Digital Foundry Article Technical Discussion Archive [2014]

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Bluepoint seem to have done a better job technically with the port than Respawn did with their own game...

I completely agree with you.

Titanfall, as we learned recently, seems to have had a very complex and somehow problematic development with half of the team more worried about lawsuit than the actual game, many different engines attempt, leadership issues etc...
I suspect that without the MS server capability, this game would have faced many other problems before see the light.

To me, Titanfall seems a tipical cross-gen game developed on a (very) old-gen engine by a troubled small team in a short amount of time.

But it seems to be a very funny game nevertheless!
 
I call bullshit on that one, if the 360 can run it without uncompressed audio then surely a pc can as well. And let's pretend it's true then why can't they offer a compressed option for everyone else?

I thought there was hw in the 360 to do decode etc for audio.

An additional issue I would probably be that you need to do more QA, once for compressed audio and once for none compressed...
 
I thought there was hw in the 360 to do decode etc for audio.

An additional issue I would probably be that you need to do more QA, once for compressed audio and once for none compressed...
I can't remember any other PC title in the last ten years using uncompressed audio, seriously if you're rocking the kind of cpu cores that can't handle MP3 decoding you're probably rocking the kind of GPU that chugs running Solitaire. Utterly baffled by the uncompressed audio thing.
 
I can't remember any other PC title in the last ten years using uncompressed audio, seriously if you're rocking the kind of cpu cores that can't handle MP3 decoding you're probably rocking the kind of GPU that chugs running Solitaire.
This has been going around in my head. I remember playing MP3s - just - on a 25mhz 68030 Amiga in the 1990s. Admittedly at lower (64-96kbps) bitrates but on seriously low powered hardware. Is Titanfall perhaps doing something spectacular with sound, like mixing dozens and dozens of channels at once?
 
I thought there was hw in the 360 to do decode etc for audio.

An additional issue I would probably be that you need to do more QA, once for compressed audio and once for none compressed...

In regards to the hw acceleration on the 360 that may be true, but I simply can't recall anyone else use this excuse for wasting so much storage.

We have had low latency shooters since the dark ages that used compressed audio, and never heard about this being an issue.

I would expect them to balance the number of concurrent audio channels based on CPU rather than wasting space like this. And let's face it, it's not like the game moves any goal posts with its sound.

The amount of space this game eats on a ssd disc is record breaking, and stupid.
 
This has been going around in my head. I remember playing MP3s - just - on a 25mhz 68030 Amiga in the 1990s. Admittedly at lower (64-96kbps) bitrates but on seriously low powered hardware. Is Titanfall perhaps doing something spectacular with sound, like mixing dozens and dozens of channels at once?

There is plenty of audio going on, but it would be wiser to balance the channels available instead of insisting on uncompressed audio, at least imho.
 
I can't remember any other PC title in the last ten years using uncompressed audio, seriously if you're rocking the kind of cpu cores that can't handle MP3 decoding you're probably rocking the kind of GPU that chugs running Solitaire. Utterly baffled by the uncompressed audio thing.

Are we not talking about running Titanfall in addition to decompress MP3? Ie the cores are utilized as much as possible that adding mp3 decompression will impact the whole?

I think its a valid approach or they should up the minimum requirements, but then people will complain about higher min requirements most likely.
 
btw titanfall is very sensitive to sudden CPU load changes.

I can play Left4dead 2 smooth even when my CCTV record things. On titanfall, it stutter when CCTV detect movement and has not record, it even worse when the CCTV detect movement AND record. But the stutter only happen for a few secs.

after a few secs, the game runs fine even with CCTV recording.

*my gaming PC is a CCTV server
 
Are we not talking about running Titanfall in addition to decompress MP3? Ie the cores are utilized as much as possible that adding mp3 decompression will impact the whole?

I think its a valid approach or they should up the minimum requirements, but then people will complain about higher min requirements most likely.

Oh we definitely are talking about decoding MP3 in addition to everything else but that's kind of the point almost every other title for the last ten years has managed that without this kludge. Orangelupa's post is very interesting though I;ve seen similar hitching in my games in the past but it was I/O related rather than CPU. I'm just surprised that the game is that sensitive to CPU load that the low single digit % requirements for mp3 are too much.

I mean when an Atom core can handle decoding MP3 w/o hitching how intense can it be? I'm not trying to imply incompetence or a lack of skill on Respawn's part I'd just love them to explain why .wav beyond 'MP3 takes too many cycles', what makes their custom version of source so starved for cpu cycles?
 
btw titanfall is very sensitive to sudden CPU load changes.

I can play Left4dead 2 smooth even when my CCTV record things. On titanfall, it stutter when CCTV detect movement and has not record, it even worse when the CCTV detect movement AND record. But the stutter only happen for a few secs.

after a few secs, the game runs fine even with CCTV recording.

*my gaming PC is a CCTV server

I don't get that on my configurations, as I said before, the game really need gpu to run steady at 60. But I am not surprised by the io stuttering, with all that crap they have to read constantly to generate audio :)

Yes ogg is the choice of today I think, something about mp3 license. Didn't the old unreal game start that trend?
 
Bluepoint seem to have done a better job technically with the port than Respawn did with their own game...

I mean the fact that Titanfall on XB1/PC has no kind of streaming system at all is a bit crazy
http://www.eurogamer.net/articles/digitalfoundry-2014-titanfall-next-gen-face-off
Call Of Duty Ghosts does the same thing, Battlefield 4 can consume 2.5-2.7GB of video memory on large maps, and the quality of the assets in MP is nowhere those in SP. (granted BF4 does have streaming but it's quite limited)
 
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How do you do streaming on an MP map with distributed spawn points without a load screen (or equivalent)? Even artificially forced countdowns are not useful if the players can change their choice before the last second.
 
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