretty close to the theoretical difference between the two.
edit: like here for example
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900p AGAIN???
What a shit engine..
I don't think that Syndicate could run well at 1080p on PS4. The cutscenes seem to hit the GPU harder than the CPU and yet the PS4 can still sometimes drops frames in cutscenes. If it was running in 1080p then these scenes may run even worse.
The PS4 spends quite a lot of time at 30fps and that would skew the average. Unless you mean for scenes were both are sub 30fps.
The PS4 spends quite a lot of time at 30fps and that would skew the average. Unless you mean for scenes were both are sub 30fps.
It's one thing for PS4 to be 900p, it's another when it is visually identical to the system with a weaker GPU, following last year's release when the studios implied intentional parity and trouble with CPUs rather than GPUs (which led to visually identical Unity releases that performed slightly better on Xbox One). To top it off, the year before Unity, they released an entry with definitively better visuals on PS4.
Why is it identical now? If PS4 is 900p, where is the compromising we normally see on the Xbox One version in regards to its weaker GPU that we see with other games, like Watch Dogs and Black Flag? Why is Assassin's Creed now one of the only examples of current gen parity, particularly in consideration for the GPU gap demonstrated by other games? Why did performance flip to the opposite of the Unity situation? Why is there visual parity when most games don't stop at visual parity thanks to a higher GPU ceiling on PS4?
Please stop with the parity bullshit. It's so embarrassing.
First of all, Syndicate was at Sony's E3 press conference and is receiving exclusive content. Why would Ubisoft do that and then botch the PS4 version?
Secondly, it's not like its running perfectly even at 900p. Neither version is, but the PS4 is at least more consistent. I don't raising the resolution anymore would help. I'm not completely sure how the engine works, and neither is anyone else outside of Ubisoft. There's so much stuff going on behind the scenes. It's just so disingenuous to say it's a parity thing.
Ubisoft said it first and the visuals have been identical ever since, despite their other titles before the comments on parity having been higher quality on PS4. The question with Ubisoft didn't come from nowhere. It sticks out on its own for having been so unusual this gen to see parity since there isn't much reason there would be, but it got much worse when Ubi switched from not having parity to having parity, after their own person said they wanted parity.
I'm not referring specifically to NPCs but just general downgrade across the board. Looks to me like it was a case of take couple of years to produce game with much more optimised code base or push another entry out in one year with some further optimisation plus a downgrade in visuals to try and achieve more or less same thing.I believe your point has some merit, but I hope you're not implying that the hit involves a scaleback on crowds, this is a different game and I believe we should be judging the game based on what it is and what's it's doing. Surely, not every AC game should have 10,000 npc's on screen. In any case, the npc count and draw calls was not the reason Unity had a bad framerate on the PS4, that was proven wrong a long time ago by the people who suggested it in many forms since then. Solid point otherwise, but, is the same team who worked on Unity the very one which worked on Syndicate?
That has been seen on many DF videos, when exactly should that dip become visible on the digital OSD??
Still, this game look so basic with lots of drab looking environments, texture work and overall detail leaves a lot to be desired, at least a good IQ(1080P) would offset that somewhat, but it all looks a blurry drab mess to me.
Did past AC games all have 10,000 npc's? What is the history there of past AC games I'm not remembering, even DF acknowledged the game having more npc's than they first thought. I'm not getting every game and every setting must now accommodate 10,000 npc's, France is not London, London is not France, the last game didn't even have coaches you could ride or that type of traffic, trains etc...
On the flip, MGSV is not a 1080p 30fps game, I don't think Unity or Syndicate would ever enter that conversation, because it would be competing with graphical heavy hitters like Until Dawn and 1886, do you know how much more impressive Kojima would have made MGSV look at 1080p 30fps? At 1080p 60fps it still much more impressive than Syndicate on a technical level. All I'm seeing in syndicate are some basic looking character models, drab textures, low AF and some really low rez effects.
I wouldn't surprised if the fucked up PS4 engine for Unity negated any of the performance benefits that the faster GPU could afford. That Ubi released four patches and magically improved PS4 performance by 20% to 25% without any noticeable downgrades gives us an indication of the state the game was released at.I get the feeling this game, and unity as well, are pushing GPU and CPU VERY HARD. Hence why it is 900p in the first place: there would be no reason for it to be that resolution otherwise. This time though, I am just suggesting the load profile changed between games. Less crowds, less enterable buildings means less drawcalls, less animation data to have run on the CPU...etc. So now the PS4 is showing its GPU advantage. Maybe.
Just a hunch.