Por otra parte, se ha producido un nuevo giro inesperado en cuanto al tema del framerate del COD de PS4... resulta que el mayor problema es que consistentemente el framerate está por encima de los 60 fps, con lo que se pierden frames con tasas de refresco de 60 Hz... hace tiempo uno de Gaf dijo que cuando portaron el COD a PS4, antes de optimizar, iba a 90 fps... parece que a IW se les pasó dejarlo a 60 fps fijos (al igual que se les pasó hasta el parche que mostrara en pantalla la resolución nativa a la que renderizaba el juego en PS4: 1080p).
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One of the main issues surrounding the PS4 version of Call of Duty: Ghosts is the somewhat erratic frame-rate reported by reviewers. On playing the unpatched version of the PS4 code for the first time, the difference in smoothness between the mostly solid 60fps of the 360 game and the more inconsistent PS4 release is quite obvious - in many scenes we see the appearance of judder and what appears to be slowdown on the PS4, perhaps surprisingly in areas where performance isn't impacted upon in either the PS3 or 360 versions.
Taking the affected clips and running them through our performance analysis tools, we expected the results to show clear frame-rate drops and small bouts of tearing, but surprisingly this wasn't the case at all, with the results showing us a largely locked 60FPS bar one or two minor dips and a solitary torn frame. Furthermore, when seeking through the footage in performance-affected areas we were confronted with unique frames on a consistent basis, thus indicating a 60fps update that we just didn't feel when playing the game.
So just what is going on? Well, a close look at our captures reveals that Call of Duty: Ghosts actually runs at higher frame-rates than 60fps on a fairly frequent basis, despite the video output being limited to 60Hz. In scenes where we experienced judder and perceived frame-rate loss, what we are actually seeing is the appearance of skipped and incomplete frames - an effect that is arguably far more noticeable than a few prolonged drops down to 50fps or so seen the 360 version of the game.
Since the patch restores the correct 1080p rendering mode, you would assume that these performance issues caused by the game running fasted than 60fps would be resolved, if not heavily reduced due to the additional per-pixel workload undertaken by the GPU - there's simply far less opportunity for the engine to be able to render frames faster than the targeted refresh rate. The good news is that the issue of skipped frames is reduced to a noticeable degree, particularly in some of the opening moments of the game, although the problem hasn't been completely eliminated. There is still noticeable judder present throughout the patched campaign that appear on a regular basis, which is often distracting when trying to line up a quick succession of precise shots in the heat of battle.
The increase in pixel workload also means that the engine drops frames more often in demanding scenes. At worst we're looking at a drop down to 40fps when the engine is more heavily stressed, while most of the time the dips in performance stick to fluctuating between 50 and 60fps. Thankfully, the effects of these normal frame-rate drops are less obviously visible than the judder caused by the renderer exceeding the 60Hz refresh, although even with the 1080p patch enabled things don't appear as smooth as the Xbox 360 version of the game.
So, on the whole, while the issues with stuttering are not completely gone, we'd highly recommend downloading the day-one patch before you start playing Call of Duty: Ghosts on PS4. Extra frame-rate drops and the inclusion of small pockets of traditional tearing are apparent compared to the unpatched, upscaled 720p, but the experience is also more consistent, if not quite as stable in demanding scenes.
The boost to a full 1080p resolution is also worthwhile: images are sharper, clearer, and better defined, while the slight texture blur caused by the use of FXAA has less of an impact on overall image quality due to the additional pixel precision afforded by the higher resolution framebuffer.
Overall, though, the patch is far from perfect, and we hope that the judder issue is resolved in the future.
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