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The Crew Developer Explains How They Managed 1080p On Xbox One
One of the big things that has plagued the Xbox One throughout its tenure on the market is that it can't regularly hit native 1920 x 1080p or maintain 60 frames per second while simultaneously rendering a game at 1080p. Well, the developers for Ubisoft's upcoming open-world racing game, The Crew, explain how they managed to accomplish the often hard to hit target of 1080p on the Xbox One.
Speaking with Gaming Bolt, Ubisoft's Stephane Beley, the game director explained that...
“The team at Ivory Tower is a very senior team with designers and programmers with over 15 years of experience in the driving genre,” ...“They’ve been optimizing game on PS1, PS2, PS3, Xbox and Xbox360 before that so it was a challenge for them but nothing wildly unknown. We’ve also benefitted a lot from Microsoft allowing developers that don’t need Kinect that much to use the extra ~ 5% CPU that were originally allocated to it.”
The Xbox One has had a very difficult time of landing the resolution due to the eSRAM. While recently there have been some developers making it known that the limited eSRAM hasn't been too much of a problem for them, it was made known before that only have 32mb of eSRAM has limited the rendering buffer for the Xbox One, preventing it from being able to hit 1080p consistently. This basically results in the system settling for oftentimes odd or unusual resolutions such as Titanfall's 792p or EA Sports UFC's 900p.
The Crew, however, will make use of the Xbox One's hardware in an attempt to hit 1080p at 30 frames per second. The game will maintain spec parity across both the Xbox One and the PlayStation 4, or at least that's what it's looking like so far.
Some gamers have an issue with the idea that some games will be made to maintain parity, even though the PS4 is capable of producing better graphics at higher frame-rates than the Xbox One. During the seventh generation of gaming the parity issue wasn't really brought up as much because it was made known that the PlayStation 3 was a much harder system to design games for and in result it was difficult for developers to maintain parity between both the Xbox 360 and PS3.
Oftentimes we had Xbox 360 games running at higher resolutions or with better frame-rate than the PlayStation 3 counterparts. The games were regularly picked apart in screenshot and performance comparisons.
In this case the developers really want to ensure that both consoles stay as close together as possible for multiplatform releases. We're likely to continue to see the console parity play a huge part in games that release from the AAA publishers over the next few years, assuming that the Xbox One can maintain a close enough sales pace to the PlayStation 4 make such a thing relevant.
The exclusives is where gamers will really start to see some separation between the two consoles, given that the architecture in the PS4 is designed to scale, where-as the Xbox One was centered around home multimedia purposes. This means that over the course of years there will be certain tricks or design techniques that will be utilized in Sony's system that won't be possible on Microsoft's console.
The upside for Microsoft is that games like The Crew from multiplatform, third-party publishers will continue to keep gamers entertained no matter what system they get the game on, and they will aim to do so with an aim for parity, or as close as they can get it.
The Crew is due for release this fall for home consoles and PC. You can learn more about the open-world racing title by paying a visit to the game's official website.
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