it all comes down to how good you want the game to look . If you move at 60 frames per second, that assumes the game has 16 milliseconds per frame to render. 10 of those milliseconds are limited to basic costs, and the remaining six are where particles, reflections, and other processing effects can be included.
With 33 milliseconds per frame for rendering, subtracting those 10 milliseconds for the basics, 23 milliseconds are left for artifacts and effects. Four times more than what was available moving at 60 images per second.
When asked if the arrival of new consoles like PS5 will allow more triple A's to move at 60 fps, the artist's answer is very clear. Having better machines means targeting higher grades, so what you gain in processing power you lose trying to meet expectations .
"I think we'll see exactly the same thing. Rendering quality goes up, visual expectation goes up, we're aiming for higher fidelity and we're still tied to that duality of 16 milliseconds versus 33 milliseconds that each frame offers.
Low fidelity games will look better and will hit 60 frames per second. Hi-fi games will use every bit of frame they can. "
Bookmarks