He brings a unique perspective to the team in terms of game design and development and is extremely knowledgeable when it comes to video game history. Yeah, Audi's opinions regarding cinematic framerates and colour in GT may not the most popular, but he always explains where he is coming from. His long-form videos on lighting techniques are among my all-time favourite DF content. His console comparisons are precisely interesting because he actually tries to understand which settings are being used and because he is great at explaining graphical features in layperson terms. #Digital foundry project eve Pc#So what? As long as his technical commentary is accurate, who cares about his platform preferences? He is a PC gamer through and through and that expertise was was missing from DF before he joined the team. Yeah, Alex doesn't care about console gaming and much as other DF staff. Sure, John something wrong, but he is supposed to remember every single feature from every single game or fact check everything he says in real time? Why are we not focusing on everything he gets right instead and all he brings to the table? I think the DF podcast format works precisely because the team has such different backgrounds and expertise in complementary areas and they're not afraid to voice their opinions when they disagree with someone else. What some of these people fail to see is that people having different interests and perspectives is not a bad thing at all. The rhetoric from some posters in this thread is extremely dismissive of some of the DF team and for absolutely no reason other than they said something they didn't like. Here's some GTSport pics showing the massive graphical asset difference between Nurburgring circuit and the fictional track based in Alsace France. Polyphony also has a large issue with trying to do everything in-house and depend less on outsourcing assets, so it's clear to see in the games where their dev time is spent more on recreating the real world circuit tracks while their fictional tracks look heavily rushed through development. And I'd argue there's just as much if not more work involved with track racers where there's easily 30+ different unique environments spanning all over the globe the devs have to travel to to recreate. #Digital foundry project eve Ps4#that must target a stable 60fps on the base ps4 or XBO don't have as much or as high detail going on as Forza Horizon which has that 30fps leverage. Which is why 60fps track racers like GTSport, Forza Motorsport 7 (same engine as FH), Pcars, etc. The open world is mostly a matter of streaming, the amount of detail and graphical features drawn on screen is still heavily affected by what framerate each game is targeting on base consoles.
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