Sounds like it's workable.BobbyNewmarkiii wrote:Played it and I like the whole lack of any single player mode. If anything I think it is still a bit story heavy [...] if you really want a story it's there for you, but if not just dive in
Agree with the people above getting KAI the business for pretending that Japanese mecha games haven't been the same thing over and over since ZOE (or possibly even the very first Armored Core), stylistically. The Titanfall screenshot doesn't look terrible - glitches aside, not a masterpiece of design composition, but looks like it's probably okay to look at. Just more of the same CoD / Borderlands (or even Unreal Tournament 2004 / 3, actually) junk aesthetic really.
I've said before that I think that a lot of the overly aggressive picture quality improvements are due to reviewers, but probably it's more broad - the tightly-knight community including also marketing and developers. That said, there were times when frame drops may well have been the better choice (i.e., some N64 games, arguably). Likewise, it probably is much harder to profile games for consistent framerates now than in the old days. Even so, now that game budgets have exploded beyond reason and the new machines are still capable enough to saturate 1080p TVs with detail that most people won't see, maybe we'll start to see some ground back for consistent framerates.
That depends on "disruptive new technologies" and their processing demands, though, or how much system processing needs to be dedicated to Social Media functions. :L
About adaptive VSync - I almost swallowed Friendly's propaganda whole there, but then I remembered how Adaptive VSync typically works:
If frame rate is more than or equal to 60Hz, cap at 60 and enable VSync.
Otherwise, if frame rate is less than 60Hz, disable VSync.
It's no great surprise that a game which is struggling to reach 60Hz on its platform will have tearing below 60Hz. PC gamers have been dealing with this for a long time. The alternatives probably would have been:
Stutter (duplicated frames, i.e. missing an entire frame and coming back for the next go-round);
slowdown (and slowdown, of course, isn't an option in a multi-client game);
a lowered frame rate cap all the time (duplicated frames are this in miniature, as I've defined it).
Tearing is one of the less invasive options for dealing with inadequate performance. For a game like Titanfall, it's probably the best answer of the possibilities. None are really good though. A 30Hz cap would only make sense in the case of a slower-paced game that requires precision movement or visuals, but since when did a PaRappa-style game push even the Xbox One? 60Hz with duplicated frame stutter would be awful here because that totally ruins movement speed and fluidity.
Depending on how Titanfall deals with its out-of-step frames (i.e., only part of a frame rendered in the time nominally allocated to one frame, 16ms) you should get more-or-less accurate movement - so while the slowdown might be evident, the timing of your movement and aiming should be the same; you're just getting your input ticks in on a slower basis and of course the visuals are jacked up somewhat. This is bad, but probably less bad than skipping out on a whole frame.
Edit: That being said, Eurogamer mentions "judder" in Titanfall on Xbox One, which I take to mean that you don't get easily predictable frames, or portions of frames, dropped in. This would be expected with the framerate-limited tearing if performance requirements from moment to moment are varying wildly. The question therefore is really how often the system deals this badly with moments, or maybe that's "periods," of poor performance.
I'm not sure how reliable Eurogamer's wording is here, because here's a quite from their closing:
This suggests that frame (or frame-bit) pacing is still acceptable even when the actual frame rate drops.By and large, when you need the signature twitch-levels of response, Titanfall delivers, but it does so at a price - eye-rending screen-tear.