![]() ![]() That said, anything with huge draw distances and intricate distant details loses some of its clarity in Remote Play mode. Those games all use large enough fonts that the interfaces feel on par with native Vita games. It’s a lesser problem in games that have minimal interfaces or that already use large fonts: games like Resogun, LEGO Marvel Super Heroes, Knack and - surprisingly - Assassin’s Creed IV. In short, the game needs a screen that’s at least an inch bigger - probably two. And while I can track the general motion of my tachometer and nitrous gauge needles, I’ll often misread pursuit tech tallies because the numbers are so tiny. When I exit to the game world, the automap is essentially useless, the display rondel too shrunken, the course icons like hieroglyphic flecks. On the PS4, I can see all the map’s text and iconography clearly, but on the Vita, my eyes struggle continuously to focus on the Lilliputian “objective” lettering or the activity icons that comprise the menubar near map bottom. When you exit the garage, you first have to pick where you want to exit to using the game’s world map. At startup, you’re poking around a virtual garage where you can tweak your car, fiddle with mission parameters, pore over performance statistics and so forth. ![]() Smartphones are great for all sorts of gaming experiences, but they will never supplant games that benefit from (and often require) large viewing areas. I love the Vita - it’s the Tesla Model S of handhelds! I’m talking about someone taking an experience designed for at least a 19- or 20-inch screen, and cramming that into something roughly 75% smaller. I don’t have a problem with small-screen gaming in principle. Writing as a gamer who wouldn’t dream of playing twitchy shooters like Call of Duty: Ghosts or Battlefield 4 or Killzone Shadow Fall competitively on a tiny screen while twiddling attenuated controls, the make-or-break issue for me is the Vita’s 960 by 544 pixel 5-inch screen, in concert with PS4 games optimized for 1280 by 720 pixels and up. I agree that latency’s an issue, but it’s not the make or break one. I have one quibble with the site’s otherwise excellent overview: DF says the make-or-break issue with Remote Play is latency. Follow you want an in-depth breakdown of the technology behind the PlayStation 4’s Remote Play feature, which turns Sony’s PS Vita into an adjunct mini-PS4, Digital Foundry has a pretty thorough writeup here. ![]()
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