Consoles not powerful enough.
This is exactly why it is such a bad idea to buy a console.
Baffling. You're concerned enough about a game rendering at the specs of your television that you would make sacrifices for 1080p, yet you don't take into consideration the far more important native refresh rate of your television, the spec that actually matters when it comes to video games.
That is because you don't have a magical computer that run all games at 1080p/60fps for 8 years and only costs $500, like most PC advocates do.Native refresh rate being more important is your opinion and is not shared by everyone. I would much prefer native res over native refresh. Having both is ideal but not always necessary.
Consoles not powerful enough.
.Thankfully. I'll take better effects over extra frames in a game like TLoU.
.
Except I'd take better visuals in damn near everything over higher framerate. 30fps is perfectly fine for me. The people that want higher frames are in the minority, though that's not to say 60fps isn't better (it is), I just don't care enough because I don't think the difference between the two is dramatic.
Because 1080p60 isn't a fixed performance cost despite what way too many people seem to think.
If MGSV, an open world game, can pull off native 1080p and a rock solid 60fps while looking as good at it does, there is no reason not to achieve this standard. It could even be argued that achieving this standard is easier and less costly for the developer than to bump up the eye candy. One would assume that more developers would embrace this, what with all the doom and gloom about how expensive AAA game development is, and shit. And yet, we keep getting 30fps games.
Baffling. You're concerned enough about a game rendering at the specs of your television that you would make sacrifices for 1080p, yet you don't take into consideration the far more important native refresh rate of your television, the spec that actually matters when it comes to video games.
Consoles not powerful enough.
Because contrary to GAF thinks, gamers value visuals more than they value FPS.
Because 1080p60 isn't a fixed performance cost despite what way too many people seem to think.
MGS V, even Phantom Pain, is still being designed on a PS3/360 foundation. That fact alone holds it back significantly compared to games like Assassin's Creed Unity or Batman Arkham Knight in terms of the visual effects it will employ.
Gotta be honest, I feel like tomb raider negates a lot the comments here. "Hardware can't do it without sacrificing graphic quality" "consoles not powerful enough" ect. Tomb raider did it, with enhanced visuals, Tresswhateverthefack, and four months after the system came out. That group really exposed the potential of the ps4, setting the bar so to speak. There might be a million reasons why a dev doesn't do it, but don't piss on the system itself.It's more than capable for port upgrades. Hell, kojima said that not only is 60 frames possible, but there's even room to spare.
Non-NTSC regions (i.e. most of the the world) lived with 50fps for the majority of the history of videogames
The SPU tricks and threading that ND perfected with the cell will put them in good sted on the ps4, they will have a small advantage with the 7 core cell code being useable on a more powerful CPU ( yes I know it is) in the ps4 and working the CPU hard to feed the gpu, bf4 on ps4 shows how unused the CPU is, ND should hit the ground fast from there engine and the core aspect of it working the CPU to within an inch of its life along with the gpu.Well, they ARE porting a game that probably used every trick Naughty Dog had in their sleeves to make the game as impressive as it is on PS3. Getting that kind of stuff running on a completely different kind of hardware, even if more powerful, isn't an easy task. If Last of Us had been made for the PS4 from the start and they aimed at the level of graphics of Last of Us PS3 (excluding IQ and maybe some improvements to the things they are improving), then they'd probably have an easy/easier time of achieving 1080p/60fps.
If MGSV, an open world game, can pull off native 1080p and a rock solid 60fps while looking as good at it does, there is no reason not to achieve this standard. It could even be argued that achieving this standard is easier and less costly for the developer than to bump up the eye candy. One would assume that more developers would embrace this, what with all the doom and gloom about how expensive AAA game development is, and shit. And yet, we keep getting 30fps games.
That is because you don't have a magical computer that run all games at 1080p/60fps for 8 years and only costs $500, like most PC advocates do.
Because some devs prioritize pretty visuals and shiny effects over smooth gameplay.
Opinions aren't free from criticism.And I am baffled that some people are incapable of understanding why someone might have a different opinion than theirs. But by all means, go on bashing people for buying consoles and claiming your opinions are superior.
Of course it's my opinion, however the fact that it is subjective doesn't prevent it from being discussed. I have no idea why you hold your stance though because the frequency of receiving new information is almost all the time far more important than the detail of the information in the video game world. Then again this is why I don't play console anymore, I don't like that decision being made for me.Native refresh rate being more important is your opinion and is not shared by everyone. I would much prefer native res over native refresh. Having both is ideal but not always necessary.
Joke post right?seriously all you need is a 1GHz i3 CPU and a GTX 560
This...
and I find it very sad.
I don't know and it's a pity. If there's one feature that always screams 'next-gen' to me it's 60 fps. To me, Soul Calibur on Dreamcast feels more next-gen than Dead Rising 3
Incorrect.Consoles not powerful enough.
Correct.Because some devs prioritize pretty visuals and shiny effects over smooth gameplay.
One reason: going from 30fps to 60fps does not require 2x the power. It's more like 2.5x-3x the processing power.
Why?
Every rendered frame has some automatic overhead applied to it regardless of resolution. AI processing, physics processing, and everything else. That is static.
Think about it in milliseconds-per-frame instead of frames-per-millisecond.
30FPS: You have 33.3 milliseconds to render each frame.
60FPS: You have 16.7 milliseconds to render each frame.
AI / Physics / etc. are all constant. Let me pull a number out of my ass and say all that stuff takes 7 milliseconds. So 7 milliseconds is gone from each frame regardless of resolution. At 60FPS, you only have 9.7 left for graphics rendering, and at 30FPS, you have 26.7 left.
With those numbers, you'd need to be able to render each frame at 60FPS in 36.3% the time as if you were instead going for 30FPS.
While that statement is technically true, it overlooks the fact that the last-gen versions of MGSV are running at 30fps, sub-720p. A resolution that bad is, if anything, an indication that the game is too much for those consoles to handle.
Also, we haven't seen enough about Unity or Arkham Knight to judge whether they feel "more next-gen" than MGSV, be it in graphics or in the gameplay department.
MGS can keep 60fps because it looks like this*