Digital Foundry Article Technical Discussion Archive [2014]

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Yes I did, before ACU, back then I also believed Ryse to be on the top of graphically impressive games, but after ACU, I don't think that anymore, in fact after loading some Ryse levels, they looked cartoonish in comparison to ACU, the visuals (basically the GL lighting) in this game makes it impossible to enjoy any lesser graphics, even from recent titles like COD AW, Shadow Of Mordor or even Crysis 3. The discrepancy is jarring. This is the first time I felt like this in years. The game is simply astonishing to look at.

Damn it you're making it very difficult for me to hold out! I've only got a 680 but I don't mind 30fps in a controller based game as long as it's solid. I'm hoping I can max everything out bar textures and AA at 1080p. From what I've seen that should be possible but I've no idea how much the tessellation will effect performance. It looks so good though in the GeForce.com shots...
 
NVIDIA wants to apply tessellations on some terrain and rooftop surfaces, I think secondary characters (the crowd) are the ones who need it the most considering their poly count is modest (adaptive tessellation will also eliminate pop ins) , but I understand that would affect performance much more than terrain.

Wouldn't POM be sufficient for cobblestone and rooftops and cheaper than tessellation?
 
Just got ACU on PC, I can see why it's so taxing, the game is drop dead gorgeous, easily the best lighting I have ever seen in this generation, to the point that in-game cut scenes and fly-bys now look exactly like CGI movies. Characters look fantastic as well, this game will definitely win the graphics award this year, no other game came even close. The only complaint I have is the horrible LOD pop in on pedestrians, this needs to be fixed fast as it's distracting.

It is also the highest game to consume CPU resources, it runs well (30fps+) at Ultra everything if you are not extravagant with resolution.

I think the baked GI solution works really well in ACU.
 
By the way, how does baked GI work with dynamic weather and time of day? I mean I know it can be done, GT5 I think already uses it like that, but how does it work? Is there pre-baked information for different conditions?
 
By the way, how does baked GI work with dynamic weather and time of day? I mean I know it can be done, GT5 I think already uses it like that, but how does it work? Is there pre-baked information for different conditions?
A good question. Especially as GTA has especially fine-grained lighting, i.e. you can see it changing ever so slightly every few game minutes - every few seconds in realtime.
 
How big would these maps be, do you think?

The amount of streaming GTA does is already mind-boggling!

In a Giant bomb podcast they said they talk with a Ubi dev and they told the size of all GI map of the game is 25 gb half of the blira disc... And it is not an easy things to have an efficient pipeline for developing the game...
 
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If they bake spherical harmonics data, wouldn't it work for any number of lights with any directions? I think GTA uses GI map blending though..

SH doesn't free you from light casting, Lights*SH can be costly beyond 2nd order SH, for hard lighting/shadowing boundaries you'd need around 250th. Also, you either have all static light prebaked in SH, or you have all static visibility prebaked in SH. Rotating SHs with moving geometry is very problematic. Which means any dynamic objects/lights are problematic.
 
You're talking about the "light" (of the source) while I'm talking about the "reflection of light source" on the surface. So we're talking about different things.
So, it looks like H2A campaign does use screen-space reflections, albeit so conservatively that I'm sort of shocked that they bothered.

In terms of reflecting off-screen lights, it might just be that the game supports fairly skinny specular lobes; sometimes this can give a pretty good impression of the source object having a structured response on the surface, check out how Forge light objects reflect off of the hardwood floors in Reach's Reflection for a good example.
 
Digital Foundry Face-Off: Assassin's Creed Unity

Digital Foundry said:
Overall, it's very difficult to avoid the sense that Assassin's Creed Unity was released in an unfinished state. On PC in particular, it really feels like beta code - feature-complete, but lacking in optimisation, with bugs manifesting regularly. On console, the game is more stable, but clearly performance is unacceptable - the frequent dips to 25fps on Xbox One are jarring enough, but it remains truly remarkable that the PS4 game should drop just as often to 20fps.

Not anything that anybody didn't know, but ouch!
 
The FXAA in Unity is far too blurry and it makes the game look like it's running below 900P.

Also if the CPU is the bottleneck here I can understand the game being 900P on PS4 due to lower available bandwidth. I had a look at the chart that depicted the lower available bandwidth on PS4 due to CPU use and it looked brutal. But what puzzles me is why is it that the game still struggles to reach 30FPS in non CPU intensive areas like the cutscene or combat? There's an area in the DF analysis where the game hovers around 6FPS mark when there are barely any NPCs around and the only thing going on is the combat.

Also does anyone else feel like the game's use of ambient lighting is exaggerated to the point that it forces it upon you with a stick? They also probably should have prioritised things a bit differently as tone down the ambient lighting slightly and have a better AO implementation and also probably cut down the number of NPCs in half as it feels jarring to have a sluggish framerate and NPCs pop in 10 metres ahead and have LOD changes 5 metres ahead. I went on top of Notre Dam this time and saw that there were a fair amount of NPCs even in the area that was two streets ahead, this is unnecessary especially when you realise that there are pop ins at such close range.
 
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The FXAA in Unity is far too blurry and it makes the game look like it's running below 900P.

Also if the CPU is the bottleneck here I can understand the game being 900P on PS4 due to lower available bandwidth. I had a look at the chart that depicted the lower available bandwidth on PS4 due to CPU use and it looked brutal. But what puzzles me is why is it that the game still struggles to reach 30FPS in non CPU intensive areas like the cutscene or combat? There's an area in the DF analysis where the game hovers around 6FPS mark when there are barely any NPCs around and the only thing going on is the combat.

Those ~5fps scenes are happening only on the co-op mode of the XB1 version apparently.
 
The game/engine is a mess, I would not try to reverse engineer the output to draw any conclusions about the hardware. An in-depth post mortem would be interesting. "What went wrong with Unity development?"
 
The game/engine is a mess, I would not try to reverse engineer the output to draw any conclusions about the hardware. An in-depth post mortem would be interesting. "What went wrong with Unity development?"

It was also originally due out last month but was bumped in August. They clearly knew it wasn't ready for primetime several months back and I guess they didn't get to fix everything that needed fixing.
 
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