Vigilant Walrus
Member
I wonder if people are upset because this rings true back to how things often were on PS3. PS3 was a significantly stronger machine but ended up often with worse framerates than Xbox 360 versions.
Unlike resolutions and jaggies and AA which are about looking nice for the aesthetics, low framerates can literally make a game unplayable.
As explained in the DF article, they were heavily CPU bound. There was lots of GPU headroom, but GPUs don't have anything to do with the computation of 5000 npcs, AI and so on. So Xbox Ones slightly superior CPU actually showed its graces here, while Ubi didn't take advantage of all the GPU headroom on the PS4, and that of course is extra upsetting over everything else.
Perhaps Unity should have strived for 2500 NPCs instead (and 5000 in that one scene, instead of 10000). I am not sure why having so many NPCs matter when so many of them are just copy pasted models with the same faces. Takes me out of it completely. They should have made procedual randomized faces.
Unlike resolutions and jaggies and AA which are about looking nice for the aesthetics, low framerates can literally make a game unplayable.
As explained in the DF article, they were heavily CPU bound. There was lots of GPU headroom, but GPUs don't have anything to do with the computation of 5000 npcs, AI and so on. So Xbox Ones slightly superior CPU actually showed its graces here, while Ubi didn't take advantage of all the GPU headroom on the PS4, and that of course is extra upsetting over everything else.
Perhaps Unity should have strived for 2500 NPCs instead (and 5000 in that one scene, instead of 10000). I am not sure why having so many NPCs matter when so many of them are just copy pasted models with the same faces. Takes me out of it completely. They should have made procedual randomized faces.