Dev: 60fps/1080p Is Just The Starting Point, PS4 And Xbox One Are Absurdly Powerful Systems

"There’s a host of subtle features that matter so much more," says Mobeen Fikree from Vertex Pop Games.

Posted By | On 06th, May. 2015

GamingBolt recently spoke to Mobeen Fikree from Vertex Pop Games to know about his thoughts on the significance of 1080p and 60fps in video games. “Software development is always about making the right trade-offs for your project. A lot of AAA games benefit from going 30fps to push the limits on visual fidelity. Not just in polygon counts and animation, but more accurately simulating light, materials, etc. We Are Doomed is a twitch action game with a sharp vector art aesthetic. So for me, 60fps and 1080p were absolutely essential,” he said to GamingBolt.

He further explains that there are subtle features other than resolution and frame rate that forms the part of the experience. “I think people like to latch on to “objective” technical figures, but honestly, 60fps/1080p is just the starting point. There’s a host of subtle features that matter so much more. I spent an inordinate amount of time implementing and iterating on the camera behaviour, screen shake effects, visual feedback systems, animation tweening, player movement, and so much more. These are all very technical, but subjective features. They can’t be measured, but can make or break a game just as easily.”

He also believes that the PS4 and Xbox One are absurdly powerful. “They are both absurdly powerful systems [PS4 and Xbox One], so achieving 60fps/1080p was pretty straight forward. Polishing up all the systems and effects took far more time, and improved the game by a considerable margin.”

Mobeen Fikree is working on We Are Doomed for the PS4 and Xbox One. Stay tuned for our full interview in the coming days.


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