Most regard it as a technical marvel and one of the PSP’s best titles. Chains of Olympus received even higher praise than Daxter for its impressive visuals and gameplay. The studio developed its sophomore effort, God of War: Chains of Olympus for the PSP. ![]() It was criticized for its finicky camera controls, but overall, not a bad first outing for a new studio. This platforming spin-off of Naughty Dog’s Jak & Daxter series received mostly positive reviews. ![]() In March of 2006, they released Daxter for Sony’s handheld, the PlayStation Portable. ![]() Let’s dig into the curious case of The Order: 1886.įounded in 2003 in Irvine, California by former developers from Naughty Dog and Blizzard Entertainment, Ready At Dawn takes shape. Can one middling game really sully one’s reputation in the eyes of Sony? Is The Order: 1886 even that bad? Grab a vial of Blackwater and watch out for Lycans. Today, I want to conduct an investigation to find out how that could possibly be. But its poor critical reception ostensibly halted their trajectory. They finally got a chance to establish their own intellectual property with The Order: 1886. Ready At Dawn cut their teeth developing spin-offs for Sony’s PlayStation Portable and porting games to consoles. But one game seemed to totally derail that momentum. Ready At Dawn was seemingly on its way to becoming another studio in the prestigious stable of PlayStation’s first-party developers. Mostly because I love alternate history, but also because of the formerly independent studio that created the game. Or, maybe DirectStorage is the key, what do I know.I’ve been thinking about The Order: 1886 a lot lately. If we conquer the one more broadly at some point hopefully the tech outlets will start blasting the other and perhaps we can get companies to start making changes. For example, I don't remember DF talking much about streaming stutter in general though they have talked about shader stutter at length. Totally killed the neat RT tech imo since to enjoy it you essentially had to suffer through a level once then play it again.Īs happy as I am that shader compilation stutter is being more widely acknowledged and even fixed in some cases nowadays, it's a surprise to me that there's been less talk when it comes to asset streaming stutter as many games, especially UE games in my experience, commonly have this problem. Side note I remember playing through BFV once the DX12 / RT patch came out and that game had horrible shader comp stutter in DX12 mode. Stuttering in general just sucks the fun out of gaming. Streaming stutter doesn't ever go away like shader comp stutter can if you're willing to suffer through levels twice (not trying to make an excuse for shader comp stutter, it really is unacceptably bad as an issue). iirc Crysis didn't have it either though doesn't that game have occasional load screens? Really blows my mind thinking back on games like Jak and Daxter back in the PS2 days how there wasn't any streaming stutter since it's a huge issue now for whatever reason. Some games handle streaming very elegantly - in my experience Red Dead 2 and Cyberpunk are examples of high detail open world style seemless worlds that don't have streaming stutter for example. Or, maybe DirectStorage is the key, what do I know. ![]() Click to expand.As happy as I am that shader compilation stutter is being more widely acknowledged and even fixed in some cases nowadays, it's a surprise to me that there's been less talk when it comes to asset streaming stutter as many games, especially UE games in my experience, commonly have this problem.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |