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[Digital Foundry] Performance Analysis: Assassin's Creed Syndicate

Res has nothing to do with the CPU eh.

I was mainly referring to why there might be drops during cutscenes which aren't cpu limited and the rest of my comment was why I think the game can't be pushed to 1080p on PS4. Because it already drops below 30fps in 900p from time to time, most probably due to cpu limitations.

So yeah captain obvious, eh.
 
It's about making the least obvious sacrifices. Dropping the res, with low quality anti-aliasing and texture filtering is a really obvious and near-constantly visible sacrifice.

inFAMOUS and Batman (just lowQ AA) don't make all these sacrifices and look all the better for it.
 
Point out what is. on an objective scale that equivalates all technologies, more "technically impressive" in "many games out there" please. Just saying things like that with no point of reference is silly. Do you really think that the devs have lost more than 40% performance for no justifiable and explainable reason? Hence why it can't look better and run @ a higher res?

The reason is clear to me, they are going for parity, there is no other explaination why the unity engine some how renders a 40% more power useless. Another reason is xbone version is main priority, knowing the ps4 is more powerful they can get it easily to match the xb1 version.
 
I don't think AK looks as majestic as Syndicate honestly. There is far more happening in Syndicate from the gameplay footage I'm seeing, a lot more activity, NPCs.
The draw distance seems bigger to me as well.

I haven't played AK on consoles but the PC version is visually complete with the notable exception of rain effects, and while it does look very good overall I'd rank Syndicate definitely higher.
 
I'm not sure what's majestic about a constantly low image quality, in the foreground as well as background.
 
The reason is clear to me, they are going for parity, there is no other explaination why the unity engine some how renders a 40% more power useless. Another reason is xbone version is main priority, knowing the ps4 is more powerful they can get it easily to match the xb1 version.

Have you ever thought that its not a good idea to raise the resolution on a game when you cant maintain 30 fps minimum

For all you know raising the resolution to 1080p would cause even more frame rate instability. Which would be counter productive to the goal of better frame rate stability.
 
Have you ever thought that its not a good idea to raise the resolution on a game when you cant maintain 30 fps minimum

For all you know raising the resolution to 1080p would cause even more frame rate instability. Which would be counter productive to the goal of better frame rate stability.

It already drops below 30fps on occasion at 900p, at 1080p it might be much worse.

I'm not sure what's majestic about a constantly low image quality, in the foreground as well as background.
Well AK's IQ on consoles is poor as well, low AF + very blurry AA + CA + FG.
Syndicate seems clearner to me and graphically richer, lovely texturework on many places.
Excellent materials as well, better than AK from what I can see.
 
Have you ever thought that its not a good idea to raise the resolution on a game when you cant maintain 30 fps minimum

For all you know raising the resolution to 1080p would cause even more frame rate instability. Which would be counter productive to the goal of better frame rate stability.


That wasnt my point, both ac nextgen games are the only games running 900p on both consoles,every game that runs 900p on xb1 runs 1080p on ps4 most of the time with a slight performance advantage, now giving that this game runs 900p on both the ps4 version should at the very least be a locked 30fps with better AA, and draw distance, it just seems the main priority is the xbox1 version.
 
Point out what is. on an objective scale that equivalates all technologies, more "technically impressive" in "many games out there" please. Just saying things like that with no point of reference is silly. Do you really think that the devs have lost more than 40% performance for no justifiable and explainable reason? Hence why it can't look better and run @ a higher res?

That's such a tough assumption to make on the surface. GPU power aside, there are so many other architecture differences between the two systems that one can't rely on that single factor alone, as we saw just today with DF's AF face-off.

I've posted many times I'm eagerly awaiting the PC version to put my new graphics card to good use. But I have an older i7 950 CPU, so I'm interested to hear if there's any way to determine based on the console versions if Syndicate is CPU intensive or not. I know there's been previous posts in the thread where Ubi acknowledges the limitations of weaker console CPUs and I think Unity was assumed to be more CPU-dependent because of the NPC AI. Since Syndicate uses the same engine, wondering if this is still a concern or if it's been mitigated by the sparse NPC population?
 
They should look into doing dynamic res for PS4, if those dips below 30 are what's preventing them from running it at 1080p. Unlocked frame rates would give us a clue on the true performance difference but I wouldn't be surprised if they chose to shortcut the PS4 version.
 
They should look into doing dynamic res for PS4, if those dips below 30 are what's preventing them from running it at 1080p. Unlocked frame rates would give us a clue on the true performance difference but I wouldn't be surprised if they chose to shortcut the PS4 version.

How does this game compare to The Witcher 3 in scale? If that can run at 1080p then this should too. They went for parity last time so no benefit of doubt. I wouldn't buy this game if it ran at 4K though. I'm just curious.
 
That's such a tough assumption to make on the surface. GPU power aside, there are so many other architecture differences between the two systems that one can't rely on that single factor alone, as we saw just today with DF's AF face-off.

Both very similar actually, same cpu, amd makes both gpu'as well, one is just more powerful and has more rops and features, main difference is the ram set up, which should favor ps4 as well.
 
I was mainly referring to why there might be drops during cutscenes which aren't cpu limited and the rest of my comment was why I think the game can't be pushed to 1080p on PS4. Because it already drops below 30fps in 900p from time to time, most probably due to cpu limitations.

So yeah captain obvious, eh.
I don't understood your explanation at all. Rendering has nothing to do with the CPU. What exactly you are trying to say with fps drops at 900p are surely CPU relative? I missed the logic there.
 
How does this game compare to The Witcher 3 in scale? If that can run at 1080p then this should too. They went for parity last time so no benefit of doubt. I wouldn't buy this game if it ran at 4K though. I'm just curious.

Someone else can speak better to comparing the two but from what I've seen it looks like AC is doing more, but then again it has a more aggressive LOD I believe. Interiors it kills W3 hands down but I think that's only because UbiFarm has 1000 devs and a much larger budget.
 
Someone else can speak better to comparing the two but from what I've seen it looks like AC is doing more, but then again it has a more aggressive LOD I believe. Interiors it kills W3 hands down but I think that's only because UbiFarm has 1000 devs and a much larger budget.

Doing more in what way? I would say object density is as good in Witcher 3, lighting is also at least as good, better resolution, bigger world. Witcher 3 gets some flack but it is a very impressive achievement in my opinion. Well overall so is this, but I don't really see how Unity or Syndicate are doing more. They do cities more convincingly, but natural environments not so much.
 
Doing more in what way? I would say object density is as good in Witcher 3, lighting is also at least as good, better resolution, bigger world. Witcher 3 gets some flack but it is a very impressive achievement in my opinion. Well overall so is this, but I don't really see how Unity or Syndicate are doing more. They do cities more convincingly, but natural environments not so much.

Geometry maybe? Like I said I'm not the best person to be making this comparison since I haven't played either game extensively :) I think it's close to a wash only going by XBO versions.

World size should never be a factor since you can only see what's around you. LOD and geometry count are better markers for comparison. It makes sense that AC would have better looking cities though since that's their focus and where most of the gameplay is.
 
I don't understood your explanation at all. Rendering has nothing to do with the CPU. What exactly you are trying to say with fps drops at 900p are surely CPU relative? I missed the logic there.

Because your first premise: rendering has nothing to do with the CPU is false in the first place. Look I am not going to explain stuff deeply (or 100% correct) but in general the CPU has to 'prepare' the picture before the GPU is able to render it.

So what does a CPU do:

*Tracking Objects - calculations of moving objects in the game, such as NPCs, cars, carriages etc.

*Hit detections - Along with tracking. With large data sets, such as multiple NPCs and yourself firing or doing actions, each action has to be taken into consideration

*AI - The game AI(s), ranging from the NPCs to just simple user interactions.

*Judging what should be rendered in the first place. What is your position, what is the LOD, what can be seen from your viewpoint etc.

*Arrange Audio regardless of the 'sound card' used.

*Physics. How cloth moves, is there wind etc.

*etc.

And now let's say you want to have a 30 fps game. This means you have to draw a frame every ~33ms. But your GPU isn't able to do this without the informations the CPU is calculating, so it has to wait for the CPU data.
Now let's assume your CPU needs ~13ms to calculate the required informations, this gives your GPU ~ 20 ms to render the frame. But what if your GPU isn't able to render a 1080p image in 20 ms because your gpu needs 26ms to do so? Well then you can try to optimize your cpu usage to give your gpu more time (maybe not doable) or you can lower the resolution which lowers the time your gpu needs to render the frame in the first place. And now your GPU only needs 20ms to render one frame and you are good to go.

The devs claimed that they weren't able to hit 1080p because of CPU limitations in Unity and I tend to believe them. Unity had a lot of NPCs, interiors and overall better graphical effects then syndicate. But it dropped down to 20 fps on both consoles. This means that their 33 ms per frame time limit couldn't be reached because the cpus needed too much time to 'prepare' the frame (and yeah they even used some gpgpu stuff for physicy etc.).

In Syndicate the NPC count, and effect quality has been lowered dramatically, which means that the calculations the CPUs have to do were decreased significantly. And still the game starts to drops frames (goes below 30 frames per second) in certain areas with larger carriages numbers or NPCs density. I think this is because the CPUs aren't fast enough to process all data and there isn't time for the gpu to render a higher resolution frame in the first place.
 
And now let's say you want to have a 30 fps game. This means you have to draw a frame every ~33ms. But your GPU isn't able to do this without the informations the CPU is calculating, so it has to wait for the CPU data.
Now let's assume your CPU needs ~13ms to calculate the required informations, this gives your GPU ~ 20 ms to render the frame. But what if your GPU isn't able to render a 1080p image in 20 ms because your gpu needs 26ms to do so? Well then you can try to optimize your cpu usage to give your gpu more time (maybe not doable) or you can lower the resolution which lowers the time your gpu needs to render the frame in the first place. And now your GPU only needs 20ms to render one frame and you are good to go.

My understanding is that something akin to a small pipeline can work around this. That is, once the gpu starts rendering the frame then the cpu can start work on the next frame. However, perhaps someone more knowledgeable than myself can chime in.
 
Because your first premise: rendering has nothing to do with the CPU is false in the first place. Look I am not going to explain stuff deeply (or 100% correct) but in general the CPU has to 'prepare' the picture before the GPU is able to render it.

So what does a CPU do:

*Tracking Objects - calculations of moving objects in the game, such as NPCs, cars, carriages etc.

*Hit detections - Along with tracking. With large data sets, such as multiple NPCs and yourself firing or doing actions, each action has to be taken into consideration

*AI - The game AI(s), ranging from the NPCs to just simple user interactions.

*Judging what should be rendered in the first place. What is your position, what is the LOD, what can be seen from your viewpoint etc.

*Arrange Audio regardless of the 'sound card' used.

*Physics. How cloth moves, is there wind etc.

*etc.

And now let's say you want to have a 30 fps game. This means you have to draw a frame every ~33ms. But your GPU isn't able to do this without the informations the CPU is calculating, so it has to wait for the CPU data.
Now let's assume your CPU needs ~13ms to calculate the required informations, this gives your GPU ~ 20 ms to render the frame. But what if your GPU isn't able to render a 1080p image in 20 ms because your gpu needs 26ms to do so? Well then you can try to optimize your cpu usage to give your gpu more time (maybe not doable) or you can lower the resolution which lowers the time your gpu needs to render the frame in the first place. And now your GPU only needs 20ms to render one frame and you are good to go.

Why would you idle the gpu like that? A properly designed pipeline would have the CPU working on the next frame while the GPU renders the current frame.
 
Geometry maybe? Like I said I'm not the best person to be making this comparison since I haven't played either game extensively :) I think it's close to a wash only going by XBO versions.

World size should never be a factor since you can only see what's around you. LOD and geometry count are better markers for comparison. It makes sense that AC would have better looking cities though since that's their focus and where most of the gameplay is.

It is a pretty difficult comparison to make since what is presented is so different. LoD is much better in Witcher 3 at least. Unity probably has more landscape density. Personally, I find Witcher 3 more impressive.
 
Why would you idle the gpu like that? A properly designed pipeline would have the CPU working on the next frame while the GPU renders the current frame.

My very first sentence was: Look I am not going to explain stuff deeply (or 100% correct).
I am trying to explain that CPU 'limitations' can infact influence the resolution choice a dev has to make for a console game because of limited resources. And I am trying to explain this without making it too complicated because that person seems to have even less knowledge than me. Obviously the process I described can be optimized (huge surprise to everybody!). It's just a simplified explanation.
 
That's such a tough assumption to make on the surface. GPU power aside, there are so many other architecture differences between the two systems that one can't rely on that single factor alone, as we saw just today with DF's AF face-off.

I've posted many times I'm eagerly awaiting the PC version to put my new graphics card to good use. But I have an older i7 950 CPU, so I'm interested to hear if there's any way to determine based on the console versions if Syndicate is CPU intensive or not. I know there's been previous posts in the thread where Ubi acknowledges the limitations of weaker console CPUs and I think Unity was assumed to be more CPU-dependent because of the NPC AI. Since Syndicate uses the same engine, wondering if this is still a concern or if it's been mitigated by the sparse NPC population?

I run Unity on i7 930 and GTX 970 without issues, hardly taxes the CPU, I don't expect Syndicate will either. i7 930 is still a very capable CPU, several times faster than a AMD Jaguar core.
 
Can't wait to see The Division meltdown. That game is suppose to be a big open world game with multiplayer at that. I definitely don't expect it to be 1080p on consoles if the devs are aiming for parity, and we already know it will not be 60fps. Also Xbox One gets the beta first which makes me wonder if some type of deal was struck.
 
Can't wait to see The Division meltdown. That game is suppose to be a big open world game with multiplayer at that. I definitely don't expect it to be 1080p on consoles if the devs are aiming for parity, and we already know it will not be 60fps. Also Xbox One gets the beta first which makes me wonder if some type of deal was struck.

They were public about that if im not mistaken.
 
Have you ever thought that its not a good idea to raise the resolution on a game when you cant maintain 30 fps minimum

For all you know raising the resolution to 1080p would cause even more frame rate instability. Which would be counter productive to the goal of better frame rate stability.

To expand on this:

The game cannot maintain 30 fps in all instances, it is easy to extrapolate the fact that rendering 40% more pixels is going to crater performance in certain situations.

One must consider how the game is running in all situations. They may well have the rendering overhead to have 30fps at 1080p in certain situations but not others, so they have to consider the worst case scenario.

Some games such as Halo 5 have dynamic resolution scaling, something that was considered in the design from the beginning. However, Halo 5 is a much less open game and may not be subject to the same design limitations.
 
They all run 1080p on ps4, only star wars is 900p on ps4 but its also 720 on xbox1, the rest are 900p on xbox1.
It's 900p at 60fps too. 900p at 30fps should never even get released on the PS4, but Ubi is strange with these things. AC4 was 900p on release, that run like butter, Watchdogs was 900p, that run like butter too, one received a 1080p patch the other did not. All of their games are 900p from the start because it's the XB1 standard, if they realize the XB1 struggles at 900p they may tone down the resolution a bit, like they did in watchdogs XB1 (which still runs at a worse framerate than the PS4 version at 900p). Somehow the AC games are the outliers, the special ones, pretty much every open world game runs at a higher rez and framerate than the XB1 version, but AC is so special that the extra power of the PS4 cannot be discerned in both rez and performance.

Let's get this clear, this game still has awful framedrops from what I'm seeing, especially when you start coachriding, (even in some battle scenes), I saw several drops to 23, 24, 25 fps in the Nxgamer video. If the game is cpu bound in these scenarios, then the same framerate would persist at 1080p resolution. So let's have the better resolution please.

You know what I'd like, I'd like for Ubisoft to give an option of 900p or 1080 in the menu, put your money where your mouth is, we would see how much the upgrade in resolution impacts the framerate. I'd also like to see who here would stick to 900p. Nothing was more noticeable to me when I patched AC4 from 900p, what a massive difference in clarity and IQ, the game looked so much better for it.

I was mainly referring to why there might be drops during cutscenes which aren't cpu limited and the rest of my comment was why I think the game can't be pushed to 1080p on PS4. Because it already drops below 30fps in 900p from time to time, most probably due to cpu limitations.

So yeah captain obvious, eh.
CPU limitations do not affect resolution, if this game is cpu limited, then the framerate would be the same at 1080p rez,of course with much better IQ.

Have you ever thought that its not a good idea to raise the resolution on a game when you cant maintain 30 fps minimum

For all you know raising the resolution to 1080p would cause even more frame rate instability. Which would be counter productive to the goal of better frame rate stability.
I have a shitty CPU on my PC, no matter how much I try to play Ryse, it uses 100% of the Quad Core CPU's, whether I play at native rez (1440p) or 720p the frame rate is about the same, it stutters and becomes unplayable. If I'm stuttering, I'd rather stutter at 1440P.......

It already drops below 30fps on occasion at 900p, at 1080p it might be much worse.


Well AK's IQ on consoles is poor as well, low AF + very blurry AA + CA + FG.
Syndicate seems clearner to me and graphically richer, lovely texturework on many places.
Excellent materials as well, better than AK from what I can see.
Does syndicate have pom, tesselation, particle effects, rain effects, texture detail as high and such dense geometry and detail like in AK? No. Neon everywhere, smoke effects a plenty, water effects exceedingly superior. People speak of PBR, but this is just another bulletpoint which means nothing until you see it's application in-game, the bat suit and clothing in AK look much better than any clothing in Syndicate. Materials look much better in AK. Syndicate textures are awful, even Unity had better textures, the whole world looks bland, how can you compare that to the high level of detail in AK....

A.I in batman is also more plentiful, I'm talking about interactive A.I, goons that come in larger packs than you will get in AC at any one point.

Syndicate does not even come close to filling Ak's shoes, on top of it having much faster traversal than that game too, with minimal pop-in and no loadtimes. I think you should go play AK again.

Any title running at less than 1080p is just an instant no buy for me.
Only game I bought that's 900p on the PS4 is BF4, not anywhere close to $60 mind you. I bought it for $15 on a sale, I gave them a bone because it was Dice's first effort on the consoles, launch software is rushed and I wanted to play the campaign. Apart from that never. I've since noticed how Dice/engine is progressing on the system and i'm not impressed, no improvements since launch as it pertains to resolution and IQ, so then I'll be fine on those titles. Farless a 900p 30fps title, I'm thinking Dice should have had all their titles 1080p 60fps on the PS4, lower some effects here and there, cut something back, I don't see the 900p 30fps title that I will purchase yet, because it will never happen.

Because your first premise: rendering has nothing to do with the CPU is false in the first place. Look I am not going to explain stuff deeply (or 100% correct) but in general the CPU has to 'prepare' the picture before the GPU is able to render it.

So what does a CPU do:

*Tracking Objects - calculations of moving objects in the game, such as NPCs, cars, carriages etc.

*Hit detections - Along with tracking. With large data sets, such as multiple NPCs and yourself firing or doing actions, each action has to be taken into consideration

*AI - The game AI(s), ranging from the NPCs to just simple user interactions.

*Judging what should be rendered in the first place. What is your position, what is the LOD, what can be seen from your viewpoint etc.

*Arrange Audio regardless of the 'sound card' used.

*Physics. How cloth moves, is there wind etc.

*etc.

And now let's say you want to have a 30 fps game. This means you have to draw a frame every ~33ms. But your GPU isn't able to do this without the informations the CPU is calculating, so it has to wait for the CPU data.
Now let's assume your CPU needs ~13ms to calculate the required informations, this gives your GPU ~ 20 ms to render the frame. But what if your GPU isn't able to render a 1080p image in 20 ms because your gpu needs 26ms to do so? Well then you can try to optimize your cpu usage to give your gpu more time (maybe not doable) or you can lower the resolution which lowers the time your gpu needs to render the frame in the first place. And now your GPU only needs 20ms to render one frame and you are good to go.

The devs claimed that they weren't able to hit 1080p because of CPU limitations in Unity and I tend to believe them. Unity had a lot of NPCs, interiors and overall better graphical effects then syndicate. But it dropped down to 20 fps on both consoles. This means that their 33 ms per frame time limit couldn't be reached because the cpus needed too much time to 'prepare' the frame (and yeah they even used some gpgpu stuff for physicy etc.).

In Syndicate the NPC count, and effect quality has been lowered dramatically, which means that the calculations the CPUs have to do were decreased significantly. And still the game starts to drops frames (goes below 30 frames per second) in certain areas with larger carriages numbers or NPCs density. I think this is because the CPUs aren't fast enough to process all data and there isn't time for the gpu to render a higher resolution frame in the first place.
Again, the CPU has nothing to do with the rez a game is being rendered at. Funny, you believe their claim that they were CPU limited and could not give us 1080p on Unity, in contrast, to a slippage that (they were indeed aiming for parity), where there's enough evidence to suggest that, even without the slippage. Funny, that the game was CPU limited and many claimed the PS4's framerate suffered as a result as you are now claiming is the cause of a non-1080p committal, funny still, that Ubisoft themselves patched the CPU starved game to run at the same framerate as the XB1 and it generally outperforms it in combat and cutscenes.

So most games, the PS4 can do 1080p plus better performance, but Unity is such a masterpiece that better hardware has to perform worse or on par. I don't think this is a logical assessment at all, but I have a feeling you don't think so either.
 
Let's get this clear, this game still has awful framedrops from what I'm seeing, especially when you start coachriding, (even in some battle scenes), I saw several drops to 23, 24, 25 fps in the Nxgamer video. If the game is cpu bound in these scenarios, then the same framerate would persist at 1080p resolution. So let's have the better resolution please.

Performance on the PS4 is solid overall. That coach section is the worst part in the game that I've seen so far performance wise. Part of that is due to the section nearby which can cause the frame rate to drop even without colliding horse and carriages.
 
Does syndicate have pom, tesselation, particle effects, rain effects, texture detail as high and such dense geometry and detail like in AK? No. Neon everywhere, smoke effects a plenty, water effects exceedingly superior. People speak of PBR, but this is just another bulletpoint which means nothing until you see it's application in-game, the bat suit and clothing in AK look much better than any clothing in Syndicate. Materials look much better in AK. Syndicate textures are awful, even Unity had better textures, the whole world looks bland, how can you compare that to the high level of detail in AK....
A.I in batman is also more plentiful, I'm talking about interactive A.I, goons that come in larger packs than you will get in AC at any one point.

I haven't looked at enough footage to judge if the aforementionned features (POM and tessellation) are in Syndicate as well, but very rich geometry seems to be in. While AK is visually a technologically proficient game it's very easy to see why it runs at 1080p, not to mention nightime makes it much easier to hide sacrifices and cut-backs. Syndicate has a dynamic TOD and many objects to render (and shadows too), those things just don't come for free.

By far the most impressive graphical feature of AK is not on consoles funnily enough, the impressive and extremely taxing smoke is, as far as I'm concerned, the visual stand out of the game.
 
Performance on the PS4 is solid overall. That coach section is the worst part in the game that I've seen so far performance wise. Part of that is due to the section nearby which can cause the frame rate to drop even without colliding horse and carriages.
On foot and during most fights it's pretty solid, but when he goes into town with coaches going helter skelter or within vicinity even on foot I realize the game drops frames much more, so in that case, where there's more npc's, coaches and intersections.
 
I haven't looked at enough footage to judge if the aforementionned features (POM and tessellation) are in Syndicate as well, but very rich geometry seems to be in. While AK is visually a technologically proficient game it's very easy to see why it runs at 1080p, not to mention nightime makes it much easier to hide sacrifices and cut-backs. Syndicate has a dynamic TOD and many objects to render (and shadows too), those things just don't come for free.

By far the most impressive graphical feature of AK is not on consoles funnily enough, the impressive and extremely taxing smoke is, as far as I'm concerned, the visual stand out of the game.

Meh, why is it easy to see why ak run at 1080p, is this a joke? You do realize batman runs at 900p on xb1 same as both ac games on xb1.
 
Meh, why is it easy to see why ak run at 1080p, is this a joke? You do realize batman runs at 900p on xb1 same as both ac games on xb1.

I believe there's must be a rational explanation that does not involve a developper willfully "gimping" one platform. I've spent 56 hours on AK on PC, I've yet to sink my teeth in Syndicate and that will have to wait until it's out on PC, however from what I've seen of the game it does not surprise me in the slightest that Ubisoft had to make compromises on both consoles, and in case you're forgetting it drops frames more on Xbox One (weaker GPU) than on PS4.
It's not the same situation as Unity where the PS4 headroom was nowhere to be found.
 
I believe there's must be a rational explanation that does not involve a developper willfully "gimping" one platform. I've spent 56 hours on AK on PC, I've yet to sink my teeth in Syndicate and that will have to wait until it's out on PC, however from what I've seen of the game it does not surprise me in the slightest that Ubisoft had to make compromises on both consoles, and in case you're forgetting it drops frames more on Xbox One (weaker GPU) than on PS4.
It's not the same situation as Unity where the PS4 headroom was nowhere to be found.

Its doesnt have to willfully gimping one platform, its just them mainly focusing on getting the xb1 version running and looking good as possible, while the ps4 version just has to be on par. There is enough proof of this with ac unity running worse on ps4 and then the next one runs better, then you have every single techically impressive game on both consoles has 40% in resolution on ps4 and most run better. Best most logical explanation i can think of is it takes them so much to get the xb1 version upto snuff, they take the short cut with ps4 version and happy enough with reaching similar results.
 
Its doesnt have to willfully gimping one platform, its just them mainly focusing on getting the xb1 version running and looking good as possible, while the ps4 version just has to be on par. There is enough proof of this with ac unity running worse on ps4 and then the next one runs better, then you have every single techically impressive game on both consoles has 40% in resolution on ps4 and most run better.

Well the PS4 is not on par, it runs better on many occasions and DF can't benchmark the entire game so there may be scenes which show an even greater discrepancy between the two platforms.

At the end of the day it's nothing to cry foul about, the game looks good on both consoles, thankfully only a tiny minority whines about those things.
Maybe there is more they could have achieved on the stronger console, but passing on this game for such petty reason is silly.
 
Its doesnt have to willfully gimping one platform, its just them mainly focusing on getting the xb1 version running and looking good as possible, while the ps4 version just has to be on par. There is enough proof of this with ac unity running worse on ps4 and then the next one runs better, then you have every single techically impressive game on both consoles has 40% in resolution on ps4 and most run better.

Or the load profile changed between games. Which has been theorized by me in this thread.

AKA, this game less cpu limited than Unity before it.

Also, there is no parity if one runs the game signifcantly better.
 
I didnt mean on par i meant similar enough.

Your definition of parity is very subjective then. Fair enough, you're entitled to your opinion.

I'll speculate that those petty console squabbles won't impact Ubisoft's bottomline at all, a polished product on both consoles is nothing to be ashamed of.

I just don't get how those whining about parity keep ignoring this point.
It seems some people are very easily angered but much to their dismay I doubt Ubisoft will bother to address this piddling outcry.
"What ? The PS4 is not 1080p ? Revolting !

Tech discussions are of course worthy to be had but I feel some are perhaps blowing this out of proportion, with insinuations that Ubisoft or Digital Foundry have at heart to paint the less alluring possible picture of one console in particular.
It's just silly. Syndicate is associated with the Playstation brand as well.
 
Or the load profile changed between games. Which has been theorized by me in this thread.

AKA, this game less cpu limited than Unity before it.

Also, there is no parity if one runs the game signifcantly better.

I just don't get how those whining about parity keep ignoring this point.
 
Their original next gen engine was faulty as feck, too focused on CPU cycles instead of adhering to the console's strengths.

What they should have done is take the base they already had in Black flag and their last gen engine, and took a year or two to really flesh out substantive upgrades based on that already solid framework which best fit the new console's architecture, which is what most devs have done.

But since this is a yearly franchise, they'll always be on a constant rotation for devs to never really get time to do that.
 
Their original next gen engine was faulty as feck, too focused on CPU cycles instead of adhering to the console's strengths.

What they should have done is take the base they already had in Black flag and their last gen engine, and took a year or two to really flesh out substantive upgrades based on that already solid framework which best fit the new console's architecture, which is what most devs have done.

You mean, thrown out the engine and started from scratch a year and a half into development?
 
The issue with CPU vs Resolution is kinda silly, all the object behavior processing has already occurred. Increasing the resolution is just ramping up the total pixels rendered in each graphics update, something the PS4s GPU should handle very easily. The only thing I can see happening here is if Ubis AA solution hits the CPU really hard, and they think 900p with that AA model is better than native 1080p with a different solution.
 
What a vicious step back.


Damn it. Far less NPCs? The density and location variety is what made Unity's world the most believable one ever up until that point.

These consoles are weak fucking game.


Better have an option to reverse this on PC anyway.
 
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