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Assassin's Creed Unity Runs at 900p/30fps on Xbox One and PS4 to "Avoid Debates" [Update]

Limited by the consoles' CPUs, neither the Xbox One nor PS4 version of Unity will run at the reported target of 1080p/60fps.

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Update: Ubisoft has issued a statement denying it has downgraded the PS4 version of Assassin's Creed Unity.

Original story: The new current-gen and PC-only Assassin's Creed game, Assassin's Creed Unity, will run at a resolution of 900p and a frame rate of 30 frames per second on both Xbox One and PlayStation 4.

Speaking with VideoGamer, senior producer Vincent Pontbriand revealed the figures, which come in below the 1080p/60fps figures that Ubisoft was reportedly targeting for both platforms. And while there is a technical reason for not being able to reach those numbers, Ubisoft decided to make the two console versions identical in the interest of parity. "We decided to lock them at the same specs to avoid all the debates and stuff," Pontbriand explained.

No Caption Provided

What holds Unity back is the processors that the consoles are equipped with. They are what's responsible for handling AI--and there is a lot of that to be handled, as Ubisoft has claimed the game can support crowds of 30,000 NPCs.

"Technically we're CPU-bound," Pontbriand said. "The GPUs are really powerful, obviously the graphics look pretty good, but it's the CPU [that] has to process the AI, the number of NPCs we have on screen, all these systems running in parallel.

"We were quickly bottlenecked by that and it was a bit frustrating, because we thought that this was going to be a tenfold improvement over everything AI-wise, and we realized it was going to be pretty hard. It's not the number of polygons that affect the frame rate. We could be running at 100fps if it was just graphics, but because of AI, we're still limited to 30 frames per second."

We've followed up with Ubisoft to see if we can learn anything more about the situation.

Both the Xbox One and PS4 versions of Assassin's Creed IV: Black Flag ran at 900p initially, but a patch released on launch day brought the PS4 version up to the vaunted resolution of 1080p. It isn't the only game to run at a high resolution on PS4, but more recently, thanks to an update, developers have increasingly reached 1080p with the Xbox One versions of their games.

Unity is one of two original Assassin's Creed games coming on November 11, the other being Assassin's Creed Rogue for Xbox 360 and PlayStation 3. For more on Unity, check out our newly published preview.

Got a news tip or want to contact us directly? Email news@gamespot.com

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WolfgarTheQuiet

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Parity?????????????....Avoid debate?????????????

So you are holding back the PS4 version just cause Xbox cant keep up. Thats like holding back PC capabilities because consoles cant keep up with certain aspects.


BTW im over AC games since second one, time to retire AC. Wont be buying one. Ubisoft sucks as usual as a publisher.

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alenth

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Why is this a surprise? everybody knows that Ubi is problably the worst publisher when it comes to opitmize their games, PC or console, doesn't matter. I don't know why people still buy this unoptimized dumbed down game though, even on PC it's just horrible, oh I just remembered that this game is dedicated to people that are just terrible at games and know nothing about gaming.

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liorafar

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AC II was epic but AC IV Black Flag was even better.

And your last comment is irrelevant. Its like saying that pepole who play Golf know nothing about sports.

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liorafar

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A

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Setho10

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Well I don't see how resolution can be CPU bound. The AI behaves the same regardless of the resolution the game is running in.

It will be interesting next year to see if the move to DX12 on Xbox One allows these CPU bound Ubisoft games to run better. Since DX11 requires so much CPU overhead I would bet that next year we could see games of this visual quality and AI complexity running at 60 fps on both PS4 and Xbox. If DX12 really fixes the CPU bottlenecks from DX11 then at least in theory the Xbox CPU should be 5-10% more powerful than the PS4 one. Right now the combination of DX11, a cumbersome background OS, and poor development tools have completely negated any advantage the faster CPU clock could be giving.

Of course the PS4 will be able to make up the difference and then some if/when developers start making good use of the GPU's compute cores. I would hope that next year AC is able to run at 60 fps utilizing the full power of the Xbox CPU and the compute cores on the PS4.

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hitomo

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<< LINK REMOVED >> its totally silly to expect advancment on a technically 5 year old System, in the next year when a new api is coming made for much more powerfuel Systems ... if they are mercifuel they will make the next gen of consoles available to buy for u in not more then 3 years ... in the meanwhile watch ur console take the role of a Smartphone compared to pc development

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Setho10

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<< LINK REMOVED >> I don't own either next gen console. I game mainly on the PC. But thanks for the insulting comments. I'm sure that the insecurity in your personal choices makes you quite a hit with the opposite sex (or the same sex if that is your preference).

By the way, good luck building a PC with 8 GB of VRAM. I'm sure that $3000 Titan Z is treating you well while your computer can only make use of 6 GB of it. Consoles may have weak CPU's but the PS4's unified memory system outclasses any PC money can buy. Hence why I haven't upgraded my PC yet this generation. No matter how much I spend, there is no part I can buy that will give me as much available VRAM as the PS4. The closest I could get would be a card that costs $1000. PC master race for the win and all.

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WolfgarTheQuiet

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<< LINK REMOVED >><< LINK REMOVED >> But mate we only get better graphics. That does not make a game good. And we will keep getting console ports for as long as they are more profitable platform.

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hansbeej

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<< LINK REMOVED >> the PS4 already has low-level API's (close to the metal) with GNM and (its wrapper) GNMx. Microsoft is actually still playing catch up in this regard. The developers of The Crew discuss it in a bit of detail here: << LINK REMOVED >>

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Setho10

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<< LINK REMOVED >>I know. That was my point. The Xbox One CPU is more powerful but the DX11 API negates that advantage. With DX12 they should get that advantage back, but at that point the PS4 can make use of compute cores on the GPU to make up for the deficit, meaning both consoles should be able to run more complex AI routines next year, with the Xbox One improving things on the API side, and developers having more time to take advantage of the PS4's compute cores which I'm certain are being quite underutilized right now.

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hansbeej

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<< LINK REMOVED >><< LINK REMOVED >> I thought you might want to know, I looked into it and it seems as though first and third parties have been leveraging async compute already on the PS4. Suckerpunch handled particle effects that way in inFAMOUS: Second Son, UC4 for skin shaders, Killzone; Shadowfall for job compiling, and Capcom is using it for their elaborate water effects in Deep Down. So it's only going to get better from here. Also sad Ubisoft doesn't appear to be using it (though they have backpeddled after the outcry and perhaps now they will).

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Setho10

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<< LINK REMOVED >> I know. That was my point. The Xbox One CPU is more powerful but the DX11 API negates that advantage. With DX12 they should get that advantage back, but at that point the PS4 can make use of compute cores on the GPU to make up for the deficit, meaning both consoles should be able to run more complex AI routines next year, with the Xbox One improving things on the API side, and developers having more time to take advantage of the PS4's compute cores which I'm certain are being quite underutilized right now.

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hansbeej

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<< LINK REMOVED >><< LINK REMOVED >> The Xbox One XPU has a slightly higher clock, but it has to devote cycles to the network interfaces and audio. The PS4 has its own silicon for those. The PS4 CPU actually benchmarks better because of it, so one could safely deduce it has more cycles left over for general computation while running games as well.

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Monsterkillah

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Ubisoft is slowly become worse than EA and Activision

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talreyami

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Black Flag was made for last Gen consoles but ported to the current one, while Unity is made just for the current Gen. Heck your comparison is a dump ass and stupidity of yours. For God sake, do you know or understand the differences of in game action between them?

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HumdingerMarkie

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I like how Xbox One version is the one being held back by not using the Azure Cloud structure to compute AI like it's been proven to thrive at, but everyone just wants to assume it's the PS4 and it's GDDR5!!!!!! Which is rubbish at computing anything but graphics.

Welcome to Gamespot where the points are made up and the facts don't matter.

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WolfgarTheQuiet

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<< LINK REMOVED >> Why would you use that to Compute AI. Hardware itself its better ( well not on Xbox) and more stable. Have you ever played PC games

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HumdingerMarkie

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<< LINK REMOVED >><< LINK REMOVED >>

So the system has more resources free to worry about things like graphic fidelity. Like this dude pointed out though, for that to work the game would have to be online all the time... That's probably that was in their initial reveal come to think of it... That would make every game on the Xbox One so much better too....

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WolfgarTheQuiet

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<< LINK REMOVED >><< LINK REMOVED >> Not really, system has to work more than usual, stream it, load it into system, process it.


Cloud is what its supposed to be, hosting service. It does not improve performance of hardware. In fact it can lower it. There is nothing it can do to improve either console.


It just does not work like that. what was in their initial idea is that they are lazy and they think they can get away with it. this will ruin PC version. MS should stick to windows and PC related stuff.



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HumdingerMarkie

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<< LINK REMOVED >><< LINK REMOVED >>

Servers would stream it.

It can! It takes processing power to compute things like AI movement. With all that being computed on the cloud and sent straight to the server that your console is connecting to receive whatever else, it frees up computing power on your console. When you think about it, theoretically it can be done on any given server Sony's included, but I think a point you're trying to make is latency, MS is working heavy on Azure to make the servers service as quick and seemless as possible as well as having a lot more resources to start off with at their disposal. People that tell you "Dur duh cloud" are simply trying to devalue you the thing honestly. It's ingenious technology and it can be witnessed right now in Titanfall, the AI in that game is brilliant.

Now think if they had things the way they initially planned to have consoles online at all times the Azure tech could be utilized on any given game, not just games that are always online. So far the only thing it's been used for is to process AI, that's not to say that's all it can do just thus far, but imagine any given game having that, could be a major load completely taken from your components to free up processing power to work towards anything else, such as frame rate... This game for instance, their AI, they say, is the main reason it's reaching 900P as opposed to 1080P..

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Sohaim

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@humdingermarkie @WolfgarTheQuiet and you believe ubisoft? lol, just LOL, ignore this guy he is BEYOND delusion, titanfall AI briliant? ARE YOU INSANE? DO YOU EVEN PLAY TITANFALL? I DO BRO THE AI IS BEYOND STUPID.

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Setho10

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<< LINK REMOVED >> Two things. One, if Ubisoft used the Azure servers they would have to require that users be online at all times. Since going offline even for a fraction of a second would leave the AI unable to run, a disconnect would have to cause the game to dump players back to the menu. This is why no games with offline options make use of Azure for those offline modes. They could maybe create some system that adds additional AI to the game if you are online or something to that effect but that seems like a lot of work for what would probably amount to not very much reward.

Second, GDDR5 is a type of RAM. It doesn't compute anything, it just stores data. While there are some minor disadvantages to storing certain types of data with graphics RAM, none of those data types are used extensively in modern game engines. The majority of data stored in RAM for games is texture data. With normal DDR3 RAM you can get stuttering or texture pop-in when an engine is unable to stream in new textures quickly enough. Graphics RAM mitigates this problem. Luckily, the unified memory structure on both consoles let's data pass into and out of the RAM far more quickly. Compare the recent Shadows of Mordor on PC to the Xbox One version. On PC you need 4 GB of graphics RAM to use the same quality of textures as the console versions. If you don't have enough the game has to swap the textures from the system RAM into the graphics RAM which causes stuttering. The Xbox doesn't have this problem despite having no graphics RAM at all because the unified memory lets the CPU and GPU make use of the same pool.

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Setho10

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<< LINK REMOVED >><< LINK REMOVED >> You are correct that neither is "better" in that DDR3 is more suited to certain tasks and GDDR5 more suited to other tasks. But considering that we are talking about gaming systems here, having low latency RAM is far less important than having high bandwidth RAM. The thing is that as far as GPU power goes there is very little difference between the PS4 and Xbox One. The PS4 has those additional compute cores and it maybe 5-10% more powerful in certain situations, but that 5% shouldn't cause a drop from 1080p to 900p. That would require something in the realm of a 30% power gap. And the CPU has very little effect on output resolution. I think it was the lead programmer at CD Projekt Red that said that it isn't that developers can't render all of the geometry at 1080p on the Xbox One, it's that they just don't have enough bandwidth to texture it all.

Games these days are very rarely CPU limited. This game is more of an exception than a norm. I think racing games have also benefited to an extent from the DDR3 on the Xbox One as it has allowed them to run a ton of simulation data at incredibly fast rates. But in most cases RAM latency is not holding games back. Low bandwidth very much is.

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HumdingerMarkie

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<< LINK REMOVED >><< LINK REMOVED >>

Ah I did think about the always online thing right after I wrote it, that's really the only reason Titanfall works for this.

>you can get stuttering or texture pop-in when an engine is unable to stream in new textures quickly enough

You can get that if any RAM is over worked. That's just drivel what you said trying to make it sound like it's only a problem with DDR3. DDR3 is faster at throwing data, and GDDR5 takes larger dumps of data and does them slower, in comparison to the systems RAM the PS4 happens to average a larger output on average. This isn't always true GDDR5 compared to DDR3 it's just what happens to be in the systems. Computing is anything being processed by the way, so storing data and pushing it through is quite computing, not running code but it's still a task, you can split hairs to try and make me sound wrong if you want though.

I don't know what you're trying to explain. Each component is going to be utilized differently on each system. Developers design their games to run on the systems specific hardware where they rely on your system to be strong enough to handle it on PC.

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Frozzik

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What a load of bull. Where do you get that info from about Shadow of Mordor on PC. It's 100% false. A 3gb card will more than match consoles. You only need 3gb to play with High textures on PC. Even then you can run all other settings at Ultra and get framerates well in excess of 60fps with 0 slowdown or stuttering. I know I'm playing on a 3gb 780ti with everything ultra and textures on high. I lock the fps at 60 and it never ever stutters or drops. The built in benchmark gives me a high of over 500fps and an average of 97fps at 1080p.

The console version runs equel to pc at high. You need 4gb + (devs recommend 6gb) for Ultra textures which are PC only. Even then you can easily run these on a 3gb card., I've tried. It does however stutter at times but in all honesty after trying the Ps4 version it's no worse than the slow down on that system. Just to clarify the consoles don't run anywhere near pc at ultra (on any setting).

So tired of console fanboys making things up and overestimating the power of the x1/ps4

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Setho10

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<< LINK REMOVED >> To be totally honest I might have misremembered the 4 GB thing. I know it was 2 GB minimum for medium and 6 GB for ultra so in my mind I was thinking 4 for high. Regardless, the actual amount of RAM needed is completely besides the point. The point was that the Xbox One has no VRAM at all, but its unified memory structure allows it to run the game without stutter. Obviously that's at 30 fps and with some drops and geometry pop-in, but I can't imagine the game working at all with a standard split memory system. On the PC you need whatever the minimum amount of VRAM is needed at a certain texture setting or the game will stutter.

As far as no settings running at ultra on PC, according to Digital Foundry the consoles run a mix of high and ultra settings. Mainly there is less vegetation, shorter draw distance, less tessellation, and on Xbox One there are lower quality shadows. Other than that the console versions look identical to the PC version.

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Frozzik

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Yes you are correct if you run the textures higher than your Vram can handle you do get stutter. 1gb for low, 2gb medium, 3gb high, 6gb Ultra.

My point was a 3gb card will 100% max out Shadow of Morder "out of the box"(the ultra textures is an optional extra download). That's every setting at it's highest at 1080p at a locked 60fps or much higher if you unlock or run more than 60hz (although then you will get fps variation and screen tear).

The consoles do not run textures any higher than High. The devs even said Ultra textures are pc only. As for other settings, well you said it yourself, many options are much lower and all the articles I have read say equal to high not Ultra. Plus X1 doesn't even hit 1080p and is locked at a low 30fps.

Like I said, I'm playing the game on a 780ti, 3gb card. 1080p locked 60fps (my monitor is 60hz). I have every setting as high as it will go other than textures which are on high. I get 0 stutter or slow down I know the X1 is a locked 30fps but thats terrible, especially considering it isn't even 1080p and has lowered graphical settings vs pc.

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Sohaim

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<< LINK REMOVED >><< LINK REMOVED >> ignore it bro, this delusional fanboy is bringing the "Cloud" to his argument lol.

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HumdingerMarkie

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<< LINK REMOVED >><< LINK REMOVED >><< LINK REMOVED >>

This numbskull wants to pretend like it doesn't exist.

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Sohaim

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<< LINK REMOVED >><< LINK REMOVED >><< LINK REMOVED >> stop dreaming dude, wake up, because if you think that having to be connect to the cloud enjoy a singleplayer game you fanboy delusion needs to checked, theres a limit to stuff.

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Tauu

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30 FPS in 2014, imagine that.

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WolfgarTheQuiet

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<< LINK REMOVED >> Look dont want to argue about FPS. Bu i think people dont get it fully. 60 fps works best in high response and reaction games, mainly FPS games. 30 fps is quite fine for slower paced games, even racing games are fine at 30fps. Now not saying they shouldn't push 60 fps in this day and age lol, but as above it dont bother me for many games.

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Daian

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I wonder how much buttt kissing M$ did to make them dumb down the performance on PS4 "for parity".

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kujel

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<< LINK REMOVED >> You got your tinfoil hat on tightly enough bub?

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gargungulunk

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"but because of AI, we're still limited to 30 frames per second."

AI is the only next-gen.

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WolfgarTheQuiet

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@gargungulunk See we dont have to be scared of Skynet, that thing aint taking over with this kind of bull*hit

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superbuuman

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lol, they just created a debate by doing that. Should have just said 900p for both consoles that's it & end it there. :P

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XNEXUS666X

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PC for me.

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WolfgarTheQuiet

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<< LINK REMOVED >> Haha i think you will get a PS4 port with option of higher res. PC gamer my self but only get PC only games on PC. Most others are ports.

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