Dev: 'A Crack in Time will probably be Insomniac's last 60fps game'
helava says,
There's a HUGE amount of work that goes into making a modern game run at 60fps. And every game's development has limited resources. If you're going to invest into getting to 60fps, the tradeoff is that EVERYTHING ELSE suffers. Graphics, effects, AI, level size, etc. - they ALL suffer.
Yeah, Ratchet & Clank looked really great at 60fps, but would it have been a worse game at 30fps? No. It probably would have been a little more ambitious, a little risker, or pushed the boundaries a little more, because the time and effort it took to get it to run at 60fps took away from everything else.
Given that Resistance 2 sucked, Tools of Destruction was extraordinarily conservative, and Quest for Booty was actively awful, I'm REALLY glad to hear that they're moving away from aiming for a really hard to achieve target that doesn't really matter all that much.
Article excerpt from joystiq.com —
""We want to give you guys, our fans and players, the best looking games you can buy on a console," Insomniac developer Mike Acton wrote on his company's blog. There's certainly no doubt that the team's latest release, A Crack in Time, is a very good looking game. But how much better could it have looked if Insomniac was willing to sacrifice its...
Read the full article at joystiq.com »
Read the full article at joystiq.com »
Posted 2 years ago
Doesn't really matter much? This is the problem with gaming these days. People think "bigger/flashier/nicer" equates "more ambitious/interesting/amazing" , and its just not true. I would GLADLY sacrifice glitz for playability, any day of the damn week and it is an utter eyesore to me when crap runs at something sluggish like 30 FPS; I'd rather have low res textures.
It doesn't take any more effort to make a game run well than it does it make it "flashy", if anything the LATTER takes more effort because you are effectively putting more in the game to begin with.
Oh well, I guess it helps me move on from my beloved childhood; I have no reason to sit around playing video games anymore because they're all heaping piles of crap.
It doesn't take any more effort to make a game run well than it does it make it "flashy", if anything the LATTER takes more effort because you are effectively putting more in the game to begin with.
Oh well, I guess it helps me move on from my beloved childhood; I have no reason to sit around playing video games anymore because they're all heaping piles of crap.
Posted 2 years ago
Actually, making a game run well is much, much more difficult than making it flashy. Flashy is relatively easy, because a lot of the stuff people consider "glitz" is often just an issue of manpower. It's creating flash balanced with performance that's hard, and optimizing for performance, even in the absence of excessive flash, is extremely difficult.
Posted 2 years ago
I'm going to go out on a pretty sturdy limb and say flash is usually the culprit of bad frame rates, not a "non-optimized" engine.
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