Mgr surrounding was not dynamic unless the cutting mechanic affected the world. Even then, the more separate pieces you cut the more intensive it gets for the hardware. Polygon count, particle effects, surface textures and other things are lessened and or carefully implemented with frame-rate constantly considered. Compare the character models for both games- the rougher, texture and polygon heavy multi-layered models of DmC to the smoother lighter hollower ones in MGR. Visual magic is somewhat sacrificed for performance or vice-versa on consoles all the time. However, this style fits the Japanese games well as they have worked this smooth shiny porcelain look into their artistic presentation. Mgr is less hardware intensive than DmC. Ninja theory has had excellent programmers and the support of the experience of Capcom if they could have hit 60 fps with DmC on consoles, they would have. That's why the re-release can run at higher fidelity and frame-rate , it isn't because of better coding, it's because of it running on more powerful hardware. If superior coding was all that games needed then monster budget titles could pay to bring in expert encoders to get Skyrim and GTA running on consoles at 60 or higher.