My issue with Ubisoft currently isn't the graphics. Everything looks pretty, there's no denying that... It's the optimization. What's the use of the great visuals if you can't run it?
Game bugs are another thing. Small ones that can end up being funny are fine (Skyrim's Giant space smash as an example). But don't release a game that has game-breaking bugs (Certain storyline chase missions were impossible on Black Flag until a patch came out.)
seems a tad gimmicky; every time they say this I can never tell a difference in the actual parkour freerunning gameplay
[QUOTE=Cronos Dage;45471005]seems a tad gimmicky; every time they say this I can never tell a difference in the actual parkour freerunning gameplay[/QUOTE]
I felt a huge difference between 2 and 3. 4 not so much as it was just a few minor things here and there. Unity movement looks very different and if it controls as well as it looks then it should be amazing.
If they can get interiors for all the buildings in the game I'll be fucking sold, and I don't even think that's too much to ask from one of the largest AAA developers in the world for a next-gen endeavor. Regardless it looks like it's shaping up to be the game that the first AssCreed aspired to be.
[QUOTE=Qwerty Bastard;45472880]If they can get interiors for all the buildings in the game I'll be fucking sold, and I don't even think that's too much to ask from one of the largest AAA developers in the world for a next-gen endeavor. Regardless it looks like it's shaping up to be the game that the first AssCreed aspired to be.[/QUOTE]
Honestly I highly doubt that would ever happen. Imagine trying to render interiors for every building in the game.
It looks pretty but there are little details like shadows suddenly popping in that need polish and attention. Also, that AI didn't look any different and the NPC animations look really dated.
they always say the combat is going to be more challenging but its always the same counter=win.
[QUOTE=gbtygfvyg;45473052]Honestly I highly doubt that would ever happen. Imagine trying to render interiors for every building in the game.[/QUOTE]
You only need to render things you can actually see.
If you can't see in the inside of a building, you don't render it.
Smart vismap aproaches, combined with simple LOD, reducing drawcall overhead and front-to-back rendering should easily get you there for scenes like this.
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