CambriaRising
Member
There's a pause before cutscenes? Is this true?
It was this way on ps3 as well. It's a small jump cut.
There's a pause before cutscenes? Is this true?
Honest, non-trolling question: how are they supposed to mantain a stable 60 rate with Uncharted 4, which from what we've seen looks almost CGI if a PS3 game has dips?
Honest, non-trolling question: how are they supposed to mantain a stable 60 rate with Uncharted 4, which from what we've seen looks almost CGI if a PS3 game has dips?
Honest, non-trolling question: how are they supposed to mantain a stable 60 rate with Uncharted 4, which from what we've seen looks almost CGI if a PS3 game has dips?
Honest, non-trolling question: how are they supposed to mantain a stable 60 rate with Uncharted 4, which from what we've seen looks almost CGI if a PS3 game has dips?
Honest, non-trolling question: how are they supposed to mantain a stable 60 rate with Uncharted 4, which from what we've seen looks almost CGI if a PS3 game has dips?
No mention of ShadowGate2014? Or is that part of the day 1 patch they said they didn't have yet?
the first confrontation with a fungus-spewing Bloater sees frame-rate hit a minimum of 48fps
So 60fps unlocked?
EDIT: https://www.youtube.com/watch?v=IVplf_K1kSw
But stays 60 for most of the time, so thats good enough. Nowhere near as bad as Infamous.
It was this way on ps3 as well. It's a small jump cut.
Sharing is caring.Watched a 60fps v 30fps comparison vid, and holy shit, 30fps looks like crap :lol
You can definitely see a clear difference between the two frame rates.
#team60forSPandMP
Honest, non-trolling question: how are they supposed to mantain a stable 60 rate with Uncharted 4, which from what we've seen looks almost CGI if a PS3 game has dips?
Honest, non-trolling question: how are they supposed to mantain a stable 60 rate with Uncharted 4, which from what we've seen looks almost CGI if a PS3 game has dips?
So 60fps unlocked?
EDIT: https://www.youtube.com/watch?v=IVplf_K1kSw
But stays 60 for most of the time, so thats good enough. Nowhere near as bad as Infamous.
What about the "better shadows" with 30fps option? was that true?
and contrary to reports they appear to remain the same, with identical cascade transitions if you toggle the game to run at the optional 30fps.
After 45 minutes of searching, swapping between frame-rates, walking backwards and forwards looking at shadows, we noticed nothing untoward at all.
Honest, non-trolling question: how are they supposed to mantain a stable 60 rate with Uncharted 4, which from what we've seen looks almost CGI if a PS3 game has dips?
You can literally count on one hand how many console games stay at 60fps all the time. At a certain point almost all games have dips.
There is really no such thing as a "locked 60 fps" with how modern realtime graphics works so that's a weird choice of words, but yea it seems fairly stable but not perfect.
Well he did say modern realtime graphics. ;-)how about: oh yes, there is!
http://www.eurogamer.net/articles/2013-11-23-digital-foundry-vs-forza-motorsport-5
Why are people suddenly talking about Infamous as if it's a game that tries to achieve 60 fps but fails? It has never been that, it was always a 30+ fps game with an unlocked framerate that was later optionally locked to 30.
how about: oh yes, there is!
http://www.eurogamer.net/articles/2013-11-23-digital-foundry-vs-forza-motorsport-5
You can literally count on one hand how many console games stay at 60fps all the time. At a certain point almost all games have dips.
how about: oh yes, there is!
http://www.eurogamer.net/articles/2013-11-23-digital-foundry-vs-forza-motorsport-5
now if some people want to accept "its 60hz, unless there is shit happening" as 60hz locked,
thats their prerogative.
exactly the same goes for "yeah, sure, eye candy to the max and locked 30hz" when under load it dips too.
their prerogative to accept as "locked" also.
and like your post, I am also not referring specifically to this game, but in general!
frame-rate isn't locked to 60fps,
here we go
how about: oh yes, there is!
http://www.eurogamer.net/articles/2013-11-23-digital-foundry-vs-forza-motorsport-5
now if some people want to accept "its 60hz, unless there is shit happening" as 60hz locked,
thats their prerogative.
exactly the same goes for "yeah, sure, eye candy to the max and locked 30hz" when under load it dips too.
their prerogative to accept as "locked" also.
and like your post, I am also not referring specifically to this game, but in general!
how about: oh yes, there is!
http://www.eurogamer.net/articles/2013-11-23-digital-foundry-vs-forza-motorsport-5
So have the Uncharted and GoW games. It's really nothing new.
Richard Leadbetter said:What Naughty Dog has done is to scale up both physical and temporal resolution, but the core technologies are very much PS3 in nature. The mind-bogglingly good anti-aliasing seen in the Uncharted 4 teaser isn't here, for example. Instead, it's a reasonable enough post-process effect. It's good at smoothing edges, but there is shimmer in motion. Lighting can appear rather basic and harsh in some scenes, the pre-baked global illumination isn't a patch on top-end PS4 titles, and while texture detail is enormously improved to next-gen standards, geometry remains unchanged - those hexagonal pipes, squared-off edges and bisecting polygonal foliage textures look jarring in the new current-gen era. Shadowmaps get a 2x detail boost, but the quality in relation to resolution remains unchanged - those dynamic real-time shadows can look pretty low res on PS3, and they still do here - and contrary to reports they appear to remain the same, with identical cascade transitions if you toggle the game to run at the optional 30fps.
After 45 minutes of searching, swapping between frame-rates, walking backwards and forwards looking at shadows, we noticed nothing untoward at all. If there is a difference at some point in the game, we can only assume it's a minor bug and not something that is likely to make you feel shortchanged by running the game at 60fps. Certainly we can think of a whole host of changes Naughty Dog could have implemented instead with double the render time - a measure of super-sampling working in concert with the post-process AA, for example, could have made a real difference.
So 60fps unlocked?
EDIT: https://www.youtube.com/watch?v=IVplf_K1kSw
But stays 60 for most of the time, so thats good enough. Nowhere near as bad as Infamous.
Well he did say modern realtime graphics. ;-)
Watching that video, looks like the frame rate is a solid 60fps the vast majority of the time. Which is my preference over a locked 60fps (which has to drop graphical fidelity in order to make leeway for otherwise very rare occurrences).
Is there some reason why the upside down section causes a consistent dip?
What is unreasonable about that? (I mean unless you only read until the bolded and ignored the rest of his comment and context of this thread.)That's the first time I see someone say that.
Watching that video, looks like the frame rate is a solid 60fps the vast majority of the time. Which is my preference over a locked 60fps (which has to drop graphical fidelity in order to make leeway for otherwise very rare occurrences).
I had a feeling that it wouldn't be locked but at least it stays high for the most part.