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	<title>frame rate &#8211; Video Game News, Reviews, Walkthroughs And Guides | GamingBolt</title>
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		<title>Assassin&#8217;s Creed: Unity Crowd Sizes &#8220;Not Linked&#8221; to Frame Rate Troubles</title>
		<link>https://gamingbolt.com/assassins-creed-unity-crowd-sizes-not-linked-to-frame-rate-troubles</link>
					<comments>https://gamingbolt.com/assassins-creed-unity-crowd-sizes-not-linked-to-frame-rate-troubles#respond</comments>
		
		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Wed, 19 Nov 2014 12:38:53 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Assassin's Creed: Unity]]></category>
		<category><![CDATA[frame rate]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[ps4]]></category>
		<category><![CDATA[Ubisoft]]></category>
		<category><![CDATA[Xbox One]]></category>
		<guid isPermaLink="false">http://gamingbolt.com/?p=214622</guid>

					<description><![CDATA[Ubisoft Montreal will be implementing a host of fixes for improving Unity's frame rate.]]></description>
										<content:encoded><![CDATA[<p><a href="https://gamingbolt.com/wp-content/uploads/2014/06/acu_screen_crowdcombat_e3_140609_4pmpst_1402143765.jpg"><img fetchpriority="high" decoding="async" src="https://gamingbolt.com/wp-content/uploads/2014/06/acu_screen_crowdcombat_e3_140609_4pmpst_1402143765.jpg" alt="Assassin&#039;s Creed Unity" width="620" height="349" class="aligncenter size-full wp-image-198982" srcset="https://gamingbolt.com/wp-content/uploads/2014/06/acu_screen_crowdcombat_e3_140609_4pmpst_1402143765.jpg 1280w, https://gamingbolt.com/wp-content/uploads/2014/06/acu_screen_crowdcombat_e3_140609_4pmpst_1402143765-300x168.jpg 300w, https://gamingbolt.com/wp-content/uploads/2014/06/acu_screen_crowdcombat_e3_140609_4pmpst_1402143765-1024x576.jpg 1024w" sizes="(max-width: 620px) 100vw, 620px" /></a></p>
<p>Ubisoft&#8217;s Assassin&#8217;s Creed: Unity has been receiving a fair amount of flak for its performance issues especially as far as the frame rate is concerned. Many have speculated that it&#8217;s due to the inordinate crowd sizes that make Unity unique but Ubisoft recently revealed that this isn&#8217;t the case.</p>
<p>On the <a href="http://assassinscreed.ubi.com/en-US/community/liveupdates/live_updates_details.aspx?c=tcm:152-185420-16&#038;ct=tcm:148-76770-32">UbiBlog</a>, the developer stated that, “We’ve received a lot of feedback on the performance of ACU over the past week and we’re taking it very seriously,” reads the post. “We know this is a very important issue to you and we want to see it resolved as much as you do.”</p>
<p>Would decreasing the number of NPCs help the frame rate? “We have just finished a new round of tests on crowd size but have found it is not linked to this problem and does not improve frame rate, so we will be leaving crowds as they are. It’s taken us some time to make progress on this front, but we’ve got some promising findings to share.</p>
<p>“We can tell you that we have detected a distinct discrepancy between what we observed in the pre-launch versus post-launch environment. In spite of our testing, it looks like the instruction queue is becoming overloaded and impacting performance.”</p>
<p>To that end, Ubisoft will work on several improvements including better task scheduling, improved performance when reaching high points and streamlining a few technical aspects during parkour. Stay tuned for more information when these improvements manifest in a new patch.</p>
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		<title>PS4/Xbox One Frame Rate “More Important Than Pixel Count”, Economics Worsen With Better Fidelity</title>
		<link>https://gamingbolt.com/ps4xbox-one-frame-rate-more-important-than-pixel-count-economics-worsen-with-better-fidelity</link>
					<comments>https://gamingbolt.com/ps4xbox-one-frame-rate-more-important-than-pixel-count-economics-worsen-with-better-fidelity#comments</comments>
		
		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Sun, 23 Mar 2014 15:53:03 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[1080p]]></category>
		<category><![CDATA[frame rate]]></category>
		<category><![CDATA[Harebrained Schemes]]></category>
		<category><![CDATA[Jordan Weisman]]></category>
		<category><![CDATA[Microsoft]]></category>
		<category><![CDATA[next gen consoles]]></category>
		<category><![CDATA[ps4]]></category>
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		<guid isPermaLink="false">http://gamingbolt.com/?p=190755</guid>

					<description><![CDATA[Industry veteran Jordan Weisman discusses current generation development with GamingBolt.]]></description>
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<p>While the Xbox One and PS4 are under constant scrutiny in terms of which games run at 1080p/60 FPS and which don&#8217;t &#8211; and more importantly, which ones can deliver a consistent performance beyond touted numbers &#8211; there have views from developers stating that frame-rate is significantly more important than resolution.</p>
<p>Shadowrun Returns creator and Harebrained Schemes founder Jordan Weisman believes this is the case, especially for twitch-related games (such as first person shooters). When asked about the controversies surrounding the graphical performance of games on current gen consoles, Weisman stated that, &#8220;I don’t have any special insights into it. Beyond occasionally playing, I haven’t dug into the specs on either of them. I think ultimately, as a player of games, it doesn’t matter that much to me. Framerate is more important than pixel count if you’re playing a high twitch game.&#8221;</p>
<p>However, there is a more worrying trend &#8211; that as the visual fidelity increases, the overall cost of development becomes more unrealistic. &#8220;As a content creator, actually, every time the fidelity of a platform goes up, it is a liability – actually, liability is too strong of a term – it is a challenge as a content creator, because as fidelity goes up, costs of creating stuff that takes advantage of that fidelity go up, so the economics of the business just get worse and worse as the fidelity gets better.</p>
<p>&#8220;If you just look at fidelity on one curve, and you look at install based and price point on another curve, to see what your potential revenue is versus your cost of producing that fidelity, those two curves are crossed in the worst possible way for content creators.&#8221;</p>
<p>Do you agree with Weisman&#8217;s views, and for that matter, is frame rate more paramount to enjoying a game than resolution? Thinking back to how horrible frame rates hampered games like The Elder Scrolls V: Skyrim on the PS3 and Castlevania: Lords of Shadow on both Xbox 360 and PS3, we&#8217;re inclined to agree. But let us know your thoughts in the comments below.</p>
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