Digital Foundry Article Technical Discussion Archive [2015]

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As a bonus, motion blur is added since the PlayStation Experience demo, kicking in heavily during this chase, with both camera and per-object implementations. It adds a filmic touch sorely missing in the last showing

People were sore after seeing the previous demo? Quite the contrary, I'd say that people have being more impressed by the look of previous demo with its more realistic look. IMO.
 
I just checked on the suposedly "uncompressed" video that was released to the press, the build Eurogamer got their video from seems to be a different build from E3

Gamersyde (resized to 1280x720 like the Eurogamer screenshots)
e3v4rd1.png


Eurogamer DF
1280x-1ejp84.jpg


Also, that annoying green tint from the press video is gone. I don't understand why developers release videos with incorrect black levels and wrong color correction. ND do that a lot lately.
 
Yeah, noticed that too (updated it quickly when I skimmed the article, haven't really looked at the details yet to see if there's framerate stuff to update).

 
Given the framerate, makes you wonder what devs are currently holding in higher regard (fps or attaining 1080pr on xbox) . I wonder if they have some patches incoming....
It's possible that it may have to do with CPU load. And the resolution set is possibly a good place for Xbox to perform at. I'm not saying it is but the possibility is there.
 
As per DF UC4 demo.

Great article, a lot of achievements for ND here. It takes a really good team to pull off what they have and I don't mean just the render and engine guys.
 
What is important for me is the performance, if it's running that good already we can expect a solid 30 capped come release for U4.
 
And the resolution set is possibly a good place for Xbox to perform at.

I hate to be a skeptic, but they just so happened to settle on a res that ends with 1080? They also forgot to fix the scaling and some of the reflections are stretched when output to 16:9. Sounds like they had a 900P game but then changed it at the last minute for... reasons.
 
It's possible that it may have to do with CPU load. And the resolution set is possibly a good place for Xbox to perform at. I'm not saying it is but the possibility is there.

Totally possible , could there be compute constraints thats are unaffected by resolution?
 
I hate to be a skeptic, but they just so happened to settle on a res that ends with 1080? They also forgot to fix the scaling and some of the reflections are stretched when output to 16:9. Sounds like they had a 900P game but then changed it at the last minute for... reasons.

1080pr ;)

That said only scaling one way sounds sencible to me, but i guess ypu could use anything for the width
 
I hate to be a skeptic, but they just so happened to settle on a res that ends with 1080? They also forgot to fix the scaling and some of the reflections are stretched when output to 16:9. Sounds like they had a 900P game but then changed it at the last minute for... reasons.
Yea, there's that view point. But sometimes that particular resolution looks better since it has to scale only horizontally and not both vertically and horizontally. In a racing game, this might even make more sense, but I would have to see it for myself to make that call.
 
I hate to be a skeptic, but they just so happened to settle on a res that ends with 1080?

Why not? As a racing title, the focus is on landscape and wide objects (cars), and those would benefit more from a higher vertical resolution. This should be pretty old news by now (see: Wipeout/GT5/6).


They also forgot to fix the scaling and some of the reflections are stretched when output to 16:9. Sounds like they had a 900P game but then changed it at the last minute for... reasons.

The game has issues on all platforms, so it's probably more a case of running out of time than "forgetful & lazy devs". So yes, most likely a late decision.
 
Totally possible , could there be compute constraints thats are unaffected by resolution?
If the game is very consistent in frame rate with or without cars, graphical effects etc - then resolution was likely set right. I'd start looking at CPU. For a game like this, you need update, fixed update, and render code all completed in 16ms. If the xbox is consistently below 60 (as in never ever really reaching it) I would look at the CPU, that doesn't sound like GPU behaviour - which should hit it's stride when the load is little and have more difficulty when the load is too much.
 
Hmm, from DF in the youtube comments about the UC4 video
To do frame-rate analysis properly (and especially for accurate frame-time), you need 60Hz footage - even if the game runs at 30fps. All the extended footage samples we've seen have been 30fps, therefore half of the frames produced by the PS4 are culled. From a marketing perspective, there's no need when the game is a pretty solid 30fps. We only have 60Hz capture of this bit because we physically had someone at the broadcast area of the actual event as it actually happened, able to plumb into the uncompressed feeds.
Maybe that's why this doesn't have the Matrix filter all over it. I heard some people voicing concerns about the lack of colors in the E3 footage, the DF footage looks a lot more colorful than any video released by Sony/ND (both of them had incorrect black levels and a green tint).
 
Given the framerate, makes you wonder what devs are currently holding in higher regard (fps or attaining 1080pr on xbox) . I wonder if they have some patches incoming....

Well, the optimisation efforts to get the X1 versions up to PS4 standards is just too much effort which requires additional funding and resources that many developers cannot justify, hence the decision to drop the internal frame-buffer resolution and upscale, to get it near somewhat at a satisfactory state for release. It also really depends a lot on the type of engine being used as that also has a bearing as to whether the X1 can ever hit 1080p in certain titles. Interestingly, we have pCars developer, as an example, where post launch we have seen at least for the X1 several performance improvements, from patch 1.1 -.1.4, and soon to be patch 2.0(An additional 15% performance improvement were are told). And although SMS originally set aside budget/resources for a DX12 update(another circa 7% improvement), this now seem unlikely, judging from SMS latest comments on the matter.
 
Not a fan of calling it '1080pr', as it implies that there aren't valid reasons for choosing a certain resolution and scaling solution.

This is a separate issue to the resolution being "too high" for certain frame rate targets.
 
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