Killzone: Shadow Fall Throws Plenty Of Enemies At You Before The Frame-rate Drops
Visually, Killzone: Shadow Fall is pretty impressive. Technically, it seems pretty sound too. The game is designed to run at a sanguine 60 FPS although usually quoted figures such as these are absolutely meaningless once things get a little too hectic on-screen.
With Shadow Fall, you can expect things to stay silky smooth right up to the point where you ahve 24 AI enemies running all over the place, shooting everything and destroying things.
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Speaking with OPM, lead designer Eric Boltjes said of the leap to PS4, “For me as a game designer what I was really interested in was getting more gameplay elements on screen. More enemy types at the same time, more weapon types. Bigger areas. For me that gives us a lot more ingredients to play around with. Previously we were limited. You could have six or seven guys on screen, only two types, and it had to be at a specific range”
When asked about the on-screen enemy limit, Boltjes replied, “Yes. It’s about 24,” and added, “but that’s just enemy AI. And there are other types of enemy AI, lots of destructibility, lots of dynamic objects. Those have much higher limits but the amount of AI is around 24″.
When asked what would happen if a 25th enemy were to come on screen, he replied, “framerate drops,” and continued, “They’re all autonomous, they create their own effects. They’re busy little bees.” He concluded, “as soon as you push it over  then we get performance issues”.
Boltjes conveniently didn’t specify the degree to which you could expect the frame-rate to drop but considering that it can handle up to 24 independent AI all with their own effects and so on, an extra one shouldn’t do too much.
How that number translates to the multiplayer is another question entirely.