Activision must be jealous to the "attention" what WB got with Batman: AK if they allowed to release this...
WB recently posted that they can't fix the issues found in Batman: Arkham Knight. So whether this "might" computes to increased sales because of the publicity, or an acknowledgement of failure, I honestly don't think it's going to help WB in the least. The same could be said for Black OPs 3. The issue could very well be a memory leak of some type. Other's have mention Crysis 3. On it's release day, it needed a patch because it was stuttering on Ultra or Very High Settings, and the patch fixed it. So this could be a typical hic-up on release day that a lot of games experience.
So basically we are stuck with about 5 video cards with enough video memory to run this game at ultra...
I fail to see the relevant point. We are getting to a point where games are being pushed to the extremes. The cries of many PC Gaming Enthusiast "wishes" are coming true to fully utilize hardware for the best gaming experience that could possibly be provided. When the masses get what they want, they cry at the cost that comes with it. Imagine how much TPU and others are going to cry when Star Citizens is released. How many discrete graphic cards are you going to count when you have to render ships and cockpits that use more than 7 digits worth for points, not including baked high-res texture maps, not including displacements and AO maps, just so you get the eye-candy experience you've been demanding? I find it irrelevant because if we want better PC Games, and I'm not talking about 100% functioning games, we have to pay for it not with money alone. We have to pay for it in our systems to process the work necessary to play them. The money we invest in our systems determines in some proportion the level of experience we'll get as an output. If Black OPs 3 requires 16 GBs CPU Framebuffer just to push higher resolutions of texture, particle effects, shadows, and other crap at decent FPS, then either deal with it or don't. Just take into account that this is the future... We've lived in a PC Era were the demands weren't high, and our systems could easily over-kill on the requirements. Now that we want more, and we are getting more, the over-kill factor is slowly shrinking.
why are people calling this the new crysis? Wont this just be patched in no time and then it will be just another call of duty game.
They are calling it the new Crysis because of it's consumption. It requires around 16 GBs CPU Ram to run on the highest settings, and it uses more than 6GBs of VRAM on the discrete graphic card's GPU Framebuffer just to push the highest level of graphics and play. Simple answer, it's pushing the bar. Basically, it has a lot of information being stored on the GPU and CPU side. Some are saying this could be memory leaks, and I can see where they are coming from. I suspect that higher resolution baked Textures is one thing. Another is less to do with the game-engine itself, and more to do with the level of detail they have on their models, in the game. High detailed models equates to high use of polygons. High use of polygons per models equates to higher system demands and memory usage just to store the information. Add multiple high poly models in a scene, and you increase the demands on the CPU and GPU side. A lot of players don't realize that on the 3D side of the spectrum, a lot of games use lower QUAD-models for characters and models. Take for example Planetside 2. We are probably looking at roughly 7,000 pt models of characters, per player, x 50 to 100 players in a given region, not including the terrain in the area, or the building (assuming of course your looking at it so it's being rendered), plus a bunch of other crap like explosions, tanks, flying vehicles, tracers, etc-- is what made the game so demanding... I know for a fact that one of the spaceships from Star Citizens, I think it's the Mustang, had a poly count of over 100,000 points. It could be more than that. Typically if you want to add more detail into your models, you increase the point count. For PC games, you want the points count to be low so you can render other 3D objects in the scene at a faster time.