Need for Speed Delayed to Spring 2016 for PC
EA and Ghost Games issued a press release announcing that the PC version of Need for Speed has been delayed until spring 2016. They explain that they hear, and agree with, requests for an unlocked framerate and improved visuals that PCs can handle.
At Ghost, we're united by one common passion... to deliver the best Need for Speed experience possible. And at every step of the development process we're guided by our community. Whether that’s reading your comments on Facebook or Twitter, watching your videos on YouTube, or joining in with the discussion on Reddit, the conversation we've been having as fans of Need for Speed is enormously important and we're working to reflect it in the game we're building.
Part of the conversation includes hearing from our PC community that an unlocked frame rate in Need for Speed is a massive priority for you, and we fully agree. To deliver this, we’ve made the decision to move the PC release date to Spring 2016. Our PlayStation 4 and Xbox One release dates will remain the same, starting November 3, 2015 in North America and November 5 worldwide.
This decision on PC gives us the necessary development time to increase the visuals that we can deliver on PC. We will also include content updates that will have been released on console up to that time, making them available to all PC players from day one.
Need for Speed is also committed to being a live service so we can deliver an ongoing experience that is constantly changing and evolving. We will include free content updates and challenges as ever-present ways for you to earn rewards and continually explore the game.
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Senior Member
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Joined: 2008-09-07
err no. It's a little more complicated than that. There's a lot more factors to take into account.
Don't take this as me defending the game devs though, this NFS will be as crap as the last 10
Well, I haven't played them - but the graphics engine *.ini files and the post-processing, I am simplifying stuffs but essentially this is how it works in Frostbite and Unreal and CryEngine. Draw the polygons, fill them in, run post-processing, move onto next frame.