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Edited by NaLo: 7/3/2014 11:57:36 AM
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[quote]1. [u]Why is Destiny not 1080p/60fps?[/u] First, the Xbox one cannot simply handle it. It took Microsoft freeing up resources dedicated to the Kinect sensor to even get it to 1080p/30fps. Secondly, neither can the PS4, which was already at 1080p/30fps from the beginning. It is a stronger console, but not strong enough for such a huge difference in performance. For either system, it would require major cuts in the aesthetics of the game (how the game looks/overall detail) to even boost it a little. This, in my opinion, is just not worth it. [/quote] [b]BULLSHIT![/b] The PS4 can handle 1080p 60FPS then so can the Xbox One. The PS4 has a little more power than the Xbox One but it's not much. So why is the game not 1080p 60FPS? Here's my theory: The game engine is not optimized for x86 systems. When they started developing the game it was supposed to be an Xbox 360 timed exclusive so the game engine was optimized for the 360. Over the years that eventually changed and the game got pushed back one or two years and now its main console will be the PS4. The architecture of the 360 and the PS4 is pretty different so a game optimized for the 360 will not run that great on a PS4. The engine has since then been better optimized for x86 systems (PS4, XBO, PC) but it's not going to be as good as it could have been if they started the development with a focus on x86 systems.
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  • [quote]The PS4 can handle 1080p 60FPS then so can the Xbox One. The PS4 has a little more power than the Xbox One but it's not much.[/quote] *Cough Tomb Raider cough* Along with just about every other multiplat we've seen where the X1 falls behind. The power gap between the two is still around 30% even with the Kinectless SDK.

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  • I honestly haven't seen any developmental stats about XBox1 and don't know exacts, but I do know that PS4 has no problems getting up to 1080p with higher framerates than XBox1. XBox 360 & PS3 have so much different with them that they will require much more targeted differences so that eliminates them from really holding back the potential of this game on the NewGen consoles. However PS4 and XBox1 are a different story all together. They are built more like computers, which does tend to make me think that XBox1 would be the limiting factor on quality of games released for those 2 platforms, regardless of Kinect or Kinectless development. Also it's kinda funny how even when Microsoft makes a mistake and put up a UFC demo for $5, it was EA that took the brunt of the outrage on Reddit. It makes me think that too many "fanbois" are far too protective of Microsoft.

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  • I know that it's a bit confusing but I am gonna try to explain a bit about x86 and x64. x86 and x64 refer to the architecture of the CPU and it's capabilities. XBox 360 and XBox One both have x64 CPUs, with the XBox One being more in line with modern computers. Microsoft had evolved the x86 architecture as far as they possibly could, from 8 bit with DOS, through 16 bit with Windows 3.1 and hybrid 16/32 bit with Windows 95 - ME, to full 32 bit with everything after Windows 2000. They had serious problems trying to unlock more memory for the architecture so they started offering x64 (64 bit) architecture based Windows Operating Systems. x86 based systems max out memory at ~3.75 gb of ram. XBox 360 has 4gb or ram, and XBox One has 8gb of ram. x64 CPUs can run both 32 and 64 bit Operating Systems, and 64 bit Operating Systems can generally run 32 bit applications, making x64 CPUs and 64 bit Operating Systems much more versitile as well as much more powerful. Now here is where it gets complicated, x64 and x86 is actually based on binary memory addresses, which is why x86 was limited to just under 4gb of ram. They just ran out of ways to make the ram accessible to the OS, and CPU. With x64 they have twice as many digits in the binary addresses to desinguish between the memory locations of the ram, which due to the fact that each extra digit in a binary system doubling the possible out come means that with x64 they have exponentially increased the amount of ram that can be used in an computer running a 64 bit OS and using a x64 CPU. Now theoretically x86 based computers, should be able to reach 4gb of ram, in practice they never actually reach that amount of usable ram. My last x86 based PC, maxed out close to 3.78 gb of ram running Windows XP Professional. Here is the math to back up what I am saying: 2^32 = 4294967296 bytes 4294967296 bytes = 4294967296 / 1024 = 4194304 kilobytes 4194304 megabytes = 4194304 / 1024 = 4096 megabytes 4096 megabytes = 4096 / 1024 = 4gigabytes 2^64 = 18446744073709551616 bytes 18446744073709551616 bytes = 18446744073709551616 / 1024 = 18014398509481984 kilobytes 18014398509481984 kilobytes = 18014398509481984 / 1024 = 17592186044416 megabytes 17592186044416 megabytes = 17592186044416 / 1024 = 17179869184 gigabytes 17179869184 gigabytes = 17179869184 / 1024 = 16777216 terabytes 16777216 terabytes = 16777216 / 1024 = 16384 petrabytes As you can see by adding 2x as many digits to the available memory addresses we have made it so that we have more memory locations then we are likely to ever use. The only reasons why 128 bit systems are even being researched is b/c they will natively run better with both 64 bit and 32 bit applications than 64 bit does with 32 bit applications.

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  • Edited by NaLo: 7/3/2014 5:11:18 PM
    Correction: Xbox 360 had 512 MB (0.5GB) GDDR3 RAM, not 4GB. PS4 and XBO are more like normal computers than the 360 is. The Xbox 360 runs on a [url=http://en.wikipedia.org/wiki/Xenon_(processor)]PowerPC[/url] architecture (which is why some of the early dev kits were [url=http://en.wikipedia.org/wiki/Power_Mac_G5]Apple Power Mac G5's[/url]). Since it uses this pretty uncommon architecture it's been (and still is) pretty difficult to port games from 360 to PC without losing performance.

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  • Edited by SolidSuperGrunt: 7/3/2014 7:32:46 PM
    WOW! REALLY? GDDR3? You are saying that the graphical ram on the video card is the only Ram in an XBox 360? Also with XNA you can develop for both XBox 360 and PC at the same time. It was killed by Microsoft, yeah I know it saddened me too b/c I was using it for my own games, but it does still work. Monogame is an Open Source SDK that attempts to replace XNA though, and it is supposed to be compatible with all platforms. Unity 3d is also likewise compatible with all platforms.

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  • Edited by NaLo: 7/3/2014 7:35:36 PM
    The Xbox 360 has 512MB GDDR3 memory running at 700MHz shared between the CPU and the GPU. Look it up if you don't believe me. The PS4 btw only has GDDR5 memory.

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  • Edited by Stryker: 7/9/2014 6:36:27 AM
    Lol the 360 had GDDR3. Xbox One has DDR3. The PS4 has GDDR5 RAM, which is meant for high bandwidth and graphics.

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  • Where are you getting it used to be 360 for the development console?

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  • [url=http://documents.latimes.com/bungie-activision-contract/]The Bungie-Activision contract[/url] that was released two years ago.

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  • So the parity between PS3 and Xbox 360 was actually written in the Bungie LLC version of the contract. Its probably in the new contract for Bungie Inc as well, don't you think?

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