![]() ![]() In this week's DF Direct Weekly, John Linneman argues that the sub-par performance mode in Final Fantasy 16 is a direct consequence of a game design that may have actually targeted 30fps all along. However, to push visuals to the next level, those same console resources need to work more intensively, meaning that 60 frames per second is not always possible. In this scenario, the CPU and GPU power of the new machines makes doubling up on performance while improving resolutions and features a lot simpler. ![]() We've perhaps been spoiled by so many games arriving with performance modes because they were primarily designed to accommodate the last generation of console hardware. I'm inclined to agree.įinal Fantasy 16 is not a cross generational game, meaning that its visuals were designed from the ground-up with the features and performance of the PlayStation 5 specifically in mind - and that's important. In our show this week, my colleague John Linneman suggests that the game may have been developed with 30fps in mind and that the performance mode was added later, explaining why it seems like a poor fit for the content. There is a 60fps alternative, but performance is highly variable and resolution takes a substantial hit. Square-Enix delivers a beautiful, visually accomplished game but one that is (in our opinion at least) best played in its 30fps quality mode. Another week, another DF Direct Weekly, and we kick off our show with 'reaction to the reaction' to our Final Fantasy 16 review. ![]()
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