Recent content by SeeNoWeevil

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    Next gen lighting technologies - voxelised, traced, and everything else *spawn*

    You've got to see the funny side of GPU vendors, display manufacturers and gamers going full steam ahead on the 4K hype train and the moment we get GPUs powerful enough to comfortably do 4k60, Nvidia announce raytraced 1080p60 is the new hotness. Like 4K was just something to throw new GPUs at...
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    Digital Foundry Article Technical Discussion Archive [2016 - 2017]

    It seems alpha effects are responsible for the frame drops. The only time I see drops below 60 are with a full grid of AI producing spray/dust clouds. Notice how in that video, the framerate doesn't drop until everyone starts moving. Plus in that race you have the blue light/smoke markers along...
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    Digital Foundry Article Technical Discussion Archive [2016 - 2017]

    This is probably the most demanding race in the game, the framerate drops massively at the beginning. My CPU never exceeds 65% on any one core and dropping to 1024x768 and low settings does very little to improve the situation. I'm fairly sure it's not exsceeding VRAM either. 4790K, 980Ti, 16GB...
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    Is pushing console games to double the frame rate on PC always feasible?

    I never hit near 100% cpu usage on a 4790K, but large frame drops still occur. Even dropping to 1024x768 and lowest settings does little to prevent them. I don't think I've ever seen a game perform in such an odd way.
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    Is pushing console games to double the frame rate on PC always feasible?

    What with the release of FH3 on PC, a game that exhibits many problems when pushed to 60fps on high end systems. Are there elements of the consoles that can be heavily used that just can't be pushed to twice the speed on high end PCs? Maybe around asset streaming?
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    Why do games have video calibration screens like this?

    That was my assumption too - but if your system is set to PC levels, 15 would be clipped off and invisible. If the lighter portion is 17, why tell the user to make it invisible?? On a correctly calibrated screen, the lighter portion should be just visible imo.
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    Why do games have video calibration screens like this?

    Why suggest just-above-black should be invisible? The majority of screens will suggest a particular portion is 'barely visible', which makes sense - but I've seen a few now like this. Using Full video levels you'd never want just above black to be invisible. The only explanation I can think of...
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    What do racing games lack that give a real speed feeling?

    I really wish more driving games would play around with less 'realistic' parameters in their driving model to make a more exciting sensation of driving a performance car fast. You need *something* to make up for the loss of physical forces. I think there's a reason most serious racing games...
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    Graphical effects that are standard by now but shouldn't

    Even when comparing a sample-and-hold display to an impulse driven one?
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    Digital Foundry Article Technical Discussion Archive [2015]

    Shades off for both images. Lighter of the two is two clicks of brightness. Look at the car rim on the right.
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    Digital Foundry Article Technical Discussion Archive [2015]

    MKX is the only game on PS4 I need to raise the 'brightness' slider to get a correct calibration image.
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    Graphical effects that are standard by now but shouldn't

    Surely the amount of motion blur present in the display affects how much should be present in the output?
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    DriveClub by Evolution Studios [PS4]

    Look at tower around 44s. It's quite rare and different pylons each time.
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    Rendering of Watch_Dogs

    Someone's going to be on the nasty end of a git blame right about now.
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    Uncharted 4: A Thief's End [PS4]

    True. I doubt the hdmi chip physically has the bandwidth. It's possibly though, their 4K TVs had the bandwidth for HDMI 2.0 modes but were specced to 1.4.
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