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- MK-Kraken
I understand where you're coming from. Having it that low for PC is a bit odd, especially taking into consideration how much more capable PC's are over this gen. However, if I remember correctly, there is not an open world game that is running 60fps, yet.
It's not that FH2 is making it look smooth, its just that there is nothing wrong with 30fps in the first place if its locked. Some people think that just because its 30fps(strictly speaking for consoles, as I feel PC's shouldn't be restricted in the same sense) that there isn't going to be smooth gameplay, which is a ridiculous assumption. Sure 60fps will be more fluid, but don't just throw 30fps out the window because its a smaller number.
Make your point, and argue it, I'm fine with that. Just don't make up stuff to try to support your point.
Agreed and apologies.
Hence my point, FH2 does a super super super job at it, one of the best examples out there right now.
The Phantom Pain is going to open world, 60fps and 1080p on the PS4 which is actually a triumph, preview events have stated how excellent the performance is so IT CAN be done, I know it's not a fast paced racing game but there is plenty more going on in a game like that with a full dynamic day and night and weather cycle, than a game, considerably smaller, only set at night.
I just think NFS15 could do it, at least on PS4. There is this process I believe similar to dynamic LOD that, basically put, the faster a scene is moving, the lower quality surrounding objects get, lower textured and lower polyed, and the slower the scene, the higher res the object returns. I believe, Wipeout did this process first although in this day an age you wouldn't notice it that much. It would kind of work the same way for lack of motion blur, when a scene is still, full res, when it's moving at speed, pop in lower quality models (especially the city, roads, objects, etc) when travelling at speed, I'm sure that would be MUCH better for performance and allow them to reach 60FPS.
Another technique is render facing. Where as, the game world only render the models and textures that you can see, but on an extreme level, only see the sides of the building? No other vertexes are rendered unless you are looking at them, for example this can be applied to to the front, back, sides, underneath of cars, what you can't see, doesn't physically exist in the world until you look at it. Problem here is that sometimes the engine this was tested on couldnt keep up so if you fwipped quickly from forward/look behind/forward on the button super fast, you would end up not seeing anything but through the world as the engine wouldnt be able to stream in the "viewable data" as fast, however, applying this to static objects like the entire city would work a treat to reach 60.
In short, if they have more time, they could do. Kojima has over 5 years working on MGS5 so I am not surprised for an open world game he managed 60/1080 and make it look so beautiful too.