![]() On top of that, another major innovation found in Unity - the prevalence of interior locations - has also been pared back, though not removed entirely. Bearing in mind that Assassin's Creed Syndicate features twins as its main protagonists, each with their own strengths and weaknesses, it's not difficult to imagine that co-op may well have been a key factor in the game's design brief at some point. The online multiplayer modes are gone - meaning that the co-op functionality that debuted last year has been discarded. Indeed, there's a fairly compelling argument that Ubisoft has made a play for improved performance this year by scaling back on Unity's giddy ambition. The same AnvilNext engine runs the game, and the same basic compromises we found in Unity are present and correct here - specifically, the utilisation of internal upscaling, with both PlayStation 4 and Xbox One versions of Syndicate sporting the same 900p resolution as last year's title. What's immediately apparent as you play your way through the overly long tutorial mission is that Ubisoft has made little in the way of fundamental improvements to the core rendering technology that powers Assassin's Creed Syndicate. Ubisoft simply cannot afford another Unity. The new game has to be solid, it has to perform well, glitches and bugs must be kept to a minimum. Combine that with the multitude of bugs endemic in the title at launch and the challenge facing Ubisoft with Assassin's Creed Syndicate is clear. Unfortunately, on console, it's nowhere near as attractive, blighted by a highly variable frame-rate that's mysteriously worse on PS4 than it is on Xbox One. Play Unity today on a top-tier PC and you'll be pleasantly surprised at just how beautiful it looks. Ubisoft scaled up virtually every element of the last-gen engine, with enormous increases to environment detail (including building interiors), an NPC count pushed into the hundreds and a cutting-edge rendering engine with sensational, physically-based lighting. In retrospect, perhaps Assassin's Creed Unity was simply too ambitious from a technological perspective. How hard can it be for UBI dev team to just put a Frame Limiter option inside their games options or an option in the. ![]() How is possible that in a PC with an 16GB and a 390x 8GB GDDR5 the Assassin's Creed games run worse than a PS4? It's not just Syndicate, Unity was exactly the same.ĭespite the differences in quality, resolution and some under-30 ocasional dips, the PS4 videos I see on Youtube show a much smoother experience, which is staggeringly shaming. So I think I'm running out of options to get stutter-free locked 30fps, and I wonder: RadeonPro with forced Double Vsync (equivalent to Nvidia's Half Refresh) = better than any of the above but still stutter ![]() ![]() Using a 390x with 15.11 Crimson drivers in Win7 and Win10 I currently tried several methods of frame limiting to 30:ĪMD Crimson Frame Limiter option in drivers = Massive stutter Problem is I've never seen a frame locking option in Assassin's Creed PC games. As I am unable to maintain constant 60fps in Syndicate I would prefer an option to have it locked at 30fps, crank up the quality and resolution and let my display's Frame Interpolation smooth things out, which works great on most games. ![]()
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