You know what's interesting about that statement? We've been hearing that since she left development of Uncharted 3 over a decade ago. Isn't it odd that EVERY single game she has worked on since then has been cancelled before being finished, and the one she does finish, has awful writing? It's quite odd that we still keep giving her the benefit of the doubt after Star Wars 1313, the game she left to write with Jade Raymond, and now Forspoken 🤣🤣
Good game directors shoot down bad writing just like in film. That's why some studios are consistent like Sony Santa Monica and some film directors like David Fincher. There's a good interview with him that after Alien 3 he realized he had to become a bulldozer to get his vision across and fight for every decision with the producers for Seven/Fight Club. Since then they don't fight him but that leads me to....
Yes, people holding the money ultimately can shoot down directors' wishes so I don't know what happened with Amy's projects. Maybe she didn't fight hard enough for her vision, maybe she relied too much on her writers, or maybe the people holding the money shot her decisions down but ultimately it, unfortunately, reflects badly on her as the directors take the fall when projects fail, not producers.
This should really teach people majority of stories are built around multiple writers and takes so many forms before the final drafts. And trying to blame an individual who played a part because they are recognizable is dumb.
The writing simply just sucks in general. Going all the way back to, I think, the first actual gameplay showing, and I remember just how nothing and dead the commentary with an NPC was and thinking "is this a throwaway side quest in a B class mmo".
53:06 "Where is the player in all of this? And that's what you have to remember, right? If the player isn't interacting all the time they're gonna start tuning out and now they're just watching a TV show."
Yeah someone tell this to the writers behind Uncharted 4 and God of War 2018. Just because I have to hold up on the left stick doesn't mean it's not a cutscene.
Bu bu but we never got that announced for PS5? I hope Sony is not going to make that only available for PS5 Pro, that would hurt them! Of course Xbox Series consoles are confirmed to have the feature. Maybe it’s a marketing thing to only announce the Xbox first then talk about PS5 later. At least I hope that’s that is.
That’s not how frame generation works. Firstly it needs higher native fps to work with or it will introduce notable latency which can make the delay / lag of gameplay unbearable in some of not most genres. FSR 3 frame generation is ideally going to be used to get unlocked (70+ fps) and uncapped (~50~ fps) games to feel like 120fps and 60fps games while drastically reducing screen tearing, frame pacing, and other issues that come with unlocked fps and refresh rates. Games that are 30fps will have to have a much lower resolution mode unless CPU bottlenecked to make FSR 3 worthwhile.
@Minute Man & DarXyde
Because we’re still playing PS4 Pro and Xbox One X quality games just at higher settings, resolution, and fps.
Unreal Engine 5 will soon be the main development Engine and once that happens as well as developers actually releasing truly demanding current-gen games, resolutions will continue to drop to 1440p or lower as they already have begun to do.
FSR 2.0 does not upscaled well at resolutions below 1440p as it adds a layer of blur. Forspoken, A Plague Tale, The Matrix Demo, Remnant and Starfield all examples of sub 1440p titles.
A pro console will help gets the resolutions back up to native 1440p to upscaled back to 4K with significantly less blur, ease the load of FSR 3, by ensuring games are generating fps from higher fps instead of 30 or 40 locks, while introducing significant improvements to Raytracing (all of which are beneficial to standard games, but especially to PSVR2), while extending the life of the PS5 and bringing in more revenue and users for the company as current owner upgrade their base models for the Pro and sell them which means more revenue for Sony.
So why wouldn’t they? It’s a win for all parties, except developers who don’t take advantage of the features, but they’re more focused on the Series S being a problem not the PS5 and Series X @OptimusDK.
Who said they were, however, millions will which again is the point. The PS5 Pro is likely to not be sold at a loss, meaning millions in hardware revenue, and again those base PS5s are likely to end up in new homes, meaning those used PS5s are still going to be profitable when it comes to the new owners buying software.
I know where you got the numbers from in the article based on the image of Forspoken. I’m just explaining how it actually works, since I assume 99% of console only gamers are unaware of.
AMD has now stated FSR 3 is a combination of frame generation, anti-late tech, FSR 2.0, and fluid motion. So that image is comparing Forspoken at Native 4K with Raytracing with no FSR running at 36fps (on the left), vs FSR 3 at 122fps on the right.
However, FSR 3 Performance mode, means the image on the right is actually only 1080p Native upscaled using FSR 3 (specifically FSR 2), with frame-generation to boost frame rates up to that 122fps. So we’re comparing a Naive 4K image, vs. 1080p native image that’s being upscaled across both axis introducing some blurring and adding artifacts in motion like Shimmer. So it’s not a crystal clear comparison, because you can’t see the problems that FSR 3 will introduce in screenshots, it only happens during gameplay in motion, and it will make fine detail in the game world look like it’s constantly glitching which is going to be very noticeable, because games have a lot of fine details now, but to your point and others (including myself) I’d rather have higher framerates and lower image quality, than crystal clear image quality and being stuck at 30fps (you can check Digital Foundry’s recent video Immortal of Aveum for an example of what happens with low scaling FSR).
On the other side, if a game uses a higher quality setting of FSR3 to keep the upscaled Resolution closer to the Native resolution, but the game is only around 30fps - 40fps mark, then it’s going to introduce noticeable lag and latency through the gameplay experience, which was my other point.
Don’t get me wrong this is all still a HUGE win for AMD, all GPUs (RTX, RDNA, Intel Alchemist, and newer / some older ones), and consoles but I don’t want people being misinformed as if this is magically going to take games from 30fps to 120fps.
Unreal Engine 5 games are now launching as low as 720p Native on PS5 and Series X for 60fps and less than 480p on Series S (go watch that digital foundry video lol), and while these upscaling techs will definitely be a huge help for resolution and fps, it’s going to cause some major image quality inconsistencies if we’re upscaling from sub 1080p native resolutions.
Another Amy Hanging masterpiece.
Starts at 46:52
This should really teach people majority of stories are built around multiple writers and takes so many forms before the final drafts. And trying to blame an individual who played a part because they are recognizable is dumb.
Sorry but no, if your story changes without you’re input as the writer, you’re still to blame.
Oof