The Order 1886 serves as an impressive graphical debut for Ready at Dawn, proving not just their own technical abilities but also an exciting glimpse into the future of the ‘next generation’ of games. Despite the title being rather heavy handed in narration (and forcing the player into a single direction) there’s little doubt that it pushes the graphical boundaries of the Playstation 4 to the limit. Back in April, 2014 (my, how the time has flown) we tore through Ready at Dawn’s GDC presentation of the technology powering The Order: 1886. It was revealed that at its heart, the title was created to take be both full multi-threading and physically based rendering, using an in-house tile-based forward renderer. Ready at Dawn stated in one of its technical slides at the GDC presentation “Physically based rendering from the start” – and boy, does it show.
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Analysis of the Xbox One and Playstation 4 GPU. The analysis covers the upclock of the XBox One GPU, an in depth look at the Playstation 4's unique design and what changes Sony made alongside AMD to improve the standard design. The Xbox One's move engines, frame rates, resolution, memory bandwidth and much more besides.