Digital Foundry war mal wieder aktiv und haben ne Tech Analysis für AC4 geschrieben:
http://www.eurogamer.net/articles/digitalfoundry-tech-analysis-assassins-creed-4
Based on our guided demonstration of the game at E3 - the same demo as shown during the conference, as controlled by a Ubisoft rep - there's plenty going on here to make a case for the premium price-tags of next-gen hardware, though the drawbacks of multi-platform development do creep in. To start, environmental design appears closer in tone to that of Far Cry 3's, and makes for a great example of how loading screens have been cut out of the equation when transitioning from on-foot stealth in jungles to navigating the seas. What appears to be a push for 1080p native resolution can't be faulted by the naked eye here either, though this crisp presentation lays bare some assets which clearly belong to the previous generation.
Effects work is also as crisp as we've seen in some first-party PS4 software, such as the gorgeous embers and sparks spewing from Deslin in Infamous: Second Son. The billows of smoke rising from the cracks in the ship's deck, the tall splashes as warring ships collide, and puffs of gunpowder from our hero's Flintlock pistols show off vastly smoother, higher resolution alpha buffers than anything seen on recent PC entries in the series. The only downside is the easily perceptible repetition to the patterning as some line up in a sequence. Equally, there's a sense that Ubisoft is holding back on some the more advanced visual tricks seen in other action titles like God of War, such as motion blur of any capacity.
On a performance level, yet again it's a shame to see the opportunity for 60fps pass us by on next-gen, but at least we have what's shaping up to be a solid 30fps game on our hands. Gone is the tearing of Assassin's Creed 1 and 2, and similarly the sustained drops to the 20fps mark in the third game on console isn't a factor here.
In kurz: Schön aussehendes Spiel mit sehr guten Effekten und Anpassungen an die Next Gen, aber auch sichtbar ein CrossGen-Spiel, bei dem z.B. Kompromisse bei dem Detailgrad der Assets eingegangen werden müssen.