Crackdown has frame rate issues?
Yeah, you can see lots of slowdown in this recent vid, and there probably isn't much hope of the release being better as about mid way though the video the developer showing the game off claims "we are completely locked at 30fps at all times."
I've had a some slowdowns, but it's a one month old build now and it was already very smooth most of the time. They mostly occured when something crazy was happening like a chain explosion making a dozen bodies and cars fly around.
I downloaded it, and yeah it's an older video but I'm pretty sure that is the lead developer doing the talking and if he calls that "completely locked at 30fps" then I can't rightly hope they have been doing much to improve the framerate issues since then.Is that the best barometer though? Being a video from X06 (recent?), its a full 5 months before the actual release date. Did you stream or it DL it? (i'm DL'ing the big one now...)
Yeah, you can see lots of slowdown in this recent vid, and there probably isn't much hope of the release being better as about mid way though the video the developer showing the game off claims "we are completely locked at 30fps at all times."
I should note that 14 is actual material-specific -- it's also the maximum we can support because we need to set aside texture arrays for shadow maps. And yeah, we're basically hitting PC+Xenon+PS3. Well, I can't say that's a common thing. I think the biggest complexity stuff is the transitional components where we're constructing little bits of geometry that effectively blend between two materials and alleviate hard edges in terrain. So the number of pixels filled for these complex materials isn't so bad.
14 . live . layers . !... What system are you deving to? And why so many texture layers? doesnt it kill render time for bandwidth req - not to mention ram storage?
Well, to generate those maps you need something to be modeled and textured in the first place. You just don't need to draw the actual geometry or process any of it at runtime. And the thing is if they've got all that geometry on the outside, then it is kind of a load to render real geometry for interiors considering how many windows there may be visible from the outside.Maybe they went this way because had some processing power left, but didnt had enought time, resources or budget to actually model the interiors for each window in each building...
(I think its hard to believe its geometry thats holding this up because the buildings are fairly detailed and theres a lot of those on screen at once... Among with lots of people and cars on the streets...)
Ummm... trailers are captured at fixed framerates irrespective of whether the game actually can run at that framerate or not. All the routines are given a fixed timestep of 1/30th of a second, so it looks like the game is running at 30 fps when you actually play the video. or whatever framerate you want to encode the video at. Sometimes they might play with you and step at faster framerates and blend images to make it look like there's extra motion blur. This isn't new. Pretty much every game trailer you've ever seen or ever will see with realtime footage does this.search for crackdown, and then watch ''trailer 2''.
There is no slowdown in that trailer, and it looks superb.
http://www.1up.com/do/newsStory?cId=3156556
Check the crackdown feature, seems theyve really tightened up the framerate.
I think she kinda missed the appeal of the RPG elements, personally, I would want my agent to be maxed out in nearly every category, explosives, driving, agility, as such I'll probably spend 60% of the game just leveling up, which would make those activities the bulk of the game for me.
# Ambient occlusion textures - As part of the lighting setup, we run a radiosity simulation over the entire city which works by firing 16 million million photons (that is 16x (10^12) photons) into the geometry). Their effect is then measured at approximately 32,000 million points. We save out the results as textures and apply these to the environment. We wrote our own custom tools to achieve this which, as well as being of a much higher quality than those from our 3-D package, they also meant a 100X reduction in computation time!
The hell in school.[/Spock]Where the hell did this guy learn how to count?
I think they employed the Instant Radiosity algorithm to calculate the global illumination and then store the result in the lightmap. The algorithm actually is more like a splash version of Photonmap, and can be implemented efficiently on GPU. It's true Quake 3 and Half Life 2 already used precomputed radiosity map (or albedo map), but this tech is very fast and easy to use. We used this in our game too.# Ambient occlusion textures - As part of the lighting setup, we run a radiosity simulation over the entire city which works by firing 16 million million photons (that is 16x (10^12) photons) into the geometry). Their effect is then measured at approximately 32,000 million points. We save out the results as textures and apply these to the environment. We wrote our own custom tools to achieve this which, as well as being of a much higher quality than those from our 3-D package, they also meant a 100X reduction in computation time!
I'm really interested. What the "unusual way" are they using?# Outlines on everything – This is a fundamental part of the game style and we wrote three versions before finding a method that was antialiased and had a reasonable render cost. We're achieving the effect by leveraging the Xenon's MSAA hardware in a new and unusual way.
Well, if you are familiar with the Relief Mapping based algorithms (relief map, parallax occlusion map, cone map, steep map, ...), all of them are running a micro-raytracer on each pixel to detect the actual surface point defined by a height map (see the document of ATI's Toy Shop demo). But, these algos have "granularity" artifact, which is very annoying at some view angles and can not be MSAAed. So, the term "the next generation beyond parallax mapping" maybe refer to something improved on this?# Fake window interiors – The technology we're using for windows is the next generation beyond parallax mapping. For every pixel of every window, the shader simulates raytracing through the blinds, through the interior window box, and finally into the room until it hits the floor or ceiling. And after that, the full lighting equation is run.
Deferred lighting has a few major deficiencies like cannot cooperated with MSAA on the current gen hardware. Maybe that's the reason why they outlining everything?Our decision to go with our impressive deferred lighting technique to allow thousands of lights visible across the world at any given time was the making of the night time vista and this was the icing on the cake that we think helped people to truly appreciate the decisions we’d made. This can only be hinted at in a screenshot but to see the entire city with thousands of streetlights to the distance, thousands of characters walking around and hundreds of moving vehicles with headlights really is an impressive sight
Xenos doesn't have the current gen problem (actually, "last-gen", since G80 has the same capability as Xenos, being a D3D10 GPU) - it can resolve individual MSAA samples, whereas last gen hardware can't.Deferred lighting has a few major deficiencies like cannot cooperated with MSAA on the current gen hardware. Maybe that's the reason why they outlining everything?