LivDiv wrote:pretty much nothing did what Raymond did.
It doesn't matter whether you as a user can visibly think you can tell the difference between 30 and 60, games play different between 30 and 60, people respond faster. So when you are designing you have to pick one like really early on, and you have to stick to it because your combo windows, your platform distances, like the jump distances you design around, they change. Like jumps would get probably about 10% smaller between if you go from 60 frames to 30 frames, just because the efficiency you're expecting people to be able to do for timing that jump goes down. There's a lot of stuff that goes into that, where 60 frames is worth considering just from a design perspective for the playability of something and how you want to design it.
Its all in the balance though and people do want graphical improvement.Escape wrote:It's not graphics, though, it's greater granularity of control from increased framecounts, like erasing drunkenness from proprioception. It might lead to certain genres rising in popularity. Or not.
GurtTractor wrote:Like jumps would get probably about 10% smaller between if you go from 60 frames to 30 frames
LivDiv wrote:@Red
It depends is the answer.
Certainly costs more in workstations for staff.
Is it any more time? From an art point of view probably not when talking about quality of assets and artists are almost always driven to push things, its in the nature and I suspect programmers are the same. Quantity of assets certainly adds up.
Engines (well Unreal as far as I know) are getting much better at streamlining this sort of process.
The big thing will be UE5's auto LoD stuff. That will save a huge amount of art time that isnt fun art time. We won't see the results of that for a year or two though.
acemuzzy wrote:It's not the OS taking much of the space, I don't think, it'll be the fact they're now using it basically was ram/memory (in-game and for instant restore). That disc space needs ring fencing I imagine, even if not being used...
g.man wrote:Tbf, with four new consoles out in the wild, and the last gen still being catered for, the next-gen launch window was only ever going to be a clusterfuck of poorly optimised games, patches and bug fixes, and that's before you even think to factor in the effect the Pandemic will have had on development. It's a bloody miracle that anything got released at all, and actually works at all.
mistercrayon wrote:They were saying that demons souls took 3 years to make. So to make a only next generation game (the only one we have) it takes a minimum of three years when you have the following: the whole game already made as a basis. Obviously the size of the bluepoint team is critical but I think it puts in perspective how long it will take (and the resource) to make a pure next gen game.
It looks like you're new here. If you want to get involved, click one of these buttons!