Tag Archives: Ubisoft

Assassin’s Creed Unity Performance – A Beautiful Pig

The holiday rush for getting games on store shelves always creates some problems. For one, games that are otherwise good can sometimes get lost in the shuffle, but perhaps even worse is that publishers often ship games in a state where they're not really complete. Sometimes the games are just buggy and unstable, other times they're missing features, or maybe performance is worse than it should be -- and in the worst scenarios they can completely fail to run. We encountered a bit of this with Lords of the Fallen, going so far as to retest all of the graphics cards with the updated (patched) version of the game. We could go back and retest most of the games released late last year at least one more time as patches and driver updates continue to come out. However, there's plenty of other items keeping us busy so instead let's just look at one game where we have initial (near launch date) performance as well as current (as of the end of January) performance: Assassin's Creed Unity.
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The Crew Performance – Frame Caps Suck!

Want to know how not to build a good cross-platform title that's worth testing? The Crew from Ubisoft is a good answer. I'm not sure if I should blame Ubisoft or Ivory Tower, but someone in the product management side of the equation needs to have their butt kicked. Why the negativity? Simple: frame rate caps are stupid and lazy, and what's more they can artificially limit the game in question, particularly on the PC platform. It's one thing to try to target 30 or 60 FPS on a console game, as everyone will presumably connect the console to an HDTV, but PCs have a lot of other options... like for example a 2560x1440 G-SYNC display that can refresh at up to 144Hz; run The Crew on that bad boy and you're going to lock in at 60 FPS, just like everyone else. In a word, it's stupid. It also makes a game pretty useless as a benchmark, but since I have a copy of The Crew I wanted to at least play around with some testing....
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