Gamespot.com claims Destiny held back on X because of Sony marketing deal

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This guy explains why Xbox 1 X and PS4 Pro can't run it at 60 FPS... You can close the thread now
 

Rice N Beans

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For a game to be 60fps it has to be built like that from the ground up. It's very difficult to brute force a game built for 30 to 60fps. That's why the majority of games built for 30fps on consoles and ported to PC struggle to hit 60 with any pc hardware.

In the case of your last sentence, it's an issue with building down to console level and not running more basic optimizations.

As for the first, no. It's not hard to have a game at thirty run at sixty. It should be a simple switch if you weren't retarded during development. There is no ground-up building really needed, unless you're building-down for whatever reason. In the case of consoles they'd never expect you to go past X fps, so they continuously do old dumb archaic shyt like lumping in physics or rendering to work only at a set framerate. So if you double to sixty or open it up unlimited then you see how the tight code fukks itself. Old as it is those are the practices still employed today, and where the strict requirements don't transfer over to open platforms.

GTA5 is a good example of not having that stupidity. Apply some effort and the studio eats. :leon:
 

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This guy explains why Xbox 1 X and PS4 Pro can't run it at 60 FPS... You can close the thread now


In the case of your last sentence, it's an issue with building down to console level and not running more basic optimizations.

As for the first, no. It's not hard to have a game at thirty run at sixty. It should be a simple switch if you weren't retarded during development. There is no ground-up building really needed, unless you're building-down for whatever reason. In the case of consoles they'd never expect you to go past X fps, so they continuously do old dumb archaic shyt like lumping in physics or rendering to work only at a set framerate. So if you double to sixty or open it up unlimited then you see how the tight code fukks itself. Old as it is those are the practices still employed today, and where the strict requirements don't transfer over to open platforms.

GTA5 is a good example of not having that stupidity. Apply some effort and the studio eats. :leon:

repped
 

Dre Space Age

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Its 30fps because its a live service. They have to design around people with shytty internet. Thats why even bioware's anthem is probably going to be 30fps too.
 

Rekkapryde

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Its 30fps because its a live service. They have to design around people with shytty internet. Thats why even bioware's anthem is probably going to be 30fps too.

the youtube vid stated why. It's too much going on in the game for it to run at 60. Lots of shyt behind the scenes along with the player count.
 

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8K is the next jump in TV, but we still waiting on native 4k30 to be the norm. 4k60 is gonna require better processors than what we have in these consoles today. We expecting too much for under 500 man. 4k native has got to be the baseline standard when the next gen consoles drop.

1080p standard should have been at the beginning of this gen as well but that's another story.

that's the thing though: gamers complain about games not running whatever fps, but they only have themselves to blame....devs are concentrating on what gamers say they care about most, which is graphics....that's why they keep trying to get a higher resolution first....and at this point, it's not necessary....cause games look good...a dev has to try to make a game not look good....but they see how gamers react when they change the number in front of the 'p' or say '4k'.......

...if gamers shifted their focus, so would devs....
 

lutha

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on a side note: all these vids show that destiny 2 is looking great....i cant wait to play it....franchise of this gen easily....
 

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In the case of your last sentence, it's an issue with building down to console level and not running more basic optimizations.
A lot of games are built to target consoles then scaled up. Those are usually the ones that have problems hitting a consistent 60 on PC.

As for the first, no. It's not hard to have a game at thirty run at sixty. It should be a simple switch if you weren't retarded during development. There is no ground-up building really needed, unless you're building-down for whatever reason. In the case of consoles they'd never expect you to go past X fps, so they continuously do old dumb archaic shyt like lumping in physics or rendering to work only at a set framerate. So if you double to sixty or open it up unlimited then you see how the tight code fukks itself. Old as it is those are the practices still employed today, and where the strict requirements don't transfer over to open platforms.

GTA5 is a good example of not having that stupidity. Apply some effort and the studio eats. :leon:

I'll let an actual dev explain it

This is a main part of building a game like this in particular: you can’t accidentally go sixty. You can’t start at thirty and go to sixty. You can’t reduce to sixty. You have to be sixty. So as you develop the game, you have to be sixty all the time. You have to build your cars to be sixty. You have to build every piece of code to be sixty. And that almost becomes a religious, zealous mission for the team, to deliver an experience that never drops below, and we took that very seriously," he explains.
 

Rice N Beans

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A lot of games are built to target consoles then scaled up. Those are usually the ones that have problems hitting a consistent 60 on PC.

Right. Getting into console constraints presents a problem moving to a more open platform.

I'll let an actual dev explain it

You CAN start at 30 and go 60. It's been done plenty of times. There's instances where (again) having strict console code rears it's ugly head and going to a faster rate is a problem but to act as if it can't be done is BS. RAGE engine out of GTA, The Surge, and even some re-releases.

As an FPS Battlefield does it right. The Master Chief collection has a good example in Halo 4. It isn't impossible if you don't set those limits on yourself. If you have the more internal elements (for lack of a better word) working at those set intervals then yes, you'll have a bad time as I said moving on. But there's plenty of examples to show it can be done.
 

MeachTheMonster

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Right. Getting into console constraints presents a problem moving to a more open platform.



You CAN start at 30 and go 60. It's been done plenty of times. There's instances where (again) having strict console code rears it's ugly head and going to a faster rate is a problem but to act as if it can't be done is BS. RAGE engine out of GTA, The Surge, and even some re-releases.
All of those games were built with 60fps in mind.

They weren't a case of an engine/game like destiny that was built targeting 30fps on consoles then ported up.

As an FPS Battlefield does it right. The Master Chief collection has a good example in Halo 4. It isn't impossible if you don't set those limits on yourself. If you have the more internal elements (for lack of a better word) working at those set intervals then yes, you'll have a bad time as I said moving on. But there's plenty of examples to show it can be done.
Again BF and Halo were built for 60fps.

You can look at the differences in the games.

Halo and BF on 360 in some ways looks just as good as the next gen games. And that's cause they were targeting 30fps. In moving to current gen, both games moved to 60fps therefore a lot of concessions were made.

And again, this is a decision that was made from the jump. They didn't build a 30fps game then port it to current gen.
 
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