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The Coalition’s studio head Rod Fergusson was on IGN’s Unlocked Podcast talking about Gears of War 4 and said that they want to push visual fidelity in Gears of War 4‘s single player component, but responsiveness in the multiplayer and as such the multiplayer modes graphics will be toned down slightly in order to reach a steady 60 FPS framerate. It’s a notion of wanting to make, to push, the visuals as hard as possible in the campaign, and there are also other aspects. “When you look at your framerate, there are of the number of elements that go into it, part of it is rendered”. The recently released Gears of War: Ultimate Edition did the same thing and Fergusson said he wanted to continue on from that. His reasoning for lowering the framerate in the singleplayer portion is that they want Gears of War 4 to be a graphical show of force for the Xbox One much like the original Gears of War was for the Xbox 360. 

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Fergusson broke down the technical aspects of making this happen “There is a GPU-side, but there is also a CPU side”, Fergusson continued, “and the number of monsters you want on screen, the number of AI that is running is going to eat up your CPU, and is going to slow you down and you can make multiplayer feel a bit cleaner, in terms of not having the same object density, and you can kind of scale something of that stuff back”. Both the multiplayer and singleplayer parts of the game will be rendered in full 1080p. Gears of War 4  is undergoing a multiplayer beta currently that will run until May 1st. The full game will be out sometime this year.

So what do you think? Is it a good idea to drop the visual fidelity of multiplayer components for a more responsive framerate? Should framerate be valued over graphical fidelity in singleplayer as well? Are you looking forward to Gears of War 4?


Reagan Cox

Staff Writer

Reagan Cox is a writer living in Kansas. If you can’t find him playing games or in the woods then he’s probably listening to records like the dirty hipster he is.