[quote]Look, I understand that some sort of Parity is wanted between the platforms, but Bungie, you need to understand, that Parity, is bull. [/quote]
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Seriously though, why does parity matter? It benefits Bungie for people to buy the PS3/360 version (because it's all they have), eventually decide to buy a PS4/X1, and buy the game again thinking:
"Oh look, Destiny on next gen is 60FPS, with splitscreen, with more players per location and other benefits. I'm going to buy it again!"
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Splitscreen is never going to happen and I've said this before and I'm saying it again, you're putting too much stock in FPS. It really doesn't mean what you think it means.
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Edited by NEXtX3N: 7/30/2014 3:39:20 PMSplitscreen won't happen now because it's too late in development, but it SHOULD have happened. And it's a bit silly to say it's "never going to happen" considering every Halo Bungie ever made had 4 player splitscreen. So it's not like Bungie couldn't do it, they just obviously chose not to. As for FPS, it matters. I don't know what you think it is. I rather like this video about the subject: [url]https://www.youtube.com/watch?v=n00qUDL0Cxg[/url]
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Edited by Rgoodermote: 7/30/2014 4:18:13 PMNo it just won't happen. Technologically it's impossible to render Destiny with splitscreen. It can't and won't happen. Destiny isn't Halo, Destiny is a large sandbox like game. Halo is a linear FPS with small combat areas (compared to Destiny). The larger the game, the less likely it is for them to have a splitscreen option for local multiplayer. You could argue that the PvP areas would be great for splitscreen and I won't deny that, they would be. Otherwise the rest of the game would go "herp" and performance would take a nasty hit. I know what it is and I can tell you it's really not as big a deal as you think it is. I'm not getting into a contest here with you, my TV is capable of running video out at 4k resolutions, this means it most certainly could do 60FPS. I bring this up so i can say this, you're sorta imagining things when you see a major difference in 30FPS compared to 60FPS. There is a very subtle bump in quality, I grant you this, but it isn't as major as you'd like to think. You're better off with a game that can do 24FPS at 1080p than you are with a 60FPS output at 1080p. Less screen tear, better rendering and so on and so forth and you'll barely notice the difference. The arguing over FPS is rather pointless as there isn't really a noticeable difference after a certa Here: https://frames-per-second.appspot.com/ Us this and get back to me. If you can spot the differences then I'll find some way to crown you the King/Queen of England. Edit: I decided to ask my best friend (technologically ignorant) to watch me play The Last of Us: Remastered (and the original) and to tell me what she thinks of the game in 60FPS and 30FPS. First thing pointed out to me is that the game looks better if you ignore the weird ass shadows and the messy ass quality of the textures (in even less articulate words). This is subjective, but I think it's pretty funny that a game running at 60FPS at 1080p looks worse to a non-gamer. Which could speak volumes.
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Edited by NEXtX3N: 7/31/2014 12:41:25 AMOn splitscreen, I don't know enough about the technology to say whether or not it would be impossible in explore mode. This is a silly bit of proof, but it strikes me as odd that Bungie could get something as large as Forge World from Halo: Reach working with 4 players, but not Destiny with their traditional 2 (for story/explore). Forge: World seemed significantly larger, especially given it wasn't split by those linear corridor loading times. But my main point about splitscreen was actually crucible, so I'm glad we agree there. :) And I think we're going to have to agree to disagree on the 60fps issue.
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Edited by Rgoodermote: 7/31/2014 2:57:31 AMI've never run Forge mode before, but I assume it's like a sandbox type thing? In which case they managed it simply by letting you construct and work within specific areas with a build limit. Similar to how a lot of Sims games work on consoles. Like I said, I'm really just guessing here. I haven't played too many Halo games. At most I've played Halo 2 and Reach and I really only ever bothered with the campaign so I could boredly shoot shit while I waited for appointments and what not. In the case of Destiny it would fail simply because it has a lot more going on at once, the big thing is how maps are handled. You may not have noticed, but each dungeon is actually designed to keep you from loading another area. This is because the game couldn't possibly handle having both areas loaded at the same time. So it needs to load them, but it needs to do so without you noticing it. So it loads while you play through a small linear corridor while it preps everything in front of you. As I discussed in another thread, this could probably be pulled off if you tethered the players together and did a Halo type teleport if one got too far from the other. This will allow the game to keep everything within a small area loaded without too much worry. There would be a slight hit to performance and the overall look of the game, but it could probably be done. Although only on the PS4/Xbone. PS3/360 are sadly going to have to go without.
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Edited by NEXtX3N: 7/31/2014 8:48:57 AM[quote]I've never run Forge mode before, but I assume it's like a sandbox type thing?[/quote] Basically it's just ridiculously huge. Bungie had about 5 large multiplayer maps and smashed them all together. If you know what Blood Gulch is, that was just one corner. [quote]You may not have noticed, but each dungeon is actually designed to keep you from loading another area. [/quote] That was my initial reaction to those in-between corridors, yes. But then I saw the glitch videos of the people who managed to fall through the map. They could see the whole map at once, and went quite seamlessly from one end to the other on their Sparrow. That made me question whether or not those load times are necessary on next gen. [quote]this could probably be pulled off if you tethered the players together and did a Halo type teleport if one got too far from the other. Although only on the PS4/Xbone.[/quote] I was actually taking both those things as a given. :P Note my original comment suggesting this be done only on next gen (and tethering is what is always done in these situations).
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Edited by Rgoodermote: 7/31/2014 4:38:02 PM[quote]Basically it's just ridiculously huge. Bungie had about 5 large multiplayer maps and smashed them all together. If you know what Blood Gulch is, that was just one corner.[/quote] OK, that might get me to pick up one of the other games. Which one has this? That is pretty god damn awesome. [quote]That was my initial reaction to those in-between corridors, yes. But then I saw the glitch videos of the people who managed to fall through the map. They could see the whole map at once, and went quite seamlessly from one end to the other on their Sparrow. That made me question whether or not those load times are necessary on next gen. [/quote] I had to go look up such a video, thankfully there are a lot of them! From watching it I can tell you that what is going on is the game is rendering a low render distance map that pops up in quality as you get near. The game doesn't appear to be bothered with loading much beyond fauna and building models (not actual buildings with much detail). Essentially it's loading the map you see when you look out into the distance in certain areas. It does look far better than your standard distance map (god, is it pretty), but that's basically what it's doing. A little trick you can use is hopping into your Sparrow and charge through areas. If you do it just right and at the right speed you'll find that the game actually has to stop you physically from moving any farther while it loads up the next area. You can even watch it do it too! If you know how the Unreal engine loads up areas you'll know what this process looks like. I'm actually suspecting that Destiny on PS4/Xbone can run without the load dungeons, I will give you that. They likely built the engine running the game based on what they'd need for the last generation and then scaled from there. As a result the engine doesn't appear capable of loading all of the various sections without load dungeons and long corridors. [quote]I was actually taking both those things as a given. :P Note my original comment suggesting this be done only on next gen (and tethering is what is always done in these situations).[/quote] Fair enough. xD I missed that, my bad.
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[quote]OK, that might get me to pick up one of the other games. Which one has this? That is pretty god damn awesome.[/quote] Halo: Reach. Here's a map (but note that a lot of the size comes from its considerable height). Blood Gulch is the canyon in the top left: [url]http://img844.imageshack.us/img844/45/forgeworldcampaignmap2.jpg[/url] [quote]From watching it I can tell you that what is going on is the game is rendering a low render distance map that pops up in quality as you get near.[/quote] I'll take your word on it, you'd know more than me. :) I'll keep my hopes up for Destiny 2 when it's built specifically for next gen instead.