@yankblan_psn said in Is that really next gen graphics from today’s feature premiere?:
@red_ted_is_back said in Is that really next gen graphics from today’s feature premiere?:
@studman7_psn said in Is that really next gen graphics from today’s feature premiere?:
@a_perfectgame said in Is that really next gen graphics from today’s feature premiere?:
@mrwonderful95 said in Is that really next gen graphics from today’s feature premiere?:
@dolenz_psn said in Is that really next gen graphics from today’s feature premiere?:
I really think everyone is overestimating what a true PS5 version will look like. Hitting a steady 60 fps was probably prioritized more than upgraded graphics.
This is a good thing. I’d rather prioritize frame rate over next gen graphics but I will say that the ps4 version played on the PS5 looks much better than on my ps4 pro. I’d really love for sds to tighten up the server issues. I have a feeling with all this peer to peer connectivity among different platforms for 21 they should have dedicated servers not peer to peer. I’m curious how frames would be affected if I’m on PS5 and someone’s on a ps4 how they can maintain 60 FPS? Way too technical for me...
Yea was curious about this myself if a person is on a ps5 and they play someone on PS4 does this effect the overall frame-rate of the game? If so that kinda sucks. I personally do not know the answer either
No, you'll still get your 4K60 on your PS5. The network is just transmitting basic information (e.g.: Perfect/perfect, 25 degree launch angle, 438 foot distance) and the console on the other side is putting out the best frames/graphics it can with the data.
How confident are you with this? This would most certainly be the most efficient way to do it, but there are signs that the most efficient way hasn’t necessarily been the chosen way. Eg with MLB stadiums apparently affecting lag in online play.
What the other guy said is correct. Basically online your opponents sends you the coordinates and your console recreates the physical representation for you. The reason why MLB stadiums lag is because of fans interactions/reactions and jumbotron animations and such. I don't know why they don't let local systems each manage the animations; who cares if they don't sync; you don't see the other guy's screen anyway.
That’s exactly what I was thinking - if the lag is caused by syncing things that don’t need to be synced (crowds, commentary for example) then that is inefficient.
But how do we as the end user know what is in the data that goes back and forth? We don’t so we are all merely speculating.