fasadbrazil.blogg.se

Nfs hot pursuit pc demo
Nfs hot pursuit pc demo













nfs hot pursuit pc demo nfs hot pursuit pc demo

So in terms of performance both versions appear pretty much like for like, and we can also see the same thing being applied to the rest of the demo. In fact, when gently moving the left stick to turn you can see that small, almost instant movements are possible, and that it is the way the game plays that brings about this feeling – it is intentional, and reminiscent of the handling found in Black Rock’s Split Second. This latency is definitely apparent over and above the 60fps Burnout Paradise, although it is actually the new handling mechanics, and the use of demo specific cars that make the control seem to have a little more lag than it does. Obviously running at 30fps introduces higher controller latency into the mix, whereby button presses and turns of the analogue stick are ever so slightly less instant than if the game was running at a higher framerate. Though the use of a lower framerate, and this new, slower drifting mechanic has a dramatic effect on the action. The handling model has been completely reworked and built up into what feels and looks like a new game, and not a simple re-hash of what has gone before. Running at half the framerate of Burnout Paradise (that was 60fps) NFS feels distinctly different to Criterion’s last title, and not just because of the framerate. Without equipment to measure such things, I can only go by what I’m seeing. However, I must also state that it is incredibly hard to detect extremely minor events of screen tearing in such dark and low contrast areas, so maybe it is possible that the odd frame could be being torn on very brief occasions, though that is not obvious during regular gameplay.

nfs hot pursuit pc demo nfs hot pursuit pc demo

But here, there doesn’t seem to be a problem. This in contrast to the likes of Split Second in which v-sync is temporarily disengaged in order to ensure more steady performance as a result.

Nfs hot pursuit pc demo ps3#

NFS:HP seems to continuously maintain v-sync on both PS3 and 360 without needing to drop it in order to preserve framerate. The same thing is true for both PS3 and 360 even when driving around like a lunatic, crashing into scenery and smashing into the sides of your rivals, the game preserves its smoothness with ease.Īlong with barely any slowdown, I have to say that it is definitely something of a surprise to see a distinct lack of screen tearing being present during gameplay. The game almost never deviates from its initial 30fps update, only taking a quick drop during some of the more intensive takedown scenes, but never during normal racing/driving. It goes without saying that both formats are like for like in this regard, and if anything proves that Criterion’s engine delivers on what it set out to do. Like with Burnout Paradise the team have been able to balance out the underlying tech behind the game, with an impressive feature set including real-time image-based lighting on the cars, beautiful specular highlights, and large, open environments, with cross platform performance that is shockingly soild.Īnd performance is indeed the first thing that you’ll notice: NFS:HP is clocked at a constant 30fps with absolutely no screen tearing. But it’s more than that optimising the engine so that the core components that make up the graphical look of the game are suited to both platforms, and not just one, plays an equally massive role too.įor Need For Speed: Hot Pursuit Criterion have done exactly that. Scalability was at the core, with the level of overall processing time constantly shifting accordingly between tasks that needed it as and when required.Ĭriterion understands that spreading the workload and keeping all parts of the rendering engine busy is the main factor in obtaining constantly high performance across the board, and on both platforms. The tech powering Burnout Paradise showed that one of the key factors in achieving parity across both formats was parallelisation whereby off loading multiple tasks across multiple CPU threads and processors allowed for nearly every small bit of CPU/GPU time to be used effectively. With an engine custom built to take advantage of both consoles specific strengths, and leveraging near flawless workarounds against their weaknesses, it is no surprise to see that once again they have delivered another exceptional example of high-level PS3 and 360 development. Some studios simply understand the foundations that make for good multi-platform development, and Criterion is at the forefront of those.















Nfs hot pursuit pc demo