Street Fighter 5 Development “Has Barely Begun”, Graphics Will Get Even Better

Producer Yoshinori Ono talks about the current look of the PS4 fighter.

Posted By | On 19th, Dec. 2014 Under News

Street Fighter 5

Producer Yoshinori Ono recently revealed to Famitsu (translation via Siliconera) that Street Fighter 5, which was announced at the recent PlayStation Experience as exclusive to the PS4 and PC, is still in the early stages of development.

Ono said that the current build still requires more work and that the visuals will improve as development goes on. At this stage, he wants fans to consider the game’s development as having just begun. This indicates that Street Fighter 5 may not make it’s way to PS4 and PC until 2015 end.

The game’s visual style relies on fluid expressions this time around as indicated by Chun Li’s fighting style and the blue energy she generates. Ono also confirmed that you can break through walls and open up new parts of the stage for the next round. Move sets will remain the same though some new moves will also be featured.

It should also be noted that Street Fighter 5 is being developed on Unreal Engine 4. Your thoughts on the game? Let us know below.

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  • MrSec84 .

    This game is going to be immense, the best fighter on any platform for sure. It already looks gorgeous, running at 1080p 60FPS on PS4.

    A late 2015 release sounds very likely given how polished the game already looks, I can’t wait!

    • Psionicinversion

      tbh if it was on the Wii it would be 1080p 60fps as well. if they put it on my phone it would be 1080p 60 to so not hard to achieve

    • MrSec84 .

      You’re joking!
      With the level of visuals in play in that game nothing but PS4 or a comparable spec PC could handle that.
      Xbox One and Wii U definitely couldn’t handle it at 1080o 60FPS

      The character models, effects and environments are no doubt the best looking in a fighting game too date!

    • Psionicinversion

      Whatever it’s a v back ground with some 3D models in it, your not traversing land your not going open world nothing. Small little space and that’s it. Btw 60fps is a design decision, just like project cars, doesn’t hit 60fps lower the details a bit so anything can hit it. ATM my mobile phone could power it. The K1 would dominate it

    • MrSec84 .

      It’s a highly detailed, potentially interactive background, with the most detailed looking character models seen in a fighting game too date.
      Just because a game is open world that doesn’t mean it’s demanding, it all depends on how you stream assets.
      The small space can pack a load of detail, as this game does.
      Art Style is a design decision, frame rate is a performance decision, 60FPS doesn’t just happen, you have to design you’re game’s code, consider how much stuff you can render per millisecond of processing time for it to be achievable.

      No your mobile phone couldn’t run SFV at the moment, not at 1920X1080 native and 60FPS.
      The visuals are way too demanding.

      Maybe a PS3/360 level fighting game could be run at 720p 60FPS on a modern mobile phone’s processor, but even that’s doubtful and SFV is running a lot more detail, with way more effects and better AA/AF than any fighting game before it, along with with being 1080p 60FPS.

    • Psionicinversion

      It is a design decision because you have to create your assets detail to maintain a 60fps frame rate, have to code the game to 60fps etc etc. Like the order 1886, that game was built around 30fps. If they went 60 it wouldn’t look any where near like out does now. 60fps your working with a 16ms window 30fps 33ms.

    • MrSec84 .

      Well then the assets are the design decision, you just reinforced my points.
      You’re designing your code and assets, not your frame rate.

      As for The Order 1886 it’s not locked at 30FPS because of the level of detail in the assets, it’s down to Ready at Dawn’s expertise (they’re new to developing new IP and working on a more powerful platform than a handheld), the level of AA they chose too and how refined their code design is.
      Uncharted 4 is the perfect example of a game that is more demanding than The Order, already runs with better visuals, a more open world environment, has even better AA and is shooting for 60FPS. Being in pre-alpha the game’s code will be very heavy weight and nowhere near as refined as when it finally goes gold.
      If we look back at a title like Bloodborne when the first glimpses of gameplay were shown it looked nowhere near as good visually as it does now, tearing was very bad, the frame rate was often half of what it is now, yet it’s hitting double that, with no tearing and better visuals after less time than Uncharted has left in development.

      Anyway you can say that assets and coding refinements are a design choice, you can’t say that frame rate is because it’s the other aspects of the game that determine that end performance choice.


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