Starfield's performance is locked on Xbox, Todd Howard says, causing worry about the space sim on PC, but a God of War Ragnarok dev comes to Bethesda’s defense.
No Man’s Sky runs at a very stable 60fps, I personally know people who have wrangled it up to 120fps. I know they don’t have the same underlying tech, but they’re very similar in terms of gameplay (from what we’ve seen)
They’re a wildly different level of detail though. The NMS physics engine is pretty simplistic, mostly effecting NPCs and a very few physics objects. Starfield is like other Bethesda games, tons of little items and junk that all have their own physics and interactions.
Ya, they just talked about this on Digital Foundry. Starfield (as with most Bethesda games) has a bunch of persistent objects and NPCs to track, which makes is most likely CPU limited. They showed a city section in Star Citizen which was getting like 20fps, which would be a better comparison than No Mans Sky.
No Man’s Sky runs at a very stable 60fps, I personally know people who have wrangled it up to 120fps. I know they don’t have the same underlying tech, but they’re very similar in terms of gameplay (from what we’ve seen)
They’re a wildly different level of detail though. The NMS physics engine is pretty simplistic, mostly effecting NPCs and a very few physics objects. Starfield is like other Bethesda games, tons of little items and junk that all have their own physics and interactions.
Ya, they just talked about this on Digital Foundry. Starfield (as with most Bethesda games) has a bunch of persistent objects and NPCs to track, which makes is most likely CPU limited. They showed a city section in Star Citizen which was getting like 20fps, which would be a better comparison than No Mans Sky.