Digital Foundry Article Technical Discussion Archive [2011]

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wow the performace is so bad ... even worsen than Crysis 2

i have seen drop to 12 FPS!!!!

this is not acceptable anymore.. if its such a bad performance in a game reviewers should cut two points from total score ... unbelievable .. this gen is so wrong
 
AA in PS3 version of Deus Ex looks very similar to KZ3 implantation.Anyway,both versions give great edge smoothing considering the year in generation we are and its not to be expected miracles here.Performance on the other hand are quite bad...
 
Lens of truth's framerate analysis was quite different, with very high averages close to 30. Got to think somethings wrong with their equipment.

Unless they were analysing the pre rendered cutscenes for some reason..
 
FXAA is shaping up pretty good can't wait to see it in GeOW3.

About Gears 3 as far as I can tell at the latest multiplayer gameplay videos we've seen there is no AA solution at all - Al spotted some edge blur AA solution in some bits that were cut-scenes at the Crescendo trailer...either FXAA is only apparent in cut-scenes and/or campaign and there is no AA in the multiplayer or the latest videos are from an older build.

I hope that Gears 3 will have a steady frame-rate because lately eye candy over performance is becoming a new trend in the console games..I guess we'll find out in less than a month.
 
About Gears 3 as far as I can tell at the latest multiplayer gameplay videos we've seen there is no AA solution at all - Al spotted some edge blur AA solution in some bits that were cut-scenes at the Crescendo trailer...either FXAA is only apparent in cut-scenes and/or campaign and there is no AA in the multiplayer or the latest videos are from an older build.

I hope that Gears 3 will have a steady frame-rate because lately eye candy over performance is becoming a new trend in the console games..I guess we'll find out in less than a month.

In the released footage there are cutscenes that stutter a little bit (which lack any AA) and fluid cutscenes (which have some slight blurring to cover for the aliasing). My take is that the fluid cutscenes are pre-rendered and are displayed while loading new level data.
The depth of field effect also blurs the edges a little bit, which is an added bonus i guess :smile:
 
First post! :smile:


Interestling enough. The cutscenes (realtime?) for Gears 3 are in 60fps.

You can also see the FXAA in the cutscenes and gameplay.

http://game.watch.impress.co.jp/video/gmw/docs/472/077/gow3-1.wmv
http://game.watch.impress.co.jp/video/gmw/docs/472/077/gow3-2.wmv
http://game.watch.impress.co.jp/video/gmw/docs/472/077/gow3-3.wmv

i believe the video is sped up, also the image became blurred in the process: you can find the exact same videos on youtube, but in higher resolution and without the user 60hz converted cutscenes
 
i believe the video is sped up, also the image became blurred in the process: you can find the exact same videos on youtube, but in higher resolution and without the user 60hz converted cutscenes

lol While that is true... The vid looks like it's generally in native 60fps. I don't see any bubble popping or artifacts that are associated with software motion interpolation. Also if it was a real interpolated conversion, than the gameplay segments would also be in 60fps. The output file would also usually be a MKV or MP4. But it's strangely a WMV.

I converted a 30fps video myself and this is the result:

http://www.multiupload.com/J5D6L2JHTA

(The framerate is really smooth in this conversion. But it's not as smooth as the videos posted. This is from the highest quality software interpolation on the net.)


Also the most obvious one in these videos for the cutscenes... Object Based Motion blur is now turned off.
 
Your converted clip looks fantastic btw, I would almost play in this resolution if I could be in this framerate :p
But I believe the cutscene conversion is more fluid because the frames are much closer together, you should try to convert a cutscene, my hypothesis is that it will be as fluid as the .wmv's you found.
 
Your converted clip looks fantastic btw, I would almost play in this resolution if I could be in this framerate :p
But I believe the cutscene conversion is more fluid because the frames are much closer together, you should try to convert a cutscene, my hypothesis is that it will be as fluid as the .wmv's you found.



Thanks! After comparing my encoded video (Actually in HD) and the 640x360 one, I'm leaning towards that video being a legit 60fps video encode. There are no signs of motion interpolation. You can see it in the movements of the hands. Look carefully and you will see the hands appearing to be fluttering in between frames. (A problem with motion interpolation that can only be tweaked to the minimum). When you pause it, it's actually ghosting.

It looks like this:

2sxFr.png


This does not happen at all in the vid. Also every object is moving in sync in the 640x360 one. If you notice in my video the gun in Sam's hand (Brunette female soldier) is not moving as fluid as she is moving.

My guess is that this 60fps vid is from the B-roll footage given to game journalists. We couldn't really see the 60fps in the youtube vids since they're all converted to 30fps anyway. I don't understand the bizzare cropping though.

Either Epic is purposely pulling our chain with these cutscenes... Or if these are indeed a representation of the framerate in cutscenes... I would say that this find is rather impressive. From what I've seen in the leaked build these cutscenes were in realtime and stuttering quite bad.

I'm thinking we might have unlocked framerates for these cutscenes. Here's hoping Digital Foundry sorts this mystery out.;)

Compare for yourself

http://game.watch.impress.co.jp/video/gmw/docs/472/077/gow3-3.wmv

VS.

http://www.megaupload.com/?d=NR1AKMZZ

Note: Audio is off by 2 secs in my vid:rolleyes:
 
That's not ghosting, that's motion blur on the Toy Story 3 image. A rather high quality one, too, and it's created using Pixar's Renderman.
 
He's referring to the warping caused by the 60Hz interpolation, not the blur (look at the horn on the Tric's nose, there's two of them). I've seen the same thing when I use software to slow down, extend, or alter the framerate of existing footage.
 
Not to diss the 360 hardware, but I don't think that hardware is capable of rendering 60fps with that much detail. I do believe the hardware is capable of displaying such video (of course) so my take is that the videos, if they are legit (I don't know enough about frame interpolation to distinguish those artifacts), that they are rendered offline.

But great find nonetheless!
 
What is that even supposed to mean? Come on, the consoles are reaching 6 years of age... There are just so many factors contributing to what you eventually see on screen. Just take a look at Fight Night 4 for an example of 60fps, 4xMSAA and ridiculously high detailed players or Forza's high detail environments @ solid 60fps. But of course you have your own vague preconceptions and definitions here that just make it a weird statement (not to mention blatently off-topic).


It's always a game of trade-offs. ಠ_ಠ
 
What is that even supposed to mean? Come on, the consoles are reaching 6 years of age... There are just so many factors contributing to what you eventually see on screen. Just take a look at Fight Night 4 for an example of 60fps, 4xMSAA and ridiculously high detailed players or Forza's high detail environments @ solid 60fps. But of course you have your own vague preconceptions and definitions here that just make it a weird statement (not to mention blatently off-topic).


It's always a game of trade-offs. ಠ_ಠ

Al to back you up... I'm pretty sure realtime 60fps cutscenes are possible this gen for consoles. They are of course, carefully controlled. Look at Devil May Cry 4 on PS3 or Bayonetta on Xbox 360 as good examples. Like my previous statement, I think Epic could be going for variable framerates in their realtime cutscenes. It doesn't really make much sense to encode a 60Hz cutscene on a disc which would generally take up more space.
 
I agree; it's true that the consoles are getting old, but play GT5 on the london or madrid track on a big 1080p color calibrated screen and you will easily forget that the hardware is from around 2005 :)

Btw; cutscenes are controlled (scripted) enough to have the hardware do 30>60hz framerate upscale/interpolation without too much artifacts.
http://www.eurogamer.net/articles/digitalfoundry-force-unleashed-60fps-tech-article
Maybe this is what we are seeing in the 60fps cutscenes? :cool:
 
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