Posted January 24, 2014
http://www.eurogamer.net/articles/digitalfoundry-2014-dead-rising-3-patch?utm_source=eurogamer&utm_medium=email&utm_campaign=net-daily
TL:DR
So, just what kind of improvement - if any - does the mammoth 13GB patch bring to the table? Initial observations during our two gameplay sessions yield few signs of any game-changing differences: we still see performance being similarly impacted in heated gameplay moments, or in locations packed with detail as we speed through zombie-filled city locations in fast cars. Our pre- and post-patch analysis video shows low frame-rates of around 22fps when alpha effects and a large number of enemies come into play both before and after we updated the game.
In some scenes we actually see the pre-patched game put out slightly higher metrics, but this simply reflects variances in gameplay between our two test runs. Overall, it's hard to see where exactly the improvements in performance have been made, suggesting that the optimisations are rather more subtle than we were hoping for. In the first two to three levels at least, there are no obviously noticeable signs of the smoother experience promised by Capcom Vancouver, and a close look at the game's real-time cinematics reveals almost completely identical frame-rates in exact like-for-like scenes, where the rendering load is very closely duplicated on repeat playthroughs. Clearly, cinematics alone won't be engaging many of the game's sub-systems, but it does suggest that the core rendering engine hasn't seen any fundamental upgrades, as sudden drops in frame-rate occur at exactly the same moments.
TL:DR
So, just what kind of improvement - if any - does the mammoth 13GB patch bring to the table? Initial observations during our two gameplay sessions yield few signs of any game-changing differences: we still see performance being similarly impacted in heated gameplay moments, or in locations packed with detail as we speed through zombie-filled city locations in fast cars. Our pre- and post-patch analysis video shows low frame-rates of around 22fps when alpha effects and a large number of enemies come into play both before and after we updated the game.
In some scenes we actually see the pre-patched game put out slightly higher metrics, but this simply reflects variances in gameplay between our two test runs. Overall, it's hard to see where exactly the improvements in performance have been made, suggesting that the optimisations are rather more subtle than we were hoping for. In the first two to three levels at least, there are no obviously noticeable signs of the smoother experience promised by Capcom Vancouver, and a close look at the game's real-time cinematics reveals almost completely identical frame-rates in exact like-for-like scenes, where the rendering load is very closely duplicated on repeat playthroughs. Clearly, cinematics alone won't be engaging many of the game's sub-systems, but it does suggest that the core rendering engine hasn't seen any fundamental upgrades, as sudden drops in frame-rate occur at exactly the same moments.