This isn't the first time something like this is happening on metacritic. So far nothing caused the current structure to change. Death Stranding had the same problem with angry fanboys and trolls review bombing the game without any intention to ever play it. The Last of Us 2 is just a more extreme version of the same phenomenon and it was utterly predictable that this is going to happen.
At some point metacritic usually deletes the majority of the user reviews, which ca...
Didn't Shadow of the Colossus give the player a bunch of filter options to change the mood? Demon's Souls might have something similar. We simply don't know yet.
I think it's fair to point out the differences. I just don't think there is much of a reason for complaints before knowing the full featureset of the game.
It just seems like the most likely explanation for what we're seeing in regards to the Shadow LOD pop in and draw distance for the tunnel lights to me. I've only looked at GT7 briefly so I might've missed some more tells that could answer those questions more definitively. I might take another look at it over the weekend, if I find a high bitrate video.
Yes, you could and should do these things using variables, but bad coding practices happen all the time especi...
I've been searching for a high bitrate version of the trailer and there seems to be none available. The screenshots right here have a much higher quality than everything I've seen in video form (They are still compressed though).
If it's the aliasing that is putting you off, that might be due to the fact that the video compression blurred some sharp edges out. If however you have a link to a high bitrate video I'd appreciate if you could share it.
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What do you think I don't understand about the things I've mentioned? These are very basic concepts, otherwise I wouldn't even mention them here. I'm not a professional 3D artist. I'm a software engineer who is very interested in game design. I try to educate myself on every aspect of game development and have at least dabbled in most fields associated with it.
I'm not too arrogant to admit when I made a mistake, quite the contrary. I welcome any co...
I wouldn't put it past Bethesda game studios to still have loading screens long enough to read a couple of the tips even on next gen systems. They'll find a way to make it happen.
Here are some animated comparisons I've made of similar scenes taken from cinematic trailers of HZD and HFW. Unfortunately I had to shrink them down, because the file size is pretty big on these. Be careful if you have a data cap these are around 25MB each and might take a while to open depending on your bandwidth:
Flying machines:
https://drive.google.com/fi...
It looks good, but it's also obvious that they've used the PS4 build of GT Sport as a foundation for GT7. Draw distances and shadow LOD are potentially hard coded into the engine and those residuals are obviously very visable here. The raytraced reflections are a nice upgrade, but games striving for photorealism will have a hard time overcoming diminishing returns, especially when the last gen games already looked really good. It's possible that different times of day or different...
Only if you don't take the difference in GPU clock into account. Would you take a bigger Series X if it allowed MS to clock it up to 2GHz? A lot of people don't seem to realize that the cooling solution has an impact on how the console performs.
In terms of die area the Series X has a much bigger GPU than the PS5, but because Sony can clock the GPU so much higher, the performance gap is much smaller than it otherwise would be. Don't get me wrong I still need evi...
I was pleasently surprised at the reactions to the size of the PS5. I always found it weird when people prioritize form factor over functionality. After the jet engine that was the Ps4 most people seem to prefer a silent console over a small one which is awesome.
I'm very curious about the specifics of the cooling solution. Hope we get to see a complete teardown of the PS5 soon.
You've chosen that example to make the point that there isn't much of a difference between the Series X and PS5 bandwidths in practice. You've even asked the question, how fast we can travel the world after giving data for a gameworld made 12 years ago.
I think it's fair to point out that this is a misleading example. These bandwidths will allow for much richer, denser and more dynamic worlds than we've ever had in the past. And PS5 will have a real adva...
It's surprising this has to be pointed out, but measuring the utility of a 9th generation system's I/O bandwidth, against the throughput requirements of a game designed to run on 7th generation consoles is not the way you should do it.
@rdgneoz3:
Have they ever clarified that it's gonna be 2 years after the console launches? I only know that Matt Booty made a vague statement that over the next year or two all their games will play on the whole family of devices. Here is the direct quote I'm talking about:
"As our content comes out over the next year, two years, all of our games, sort of like PC, will play up and down that family of devices,” Booty explains. “We want to make sure that...
Agreed. It's likely that some of the 3rd parties will actually make better use of the Series X I/O capabilities during Microsofts cross-gen period. Luckily it won't last that long and I'm sure some teams are already taking advantage of the bandwidth. Hopefully we'll see some impressive stuff from them in July.
On PC you don't have a hard cutoff so it's perfectly normal to have a game that runs differently on different builds. Because of the higher variance, you'll always have a number of PCs that are just too weak to run the game properly, even on the lowest settings. The effects range from long loading times, bad performance, freezes, crashes or even failing to boot the game up at all.
On consoles the hardware is set and you only have few different configurations so ...
Yeah, just like the presenters of the PS5 event. /s
You mean HFW (Horizon Forbidden West).
I agree. I've watched the trailer 20+ times and I still can't believe how good it looks. I've done some comparisons with Zero Dawn and while HZD is still a beautiful game, Forbidden West is leagues above it. I created some WebP files, comparing similar scenes from both games. Of course the quality isn't representative of either game and they are shrinked down because these files take up a lot of data. I still think it s...
It has to be at least a $50 difference in retail price or it's dead on arrival. There is simply no point in commiting to go full digital for a 5% discount. I've made the same mistake initially and analyzed it from a 'bill of materials' perspective. If we look at the whole picture a $100 difference could actually be a good business move, because it allows Sony to sell you a cheaper console, while taking higher profit margins from digitally sold games.
All the craziness that can potentially happen in Uncharted has to be preloaded into memory. Swapping out datachunks when reading from an HDD takes a lot of time which is why a lot of data is kept in RAM just in case it might be needed. As long as the game is linear and the player-actions are predictable (like in Uncharted) it is possible to do some amazing, albeit scripted setpieces. If the system needs time to swap a large portion of the data in memory, with data on the HDD, the player can b...
That's mostly because retro games are relatively short. They require the player to get good at them to prolong the playtime. If they had infinite lives and checkpoints most of them would feel way too short.
I feel like modern games have overcorrected for that to the point where death in most modern games is completely meaningless. They autosave all the time. The worst offenders restart you in the middle of boss fights with full resources, robbing the player of the oppor...