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	<title>30 fps &#8211; Video Game News, Reviews, Walkthroughs And Guides | GamingBolt</title>
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		<title>Dying Light Uses SMAA T2X on PS4/Xbox One, Locked 30 FPS Ensures Fluid Experience</title>
		<link>https://gamingbolt.com/dying-light-uses-smaa-t2x-on-ps4xbox-one-locked-30-fps-ensures-fluid-experience</link>
					<comments>https://gamingbolt.com/dying-light-uses-smaa-t2x-on-ps4xbox-one-locked-30-fps-ensures-fluid-experience#comments</comments>
		
		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Wed, 24 Dec 2014 12:24:57 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[30 fps]]></category>
		<category><![CDATA[Dying Light]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[ps4]]></category>
		<category><![CDATA[SMAA]]></category>
		<category><![CDATA[techland]]></category>
		<category><![CDATA[Xbox One]]></category>
		<guid isPermaLink="false">http://gamingbolt.com/?p=217801</guid>

					<description><![CDATA[Techland assures that 30 FPS will "ensure a smooth, fluid experience".]]></description>
										<content:encoded><![CDATA[<p><a href="https://gamingbolt.com/wp-content/uploads/2013/08/1377795043-screenshot-01-1.jpg"><img fetchpriority="high" decoding="async" class="aligncenter size-full wp-image-170657" src="https://gamingbolt.com/wp-content/uploads/2013/08/1377795043-screenshot-01-1.jpg" alt="dying light" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2013/08/1377795043-screenshot-01-1.jpg 1280w, https://gamingbolt.com/wp-content/uploads/2013/08/1377795043-screenshot-01-1-300x168.jpg 300w, https://gamingbolt.com/wp-content/uploads/2013/08/1377795043-screenshot-01-1-1024x576.jpg 1024w" sizes="(max-width: 620px) 100vw, 620px" /></a></p>
<p>There&#8217;s been quite a bit of confusion over the frame rate for Techland&#8217;s upcoming open world survival horror title Dying Light which will be out January for current gen consoles. While we know it will be in glorious 1080p resolution, the development team has talked about currently running the game at 30 FPS but looking to improve that before release (which is in line with earlier thoughts of targeting 60 FPS).</p>
<p>GamingBolt spoke to lead game designer Maciej Binkowski however, and when asked if Dying Light was a locked 30 FPS on the Xbox One and PS4, he responded, &#8220;Yes. They’re both locked at 30 FPS. We did so much testing and optimizing and eventually came to the conclusion that we needed to lock at 30 FPS to ensure a smooth, fluid experience.&#8221;</p>
<p>Don&#8217;t fret about the visuals on Xbox One and PS4 just yet though as Techland will be implementing SMAA or enhanced subpixel morphological anti-aliasing, a heavy anti-aliasing solution that should allow for crisp edges throughout.</p>
<p>&#8220;We’re using SMAA T2X according to our super brainy hardware guys. That’s all I know.&#8221;</p>
<p>Dying Light releases on January 27th in North America and January 30th in Europe. What are your thoughts on the game&#8217;s frame rate and anti-aliasing solution? Let us know below.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">217801</post-id>	</item>
		<item>
		<title>The Evil Within PC Version Locked at 30 FPS</title>
		<link>https://gamingbolt.com/the-evil-within-pc-version-locked-at-30-fps</link>
					<comments>https://gamingbolt.com/the-evil-within-pc-version-locked-at-30-fps#respond</comments>
		
		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Thu, 09 Oct 2014 10:46:14 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[30 fps]]></category>
		<category><![CDATA[bethesda softworks]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[ps3]]></category>
		<category><![CDATA[ps4]]></category>
		<category><![CDATA[Tango Gameworks]]></category>
		<category><![CDATA[The Evil Within]]></category>
		<category><![CDATA[xbox 360]]></category>
		<category><![CDATA[Xbox One]]></category>
		<guid isPermaLink="false">http://gamingbolt.com/?p=211140</guid>

					<description><![CDATA[Bethesda confirms debug commands for unlocking frame-rate and aspect ratio.]]></description>
										<content:encoded><![CDATA[<p><a href="https://gamingbolt.com/wp-content/uploads/2014/09/The-Evil-Within-3.jpg"><img decoding="async" src="https://gamingbolt.com/wp-content/uploads/2014/09/The-Evil-Within-3.jpg" alt="The-Evil-Within-3" width="620" height="349" class="aligncenter size-full wp-image-210324" srcset="https://gamingbolt.com/wp-content/uploads/2014/09/The-Evil-Within-3.jpg 620w, https://gamingbolt.com/wp-content/uploads/2014/09/The-Evil-Within-3-300x168.jpg 300w" sizes="(max-width: 620px) 100vw, 620px" /></a></p>
<p>We&#8217;re only a few days away from the release of Tango Gameworks&#8217; psychological horror title The Evil Within. After revealing that the PC version would require a whopping 4 GB of VRAM, Bethesda has now confirmed on its <a href="http://forums.bethsoft.com/topic/1508448-the-evil-within-releases-next-week-things-to-know/">forums</a> that the frame rate is locked at 30 FPS.</p>
<p>“Shinji Mikami and the team at Tango designed The Evil Within to be played at 30 FPS and to utilize an aspect ratio of 2.35:1 for all platforms. The team has worked the last four years perfecting the game experience with these settings in mind.”</p>
<p>Fret not though &#8211; you&#8217;ll be able to use several different debug commands to unlock the frame rate and aspect ratio. Bethesda does warn that these aren&#8217;t supported or recommended so use them at your own risk.</p>
<p>What are your thoughts on the locked frame rate for the PC version? Let us know below. The Evil Within releases on October 14th in North America and Europe for the Xbox One, Xbox 360, PS3, PS4, and PC.</p>
]]></content:encoded>
					
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		<post-id xmlns="com-wordpress:feed-additions:1">211140</post-id>	</item>
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		<title>Sunset Overdrive is 900p and 30 FPS on Xbox One</title>
		<link>https://gamingbolt.com/sunset-overdrive-is-900p-and-30-fps-on-xbox-one</link>
					<comments>https://gamingbolt.com/sunset-overdrive-is-900p-and-30-fps-on-xbox-one#comments</comments>
		
		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Fri, 26 Sep 2014 08:23:10 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[30 fps]]></category>
		<category><![CDATA[900p]]></category>
		<category><![CDATA[Insomniac Games]]></category>
		<category><![CDATA[Microsoft]]></category>
		<category><![CDATA[Sunset Overdrive]]></category>
		<category><![CDATA[Xbox One]]></category>
		<guid isPermaLink="false">http://gamingbolt.com/?p=210131</guid>

					<description><![CDATA[Reportedly Insomniac's biggest game yet.]]></description>
										<content:encoded><![CDATA[<p><a href="https://gamingbolt.com/wp-content/uploads/2014/06/sunset-overdrive-e3-propain-launcher.jpg"><img decoding="async" src="https://gamingbolt.com/wp-content/uploads/2014/06/sunset-overdrive-e3-propain-launcher.jpg" alt="sunset overdrive" width="620" height="349" class="aligncenter size-full wp-image-198868" srcset="https://gamingbolt.com/wp-content/uploads/2014/06/sunset-overdrive-e3-propain-launcher.jpg 1280w, https://gamingbolt.com/wp-content/uploads/2014/06/sunset-overdrive-e3-propain-launcher-300x168.jpg 300w, https://gamingbolt.com/wp-content/uploads/2014/06/sunset-overdrive-e3-propain-launcher-1024x576.jpg 1024w" sizes="(max-width: 620px) 100vw, 620px" /></a></p>
<p>Insomniac Games president Ted Price has revealed to <a href="http://www.ign.com/articles/2014/09/25/sunset-overdrive-dev-its-the-biggest-game-weve-ever-made">IGN</a> that the studio&#8217;s upcoming Xbox One exclusive Sunset Overdrive will run at 900p resolution and 30 FPS.</p>
<p>According to Price, “What happened for developers not using the Kinect is that there was a slight boost in CPU power that we got to take advantage of. This game really does push the limits when it comes to the number of enemies on screen, so it was useful for us to have more CPU juice to help with physics, navigation and AI.</p>
<p>“We’re running at 900p and 30 fps native. This is a game with a lot on the screen and we made the choice to be at 900p because we wanted to push the level of detail, action, the size of the city and the views you can experience as move around. What’s great about Sunset Overdrive is if you can see it, you can go there.”</p>
<p>He also stated that Sunset Overdrive is the biggest game the studio has ever created. &#8220;You can continue playing after the end of the game and we don&#8217;t imagine people will unlock everything the first time through.&#8221; </p>
<p>Sunset Overdrive releases on October 28th in North America and October 31st in Europe. What are your thoughts on the game&#8217;s resolution? Let us know below.</p>
]]></content:encoded>
					
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		<post-id xmlns="com-wordpress:feed-additions:1">210131</post-id>	</item>
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		<title>Resident Evil Remastered Runs at 30 FPS on Xbox One and PS4</title>
		<link>https://gamingbolt.com/resident-evil-remastered-runs-at-30-fps-on-xbox-one-and-ps4</link>
					<comments>https://gamingbolt.com/resident-evil-remastered-runs-at-30-fps-on-xbox-one-and-ps4#comments</comments>
		
		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Thu, 07 Aug 2014 14:00:54 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[1080p]]></category>
		<category><![CDATA[30 fps]]></category>
		<category><![CDATA[capcom]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[ps3]]></category>
		<category><![CDATA[ps4]]></category>
		<category><![CDATA[Resident Evil Remastered]]></category>
		<category><![CDATA[xbox 360]]></category>
		<category><![CDATA[Xbox One]]></category>
		<guid isPermaLink="false">http://gamingbolt.com/?p=204843</guid>

					<description><![CDATA[Xbox 360 and PS3 versions running at 720p/30 FPS.]]></description>
										<content:encoded><![CDATA[<p><a href="https://gamingbolt.com/wp-content/uploads/2014/08/tumblr_n9ucbho8Q81tiz823o2_1280.jpg"><img loading="lazy" decoding="async" src="https://gamingbolt.com/wp-content/uploads/2014/08/tumblr_n9ucbho8Q81tiz823o2_1280.jpg" alt="Resident Evil HD &quot;Remaster&quot;" width="620" height="349" class="aligncenter size-full wp-image-204669" srcset="https://gamingbolt.com/wp-content/uploads/2014/08/tumblr_n9ucbho8Q81tiz823o2_1280.jpg 1280w, https://gamingbolt.com/wp-content/uploads/2014/08/tumblr_n9ucbho8Q81tiz823o2_1280-300x168.jpg 300w, https://gamingbolt.com/wp-content/uploads/2014/08/tumblr_n9ucbho8Q81tiz823o2_1280-1024x576.jpg 1024w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p>Capcom has revealed some new details regarding the visuals of Resident Evil Remastered, the HD version of the GameCube remake. While it was revealed that the Xbox One and PS4 versions would run at 1080p, all versions of the game will be running at 30 FPS. As for the PC version, Capcom said on its <a href="http://www.capcom.co.jp/biohd/en/index.html">official website</a> that, &#8220;The required specs will be announced later.&#8221;</p>
<p>We also now know that the PS3 and Xbox 360 versions will have a 720p resolution, which is interesting considering the power of the former over the latter. Other improvements include non-static 3D models, post-processing effects like Bloom filters, remastered audio with an increased sampling rate, 5.1 channel support and the option to either play the game in 16:9 aspect ratio or in the original 4:3 ratio.</p>
<p>Resident Evil Remastered will be out in early 2015 for the Xbox One, Xbox 360, PS3, PS4 and PC via digital distribution. What are your thoughts on the so-called visual upgrades? Let us know in the comments.</p>
]]></content:encoded>
					
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		<post-id xmlns="com-wordpress:feed-additions:1">204843</post-id>	</item>
		<item>
		<title>The Last of Us: Remastered Can be Locked at 30 FPS, New DLC Incoming for PS3 and PS4</title>
		<link>https://gamingbolt.com/the-last-of-us-remastered-can-be-locked-at-30-fps-new-dlc-incoming-for-ps3-and-ps4</link>
					<comments>https://gamingbolt.com/the-last-of-us-remastered-can-be-locked-at-30-fps-new-dlc-incoming-for-ps3-and-ps4#comments</comments>
		
		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Wed, 16 Jul 2014 12:55:46 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[1080p]]></category>
		<category><![CDATA[30 fps]]></category>
		<category><![CDATA[60 fps]]></category>
		<category><![CDATA[DLC]]></category>
		<category><![CDATA[Naughty Dog]]></category>
		<category><![CDATA[ps4]]></category>
		<category><![CDATA[sony]]></category>
		<category><![CDATA[The Last of Us: Remastered]]></category>
		<guid isPermaLink="false">http://gamingbolt.com/?p=202976</guid>

					<description><![CDATA[Sick of 60 FPS and 1080p? Naughty Dog has a solution for you.]]></description>
										<content:encoded><![CDATA[<p><a href="https://gamingbolt.com/wp-content/uploads/2013/03/The-Last-of-Us_new-5.jpg"><img loading="lazy" decoding="async" src="https://gamingbolt.com/wp-content/uploads/2013/03/The-Last-of-Us_new-5.jpg" alt="The Last of Us_new (5)" width="620" height="349" class="aligncenter size-full wp-image-143493" srcset="https://gamingbolt.com/wp-content/uploads/2013/03/The-Last-of-Us_new-5.jpg 1280w, https://gamingbolt.com/wp-content/uploads/2013/03/The-Last-of-Us_new-5-300x168.jpg 300w, https://gamingbolt.com/wp-content/uploads/2013/03/The-Last-of-Us_new-5-1024x575.jpg 1024w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p>During a recent presentation, Naughty Dog&#8217;s Arne Meyer revealed that The Last of Us had sold 7 million units worldwide till date on PS3. According to <a href="http://www.eurogamer.es/articles/2014-07-16-the-last-of-us-remastered-tendra-selector-30fps">Eurogamer Spain</a>, Meyer also revealed that The Last of Us: Remastered on PlayStation 4 can be locked at 30 FPS to perhaps be more comfortable for players of the PS3 version. The remastered version runs at 60 frames per second and 1080p resolution normally so this is a rather interesting addition to make.</p>
<p>Meyer also revealed that along with a new Photo Mode, The Last of Us: Remastered would receive new DLC later this year. This DLC will also be accessible to PS3 players and supports Cross Buy. If you pick it up for PS4, then you&#8217;ll be able to access it on the PS3 version as well.</p>
<p>The Last of Us: Remastered will be out on July 29th. What are your thoughts on the game thus far? Let us know in the comments.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">202976</post-id>	</item>
		<item>
		<title>DriveClub Having 1080p/30 FPS Was Absolutely Worth It &#8211; Director</title>
		<link>https://gamingbolt.com/driveclub-having-1080p30-fps-was-absolutely-worth-it-director</link>
					<comments>https://gamingbolt.com/driveclub-having-1080p30-fps-was-absolutely-worth-it-director#comments</comments>
		
		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Thu, 26 Jun 2014 14:56:44 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[1080p]]></category>
		<category><![CDATA[30 fps]]></category>
		<category><![CDATA[DriveClub]]></category>
		<category><![CDATA[Evolution Studios]]></category>
		<category><![CDATA[ps4]]></category>
		<guid isPermaLink="false">http://gamingbolt.com/?p=201015</guid>

					<description><![CDATA[Paul Rustchynsky says you'll "never feel like you're getting a sub-par experience".]]></description>
										<content:encoded><![CDATA[<p><a href="https://gamingbolt.com/wp-content/uploads/2014/05/RUF-CTR3_DriveClub.jpg"><img loading="lazy" decoding="async" src="https://gamingbolt.com/wp-content/uploads/2014/05/RUF-CTR3_DriveClub.jpg" alt="RUF CTR3 DriveClub" width="620" height="349" class="aligncenter size-full wp-image-195640" srcset="https://gamingbolt.com/wp-content/uploads/2014/05/RUF-CTR3_DriveClub.jpg 1280w, https://gamingbolt.com/wp-content/uploads/2014/05/RUF-CTR3_DriveClub-300x168.jpg 300w, https://gamingbolt.com/wp-content/uploads/2014/05/RUF-CTR3_DriveClub-1024x576.jpg 1024w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p>The golden standard may be 1080p and 60 FPS but many games have cast that standard aside in order to deliver great visuals. Evolution Studios is one such studio and with their upcoming PS4 exclusive Driveclub, director Paul Rustchynsky explained once again why it was worth it to opt for a 30 FPS frame rate.</p>
<p>On speaking to <a href="http://www.edge-online.com/features/after-delaying-driveclub-evolution-is-back-on-track-with-its-ps4-debut/">EDGE</a>, which asked if sacrificing the frame rate for better visuals was worth it, Rustchynsky said, &#8220;I absolutely think so. I suspect a lot of people think we may have compromised the gameplay experience by choosing 30fps, but we&#8217;ve spent a huge amount of time minimizing the latency between the pad and what happens inside the game so you never feel disconnected, and you never feel like you’re getting a sub-par experience.</p>
<p>&#8220;It&#8217;s a balance, because you can only do so much on any platform &#8211; PS4 has been fantastic to work with and we&#8217;ve done a good job of pushing it. It&#8217;s always a tradeoff, ultimately, and I think we&#8217;ve made the right choices to make the best driving game we could have made.&#8221;</p>
<p>DriveClub releases on October 7th in North America and October 8th in Europe.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">201015</post-id>	</item>
		<item>
		<title>Metal Gear Solid 5 Ground Zeroes Visual Analysis &#8211; PS4 vs. Xbox One, PS3 vs. Xbox 360</title>
		<link>https://gamingbolt.com/metal-gear-solid-5-ground-zeroes-visual-analysis-ps4-vs-xbox-one-ps3-vs-xbox-360</link>
					<comments>https://gamingbolt.com/metal-gear-solid-5-ground-zeroes-visual-analysis-ps4-vs-xbox-one-ps3-vs-xbox-360#comments</comments>
		
		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Sat, 12 Apr 2014 07:08:49 +0000</pubDate>
				<category><![CDATA[Article]]></category>
		<category><![CDATA[Feature]]></category>
		<category><![CDATA[1080p]]></category>
		<category><![CDATA[30 fps]]></category>
		<category><![CDATA[60 fps]]></category>
		<category><![CDATA[720p]]></category>
		<category><![CDATA[Kojima Productions]]></category>
		<category><![CDATA[konami]]></category>
		<category><![CDATA[Metal Gear Solid 5: Ground Zeroes]]></category>
		<category><![CDATA[ps3]]></category>
		<category><![CDATA[ps4]]></category>
		<category><![CDATA[xbox 360]]></category>
		<category><![CDATA[Xbox One]]></category>
		<guid isPermaLink="false">http://gamingbolt.com/?p=192588</guid>

					<description><![CDATA[Big Boss makes his grisly debut on next gen consoles.]]></description>
										<content:encoded><![CDATA[<p><span style="float: left; color: #b00000; font-family: Georgia; font-size: 60px; line-height: 35px; padding-right: 6px;">K</span>ojima Productions’ Metal Gear Solid 5: Ground Zeroes, like many cross-generational titles, began its life more focused on the current generation platforms. As the FOX Engine evolved, it was obvious that the power of the PS4 and Xbox One could bolster the game further – while the PS3 and Xbox 360 were hindering performance just as the graphics began to hit their stride. Then again, this is still a cross-generational game in the strictest sense. Creator Hideo Kojima has given as much time and attention to detail on the current generation as he has to the next. So which is superior?</p>
<p>When looking at the frame rates and resolutions, Kojima specified right out of the gate that the PS3 and Xbox 360 run at 720p and 30 FPS while the Xbox One version runs at 720p and 60 FPS. It’s the PS4 which runs at the highest grade, featuring a 1080p resolution and 60 FPS frame rate. The director himself even said the PS4 version looks the best.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2013/06/MGSV_e3_02.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-160304" alt="MGSV_e3_02" src="https://gamingbolt.com/wp-content/uploads/2013/06/MGSV_e3_02.jpg" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2013/06/MGSV_e3_02.jpg 800w, https://gamingbolt.com/wp-content/uploads/2013/06/MGSV_e3_02-300x168.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p><p class='review-highlite' >
        "Asset streaming is incredibly improved with zero loading times and almost no pop-up for background objects."   
      </p></p>
<p>But it’s still interesting to analyse the PS3 and Xbox 360 versions. While even a game like Assassin’s Creed IV: Black Flag had frame rate drops on current gen, Metal Gear Solid 5: Ground Zeroes&#8217; frame rate somehow drops as far as below 30 FPS. The level of detail is impeccable though – Kojima’s emphasis on the photo-realistic nature of the FOX Engine, which mixes fast approximate anti-aliasing and material based rendering along with a very strong asset streaming pipeline. This is still current-gen though, so you’ll notice objects loading in the distance at times and some slightly less fine details compared to the next gen consoles.</p>
<p>In terms of performance, it’s the Xbox 360 which maintains a lead on the PS3. This could be due to the difficulties the latter faces with its architecture but the difference isn’t as startling as one would think. In terms of resolution, detail, lighting and overall visual appeal, both versions are fairly similar.</p>
<p>It’s the Xbox One and PS4 versions that provide the meat of the discussion.</p>
<p>With all the extra power, what exactly can the FOX Engine build off? Asset streaming is incredibly improved with zero loading times and almost no pop-up for background objects. Objects in the foreground tend to remain in their low-detail state, updating into high detail when you get very close, very quickly and a healthy dose of optimization should fix that.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2012/09/mgsgw-7.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-109612" alt="mgsgw 7" src="https://gamingbolt.com/wp-content/uploads/2012/09/mgsgw-7.jpg" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2012/09/mgsgw-7.jpg 1280w, https://gamingbolt.com/wp-content/uploads/2012/09/mgsgw-7-300x168.jpg 300w, https://gamingbolt.com/wp-content/uploads/2012/09/mgsgw-7-1024x576.jpg 1024w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p><p class='review-highlite' >
        "Performance on the Xbox One and PS4 in terms of frame rate is strong and very impressive with virtually no drop or screen-tearing at all."   
      </p></p>
<p>The lightning system truly shines in next gen with a healthy mixture of hard and soft light sources. The edges of the spotlights training on you, the reflections and hues seen from guns as light bounces off them, lens flares, ambient occlusion and much, much more help bring the grim world of Ground Zeroes to life. The environmental effects are similarly amazing, with individual rain drops streaming down Snake’s face and catching the light of neighbouring light sources. It’s almost impossible to find a much better looking sky among next gen consoles, though the effect is best pronounced on the PS4 version.</p>
<p>And yes, the PS4 version is indeed superior to the Xbox One. This is in heavy part due to the 1080p resolution which provides a far stronger draw distance and depth of field along with crisper edges. A better form of anti-aliasing could have been utilized but it does nothing to defer the beauty of the game.</p>
<p>Performance on both consoles in terms of frame rate is strong and very impressive with virtually no drop or screen-tearing at all. The Xbox One employs motion blur more frequently than the PS4 version but aside from the resolution, you’ll find the exact same streaming capabilities, attention to detail, lighting system and texture quality.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2012/09/mgsgw-5.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-109610" alt="mgsgw 5" src="https://gamingbolt.com/wp-content/uploads/2012/09/mgsgw-5.jpg" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2012/09/mgsgw-5.jpg 1280w, https://gamingbolt.com/wp-content/uploads/2012/09/mgsgw-5-300x168.jpg 300w, https://gamingbolt.com/wp-content/uploads/2012/09/mgsgw-5-1024x576.jpg 1024w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p><p class='review-highlite' >
        "No matter which platform you pick it up for, Metal Gear Solid 5: Ground Zeroes is a visually impressive game."   
      </p></p>
<p>It’s a shame that Kojima Productions couldn’t do much more on the PS4 and Xbox One. Tessellation appears sporadically and as stated before, the anti-aliasing is noticeably low-grade. Environmental destruction is limited, and some buildings look all too familiar at times. While Metal Gear Solid 5: Ground Zeroes does look stunning, we haven&#8217;t seen the FOX Engine stretched to its limits yet.</p>
<p>No matter which platform you pick it up for, Metal Gear Solid 5: Ground Zeroes is a visually impressive game. It lacks the detail and outright scale of some open world titles on the current generation like Grand Theft Auto 5 but it’s important to remember that it is still just a prologue. What it does offer in terms of sheer visual magnitude, photo-realistic quality and lighting even on current gen consoles is simply amazing.</p>
<p>The PS4 and Xbox One versions offer a glimpse of what The Phantom Pain will be capable of, and it’s the former that delivers the definitive experience for those interested in Snake’s next-gen exploits. The aesthetic appeal may be grimy and dingy at most times but when Ground Zeroes shines, it warrants a look.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">192588</post-id>	</item>
		<item>
		<title>Murdered Soul Suspect Dev Faced No Hurdles From Xbox One&#8217;s eSRAM, Runs At 1080p/30fps</title>
		<link>https://gamingbolt.com/murdered-soul-suspect-dev-faced-no-hurdles-from-xbox-ones-esram-runs-at-1080p30fps</link>
					<comments>https://gamingbolt.com/murdered-soul-suspect-dev-faced-no-hurdles-from-xbox-ones-esram-runs-at-1080p30fps#comments</comments>
		
		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Wed, 02 Apr 2014 11:20:16 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[1080p]]></category>
		<category><![CDATA[30 fps]]></category>
		<category><![CDATA[Airtight Games]]></category>
		<category><![CDATA[Murdered: Soul Suspect]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[ps3]]></category>
		<category><![CDATA[ps4]]></category>
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		<guid isPermaLink="false">http://gamingbolt.com/?p=191804</guid>

					<description><![CDATA[Senior design producer Eric Studer also talks about support for DualShock 4.]]></description>
										<content:encoded><![CDATA[<p><a href="https://gamingbolt.com/wp-content/uploads/2013/08/08_Screenshot_Gamescom_tif_jpgcopy.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-169629" alt="Murdered: Soul Suspect" src="https://gamingbolt.com/wp-content/uploads/2013/08/08_Screenshot_Gamescom_tif_jpgcopy.jpg" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2013/08/08_Screenshot_Gamescom_tif_jpgcopy.jpg 1280w, https://gamingbolt.com/wp-content/uploads/2013/08/08_Screenshot_Gamescom_tif_jpgcopy-300x168.jpg 300w, https://gamingbolt.com/wp-content/uploads/2013/08/08_Screenshot_Gamescom_tif_jpgcopy-1024x576.jpg 1024w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p>Of all the big-name games coming out in the coming months, Square Enix&#8217;s <a title="Murdered: Soul Suspect – News, Reviews, Videos, Screenshots And Wiki" href="https://gamingbolt.com/murdered-soul-suspect">Murdered: Soul Suspect</a> &#8211; developed by Airtight Games, which also created Quantum Conundrum &#8211; is perhaps the most under-rated and intriguing. It will see you playing as a detective operating from the after-life to locate his killer and using some rather ghostly powers in the process. It will also be out on the PS4 and Xbox One and judging from GamingBolt&#8217;s recent conversation with Senior Design Producer Eric Studer, there will be improved visuals.</p>
<p>&#8220;I can in fact confirm that Murdered will run 1080p on both Xbox One and PS4; we have decided to lock the frames at 30 for this product.&#8221;</p>
<p>This is <a title="Xbox One’s eSRAM Too Small to Output Games At 1080p But Will Catch up to PS4 – Rebellion Games" href="https://gamingbolt.com/xbox-ones-esram-too-small-to-output-games-at-1080p-but-will-catch-up-to-ps4-rebellion-games">surprising</a>, considering the number of games which have problems hitting 1080p resolution on the Xbox One. Did Airtight face any problems or development challenges with the Xbox One&#8217;s eSRAM? Studer replied with, &#8220;I’m not an overly technical guy, but I don’t recall hearing about any hurdles on the eSRAM.&#8221;</p>
<p>As for additional support for Kinect and DualShock 4, he stated that, &#8220;Though we aren’t doing Kinect integration, we are utilizing the PS4 controller in a few fun ways that you’ll have to discover.&#8221;</p>
<p>Murdered: Soul Suspect will be out on June 3rd in North America and June 6th in Europe for Xbox One, Xbox 360, PS3, PS4 and PC.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">191804</post-id>	</item>
		<item>
		<title>Tomb Raider Definitive Edition Visual Analysis: PS4 vs. Xbox One</title>
		<link>https://gamingbolt.com/tomb-raider-definitive-edition-visual-analysis-ps4-vs-xbox-one</link>
					<comments>https://gamingbolt.com/tomb-raider-definitive-edition-visual-analysis-ps4-vs-xbox-one#comments</comments>
		
		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Sat, 08 Mar 2014 17:11:41 +0000</pubDate>
				<category><![CDATA[Article]]></category>
		<category><![CDATA[Feature]]></category>
		<category><![CDATA[1080p resolution]]></category>
		<category><![CDATA[30 fps]]></category>
		<category><![CDATA[60 fps]]></category>
		<category><![CDATA[Crystal Dynamics]]></category>
		<category><![CDATA[Nixxes Software]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[ps4]]></category>
		<category><![CDATA[Tomb Raider: Definitive Edition]]></category>
		<category><![CDATA[TressFX 2.0]]></category>
		<category><![CDATA[United Front Games]]></category>
		<category><![CDATA[Xbox One]]></category>
		<guid isPermaLink="false">http://gamingbolt.com/?p=189070</guid>

					<description><![CDATA[Lara Croft enters the next generation - but not quite with a bang.]]></description>
										<content:encoded><![CDATA[<p><span style="float: left; color: #b00000; font-family: Georgia; font-size: 60px; line-height: 35px; padding-right: 6px;">Y</span>ou wouldn’t think a port of a game from the previous generation, even a commercially and critically successful title like Tomb Raider, would evoke much analysis. However, Tomb Raider: Definitive Edition is harrowingly focused on visuals, promoting no changes in the gameplay mechanics or adding new content. The Xbox One and PS4 port is Crystal Dynamics’ first step towards crafting a next-gen Lara Croft, starting with a 1080p resolution and higher resolution textures. It eventually came to light the Xbox One version was handled primarily by United Front Games (Sleeping Dogs) while Nixxes Software BV, which developed the PC version, was in charge of the PS4 version.</p>
<p>So while both games <i>seem </i>geared up for the next generation, there are severe differences in how they actually perform. Even when measured against the PC version of Tomb Raider, the Definitive Edition shows several areas where it it’s actually weaker.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2014/01/tomb-raider-definitive-edition.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-184413" alt="tomb-raider-definitive-edition" src="https://gamingbolt.com/wp-content/uploads/2014/01/tomb-raider-definitive-edition.jpg" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2014/01/tomb-raider-definitive-edition.jpg 620w, https://gamingbolt.com/wp-content/uploads/2014/01/tomb-raider-definitive-edition-300x168.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p><p class='review-highlite' >
        "Lara’s hair has seen a significant upgrade as well, with TressFX 2.0 being employed for dynamic movement and interaction with the elements. It’s not as detailed or fluid as the PC version but toes a fine line of grunge and shininess."   
      </p></p>
<p>First the obvious: Lara Croft has a brand new look in the Definitive Edition. Her eyes are sharper and significantly larger, with the corners more visible than before. The bridge of the nose also seems less prominent and significantly more balanced. You’ll get the impression of change but the actual difference is very subtle. This allows for more expressive emotions and changes the overall character of Lara in many ways. Rather than looking like a constantly disparate individual trapped in unfortunate circumstances, her expressions are more hard-set and determined.</p>
<p>Lara’s hair has seen a significant upgrade as well, with TressFX 2.0 being employed for dynamic movement and interaction with the elements. It’s not as detailed or fluid as the PC version but toes a fine line of grunge and shininess.</p>
<p>When it comes to measuring the differences between the Xbox One and PS4, you would think it would extend beyond the resolution and frame rate. But that’s the key difference: Both versions have their own frame rate fluctuations, hindering the game in certain circumstances.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2014/01/scav_hub7.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-185299" alt="Tomb Raider Definitive Edition" src="https://gamingbolt.com/wp-content/uploads/2014/01/scav_hub7.jpg" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2014/01/scav_hub7.jpg 620w, https://gamingbolt.com/wp-content/uploads/2014/01/scav_hub7-300x168.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p><p class='review-highlite' >
        "The Xbox One version is stuck at 30 FPS but can fall very low as well, making for rather odd reactions while playing."   
      </p></p>
<p>The PS4’s 1080p resolution stays consistent throughout and makes the game significantly sharper while the Xbox One alternates between 1080p resolution during gameplay and 900p resolution during cut scenes. It’s jarring, for sure, but that’s not even the biggest problem especially since it only happens with a few select cut scenes.</p>
<p>The PS4 version’s 60 FPS frame rate highly variable and will dip in strenuous circumstances. You will catch glimpses of 60 FPS when there’s less action going on but it does cause an odd shuttering effect at times, perhaps due to the overall refresh rate. The Xbox One version is stuck at 30 FPS but can fall very low as well, making for rather odd reactions while playing.</p>
<p>It isn’t just the frame rate where the PS4 version is one-up over the Xbox One. A quick comparison between the two versions reveal better bokeh depth of field, higher resolution textures and sharper weather effects on the PS4 version compared to the Xbox One. Even the finer details in wave simulation, foliage and environmental objects look better on the former. There hasn’t been a significant overhaul in terms of lighting but you will notice more realistic illumination on the PlayStation 4.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2014/01/scav_hub13.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-185300" alt="Tomb Raider Definitive Edition" src="https://gamingbolt.com/wp-content/uploads/2014/01/scav_hub13.jpg" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2014/01/scav_hub13.jpg 620w, https://gamingbolt.com/wp-content/uploads/2014/01/scav_hub13-300x168.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p><p class='review-highlite' >
        "Though both the PS4 and Xbox One versions are detailed enough, it feels like both development teams are still working the hardware kinks out, with the PS4 version excelling due to sheer power more than anything else."   
      </p></p>
<p>It should be noted that compared to the PC version, both the Xbox One and PS4 excel in terms of implementing more weather effects and denser foliage. They stumble when it comes to the details though since the PC version comes across as more detailed and fleshed out overall. Lara herself appears more realistic in her skin tones on PC, since the PC version makes use of tessellation while the Definitive Edition does not.</p>
<p>Post process anti-aliasing is in effect with fast approximate anti-aliasing (FXAA) and the vegetation is more interactive than on the PC. Both console versions use motion blur as well though it’s not as prominent as you’d think. Though both the PS4 and Xbox One versions are detailed enough, it feels like both development teams are still working the hardware kinks out, with the PS4 version excelling due to sheer power more than anything else.</p>
<p>Overall, the PS4 version of Tomb Raider: Definitive Edition offers the most comprehensive next-gen introduction of Lara Croft, flawed as it may be. The higher resolution textures and superior draw distance, not to mention the frame rate, just feel better on the PS4. Both games are identical in terms of gameplay, save for varying effects the frame rate has while playing, so it’s not like one version is skipping out in terms of content.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">189070</post-id>	</item>
		<item>
		<title>Tomb Raider: Definitive Edition Assets Similar Across Both Platforms</title>
		<link>https://gamingbolt.com/tomb-raider-definitive-edition-assets-similar-across-both-platforms</link>
					<comments>https://gamingbolt.com/tomb-raider-definitive-edition-assets-similar-across-both-platforms#respond</comments>
		
		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Wed, 29 Jan 2014 16:06:45 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[1080p]]></category>
		<category><![CDATA[30 fps]]></category>
		<category><![CDATA[60 fps]]></category>
		<category><![CDATA[Crystal Dynamics]]></category>
		<category><![CDATA[ps4]]></category>
		<category><![CDATA[Square Enix]]></category>
		<category><![CDATA[Tomb Raider: Definitive Edition]]></category>
		<category><![CDATA[Xbox One]]></category>
		<guid isPermaLink="false">http://gamingbolt.com/?p=185582</guid>

					<description><![CDATA[Players will notice scant visual differences (in pictures, that is).]]></description>
										<content:encoded><![CDATA[<p><a href="https://gamingbolt.com/wp-content/uploads/2014/01/scav_hub7.jpg"><img loading="lazy" decoding="async" src="https://gamingbolt.com/wp-content/uploads/2014/01/scav_hub7.jpg" alt="Tomb Raider Definitive Edition" width="620" height="349" class="aligncenter size-full wp-image-185299" srcset="https://gamingbolt.com/wp-content/uploads/2014/01/scav_hub7.jpg 620w, https://gamingbolt.com/wp-content/uploads/2014/01/scav_hub7-300x168.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p>Visual comparisons have been on-going between the Xbox One and PS4 versions of Tomb Raider: Definitive Edition. It doesn&#8217;t help that the PS4 version was outed to be 60 FPS while the Xbox One version was rumoured to be capped at 30 FPS &#8211; a fact latter confirmed in frame rate tests. Nonetheless, both games run at 1080p resolution and as Square Enix states, the assets in both are the same.</p>
<p>“Both Xbox One and PS4 gameplay run at native 1080p. The assets from one platform to the other are the same as all source assets were shared 1:1 (textures, models, particles, etc.),” a representative said to <a href="http://www.videogamer.com/xboxone/tomb_raider_definitive_edition/news/xbox_one_and_ps4_tomb_raider_assets_are_identical_square_enix_insists.html">Videogamer</a>.</p>
<p>It&#8217;s easy to see why the visuals are such a big focus though, the console war notwithstanding &#8211; after all, aside from spiffy new graphics and a redesigned Lara, what other reason is there for the Definitive Edition&#8217;s existence? Let us know your thoughts on the visuals and whether you&#8217;ll be picking up the game for either PS4 or Xbox One in the comments.</p>
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