Infamous Second Son - Engine Post-Mortem Analysis & Breakdown - Part 1
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We knew from the first screen shots and gameplay snippets of Infamous Second Son that the title would help to define what the PS4 was capable of. While its release has met with some criticism concerning the gameplay, there are few who would doubt that overall the game is very technically impressive. Recently a PDF has come out from presentation at GDC 2014 from Sucker Punch, providing a rather interesting insight into the engine which powers the title.
When you're playing as Delsin and jumping across rooftops, firing lasers and beating on bad guys you might be forgiven for not noticing the rather impressive use of particle systems, massive draw distances or the huge array of animation that the citizen's around you exhibit. But they're there, putting the Playstation 4 through its paces as we'll discover.
At its very core, Sucker Punch aimed to run Infamous Second Son with the resolution of 1920x1080 - and boasted up to 60FPS gameplay. In reality the title of course manages to achieve around the thirty FPS mark (usually slightly north of this) more often than not. SMAA x2 is applied post process for Anti-Aliasing.
http://www.redgamingtech.com/infamous-second-son-engine-postmortem-analysis-breakdown/ - rest of the article here
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