![]() Having said all of that, this doesn't excuse Game Freak's lack of expertise in this realm, especially when you have games as recent as Monster Hunter Rise straight up blowing SwSh out of the water. Nothing here is fixed, so that's why things like dynamic resolution come into play to make sure performance isn't lost for the sake of fidelity. In an open-world system, the developer has to account for dozens of variables since the player has more freedom to interact with the world with free camera movement. Therefore, the developer has the ability to set an equally fixed amount of rendering and performance expense, which makes it easier to prioritize graphics because you know that the overall system can't get heavily taxed. While it's true that a relatively fixed camera perspective plays a role in prioritizing graphical fidelity, the biggest difference between rail shooters and semi-open-world RPGs is the level of gameplay systems going on as well as free movement of the player.ĭue to the on-rails nature of the former, there's no uncertainty with where the player will go/what their viewpoint will be. The person you're replying to is only halfway right.
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