QUOTE(dark_heart07 @ Feb 24 2013, 06:08 PM)
dude,it's a game not reality.get over it or don't play the game at all.it's the same in every shooter game where it was possible to evade RPG.play COD/BF series and u'll know it.
I actually don't know it. I'm a casual gamer and I only follow 2 FPS franchise on the PS3 - Resistance and Killzone. I'll be getting BF3 soon though.
I hate the RPGs only because all the weapons reload seem to take their time - 1-2 seconds - time with which could get you shot. So if the reload is supposed to mimic reality, then the RPGs should be faster than a paper airplane. :b
So here's what's posted by Digital Foundry on Eurogamer.
QUOTE
It's a beautiful game overall, but with compromises that only make sense if frame-rate has become the priority. Those hoping to see a trend of fluid 60FPS titles begin from day one will be disappointed, but for Shadow Fall the emphasis is placed on a cinematic spectacle rendered at 1080p30. The frame-rate is confirmed to be capped at 30FPS during interviews with the studio, and based on our feed we see this is absolutely 100 per cent stable throughout the entire demo. No drops, no screen tearing - it's a smooth play-through all the way, suggesting that the frame-rate could be running higher if it weren't locked down on this figure. So there's no 1080p60 here and Guerrilla's decision to lock at 30 also has implications for controller latency - it's a shame that Killzone won't have the crisp response that only 60Hz provides, and that helps makes PC gaming attractive to so many.
As it stands, the condition of Killzone: Shadow Fall's demo hints at the greater promise of its full release later this year. Regardless, and perhaps most importantly, out of all the titles showcased at Sony's event this week, Guerrilla Games is making the most practical declaration of intent for the future of PS4. Here we have unscripted stretches of gameplay on display with a multitude of effects we may well have seen in isolation on PS3, but rarely all in tandem, and never at this incredible sense of scale.
There are some curious cut-backs we didn't expect to see, but there's plenty of development time remaining until the game is finished, and with the bar being raised in almost every other category, it's perhaps inevitable that certain shortcomings - specific hangovers from the last generation - might rise to the surface. On the positive side, the push for higher-grade volumetric effects, masses of on-screen geometry, object-based motion blur, SSAO, and a full 1080p native frame-buffer all stand as the big selling points from a technical perspective in the here and now.
Based on specs alone, the PS4 clearly has far more to offer than what we're seeing, and it's worth remembering that Guerrilla would have developed a large chunk of Shadow Fall on incomplete hardware. Our understanding is that final kits based on actual PS4 production hardware are a relatively recent phenomenon, and now the developer has a fixed target to aim for, we may well see significant engine improvements. But if this stands as the level of technical quality we should expect for Shadow Fall's final release, we'll be due for one of the most technically compelling launch titles we've seen in a very long time.
You can read the full article
here. Guerrilla Games would not confirm if KZ4 would be playable in 3D but that "We still like 3D."
fuad