![]() ![]() ![]() Like with previous instalments, the engine powering Black Ops is clearly engineered around reaching and maintaining regular 60fps performance. Though when you consider the additional graphical upgrades the engine has seen, the differences, compromises, whatever you want to call them, are completely understandable, if not unavoidable. And to that end, sacrifices in overall rendering resolution have taken place in order to accommodate this, along with reduced lighting and shader effects compared to other comparable games.īut despite this, the series is still home to lavish visual spectacle: a myriad of particle effects often don the screen, and a whole lot of work has gone into creating a highly detailed, albeit often closed off world in which to best demonstrate the trade-off between all out graphical exposition and a blindingly smooth framerate.Īnd with Call Of Duty: Black Ops, the action is even more intense, the effects are even more spic in scale, so parity between platforms then isn’t quite on the same level as with MW2 - compromises have definitely been made in getting the game up and running on the PS3 without cutting back on the core assets used. Of course, with such a high level of fluidity to maintain (something that is utterly essential for the whole experience to work) some compromises have obviously been made. The sheer advantage that this bump in smoothness provides cannot be underestimated, and seeing this on primarily a console release is outstanding to say the least. And all of this comes with the decision to aim, and achieve a blistering sixty frames per-second. It’s no surprise to hear that the Call Of Duty series currently leads the way in high-precision first-person shooters, with low latency controls and a framerate to die for, where near instant feedback and overall fluidity makes it one of the best gaming experiences around.
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