Digital Foundry Article Technical Discussion Archive [2015]

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What a clown of an engine lmao! I don't know why Bethesda didn't invest in a brand new engine after all these time, I mean they're gonna have to do one eventually for future titles right, so why not start from FO4? This game should've been delayed, their attention whoring from the fans for a short release date during that conference was so meaningless and counter productive, hope they learn their lessons.
That said I feel sorry for Xbone users in particular ho have to deal with 0fps on launch days, or for a couple of months.
 
WThis game should've been delayed, their attention whoring from the fans for a short release date during that conference was so meaningless and counter productive, hope they learn their lessons.
Yeah, those fucking idiots with their day one 90 metacritic score and all the hype. That'll teach them! :yes:
 
Its really too bad that one of the greatest (if not the greatest) game engines of this generation belongs to a publisher that nuked its own studios. What a fucking waste.
 
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0 fps?

After reading the article, the XB1 version should have been 900p or a dynamic resolution setup from the get go.
 
After reading the article, the XB1 version should have been 900p or a dynamic resolution setup from the get go.
A compete absence of frames sounds more like a CPU or I/O issue than GPU. The consoles have some shared issues and some odd unique issues that hopefully Bethesda will nail down and address in future patches but generally they hold up their 1080p 30fps target pretty well.
 
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No they mean you can kick any object around like cups etc it's one of the things that defines a Bethesda game for better or worse.
 
Rant:
"Physically based" is but a word devised at first to keep it's not like objects in the past were not affected by gravity at all or the laws of physics were totally ignored/meaningless.
When I killed a soldier in MGS or Syphon Filter he still fell on the ground like I expected him to...then he disappeared, but that's another story ;)
Fifa 1998: the ball still behaved as I expected to.

:runaway::runaway:
 
So the advice, as usual for Bethesda games, is wait for the GotY edition, and as a bonus get a fully working game and all the DLC for next to nothing.

Glad to see my cunning plan is the right one...... yet again.
 
I was wondering on the way home whilst stuck in traffic if this gen we might loose goty and get stable build editions instead, seems I am behind the times and thats already a thing.

On reflection emulator roms also have version numbers sometimes, so pressing a bug fixed release is not unheard of even way back when.

I wonder what was fixed in these old games,... Hmm thats tomorrow's google challange.
 
So the advice, as usual for Bethesda games, is wait for the GotY edition, and as a bonus get a fully working game and all the DLC for next to nothing.

Glad to see my cunning plan is the right one...... yet again.


"fully working"

If you want to even approximate that, you need the bug fix mods(and thus, the PC version) and about four years after the release date.

Edit: for the record, this is more intended to be an indictment of Bethesda than OMG PC IS BESTEST EVAR
 
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So the Initial DF Performance Analysis article is up
http://www.eurogamer.net/articles/digitalfoundry-2015-fallout-4-performance-analysis

Highlights
- regular drops to ~20FPS on hitting load triggers (worse on XB1)
- drops on transparencies and crowds (worse on PS4)
- even modest PCs will provide an equivalent or better experience to consoles



and there is a second article titled "Fallout 4: Next-gen or not?" to which the answer is 'kinda' with PBR being a highlight with low quality volumetrics and short shadow draw distances standing out as lowlights.
That is embarrassingly bad... how can they release that shit? I haven't played any Bethesda game, but even if I really wanted to play Fallout, I wouldn't touch it until it was fixed. Looks like it runs terrible on both consoles (more so on XB1 due to the stutters).
 
Sounds like it has the same problem as last gen where the longer you play the worse performance gets, too. Gerstmann from Giant Bomb was reporting framerate problems during the late game on PS4.
 
Sounds like it has the same problem as last gen where the longer you play the worse performance gets, too. Gerstmann from Giant Bomb was reporting framerate problems during the late game on PS4.

I've put a fair few hours into Fallout 4 and can tell you first hand that the game engine definitely has not resolved all of the problems from previous games and several reviews, and the DF article, do mention some enemy encounters do make one (or both) of consoles struggle and this may not be anything to do with far they are into the game. DF mention the deathclaw encounter on PS4 and this is really quite early in the game if you're following the main quest.

On lastgen consoles we know the issues were related to the user's save file which also includes a record of the user's interaction with the world, i.e so it knows the play has killed these thousand things here, and looted x, y but not Z items from them (so they should still be on the corpse if your return) and they are laid out like this, this and this. This file on lastgen could definitely create problems, particularly on PS3 and Bethesda introduced increasingly aggressive culling of old data, for example corpses disappearing from the world after 7 game days rather than 30 days etc.

I would be quite surprised if this particular problem raises it's head given the amount of RAM but only time will tell. How long did Gerstmann play? Most reviews seem to be clocking in 50-60 hours of gameplay which is not really long enough for inventory and game state world problems to rear their heads.
 
Shadows are expensive...
They could have done something like last cascades to only use non-dynamic occluders and refreshed rarely. (1/4 degrees of sun movement?)
Perhaps using the scrolling trick from Insomniac, or just render BIG far cascade like Ryse did.
After that it's 'just' the sampling cost for more cascades.

I am sure the 33ms budget allow shadows that do not vanish near player on current gen console.
 
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