Digital Foundry tech analysis channel at Eurogamer

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The move to Eurogamer has been long and fraught and the behind-the-scenes dev team who've put up with tons of my most anal of requests really deserve a lot of credit. The streaming HD stuff took a long while to get right. We're adopting a quality first approach - we use the same amount of bandwidth as YouTube HD, but just one minute of HD footage takes an hour to encode on a 3.33GHz i7. But I honestly think it's the best streaming video for gameplay online right now.

I do not understand why it take so long? What is the main video codec format?

AT 720P, 1minute of HD footage in 720P it should technically take around 10min with 2-pass at 2.67ghz.

I do own a Core i7 myself & if the first pass is slow, it may be a bandwidth issue with the hard drive.
 
Yeah, I have a 4TB RAID-0 array so not likely an issue with bandwidth ;) In simple terms, we have every single h264 setting set to "max". We have a mere 2mbps of bandwidth to play with in order to sustain decent streaming on most broadband connections so I'm determined to make every bit count. No point in doing HD when so many 720p encodes are just a mass of macroblocks whenever anything interesting happens.

The idea is to update the site daily. This is not easy when the 'big' stuff we do takes days and sometimes weeks to complete. However, today's update shows inFamous' cityscape from the highest point in the game world you can access.

Big projects in the works include the Uncharted 1 analysis (mostly done - FPS analysis is proving troublesome owing to static lighting), a Crackdown appreciation/retrospective (sorta getting there, got some great stuff for this including some stunning video) and in preparation for ODST, we're going to do a Halo 3 breakdown (will be more interesting assuming ODST uses the same engine). I also think the big input lag debate also deserves some more up-to-date testing.

If any one wants to pitch in with feature ideas or small stuff we can put to the test, I'm all ears (yes we will get around to MGS4). Any one who gets access to the OnLive summer beta test is also invited to get in touch.
 
Yes, we've got a great Crackdown feature in the works, and the imminent debut of ODST at E3 gives us a reason to cover the Halo 3 engine in depth. We can only really go retro if we have something new and interesting to hang a feature off of (eg a sequel, hence the Uncharted feature).

Going forward, all new 360 exclusives will be covered.
 
Yes, we've got a great Crackdown feature in the works, and the imminent debut of ODST at E3 gives us a reason to cover the Halo 3 engine in depth. We can only really go retro if we have something new and interesting to hang a feature off of (eg a sequel, hence the Uncharted feature).

Going forward, all new 360 exclusives will be covered.

sweet! thanks,

good luck with the new venture
 
The idea is to update the site daily. This is not easy when the 'big' stuff we do takes days and sometimes weeks to complete. However, today's update shows inFamous' cityscape from the highest point in the game world you can access.

Nice view and game looks like it might be fun.

But ick, the city is a bit of blurry mess with some nasty (to me) pop in when you're descending.

Is there a lot of pop in like that in the normal course of the game? And is everything in the distance always a blurry mess?

Regards,
SB
 
Nice view and game looks like it might be fun.

But ick, the city is a bit of blurry mess with some nasty (to me) pop in when you're descending.

Is there a lot of pop in like that in the normal course of the game? And is everything in the distance always a blurry mess?

Regards,
SB

Well, in the latest ListenUp podcast John Davison I think mentioned that the engine Sucker Punch used for this game is a regular game engine not really optimised for the PS3. They put this into contrast with the next Sly Cooper game, which apparently will feature an engine optimised for PS3 hardware. So I'm guessing (haven't looked at it yet) the DF analysis will expose some of this, and it also explains how the game is mostly rated positive for gameplay aspects and art, and not necessarily for any technical achievements (which is almost a trademark for PS3 exclusives ;) ).
 
Big projects in the works include the Uncharted 1 analysis (mostly done - FPS analysis is proving troublesome owing to static lighting)

Sorry if I sound dense, but is there a reason static lighting would interfere with an analysis? Doesn't the equipment you use capture the frame rate regardless of lighting conditions?
 
I think it's just exaggerated depth of field, like in this pic:

http://www.mir.com.my/rb/photography/companies/nikon/nikkoresources/50mmnikkor/tonimattsharp_DOF.jpg

They might be doing that for cinematic reasons, to obscure low detail in the distance, to create a sense of vertigo, etc...

DOF do not want! :D :p

But more seriously, I thought Crackdown handled it in a better way with that atmospheric haze approximation.

Well, in the latest ListenUp podcast John Davison I think mentioned that the engine Sucker Punch used for this game is a regular game engine not really optimised for the PS3. They put this into contrast with the next Sly Cooper game, which apparently will feature an engine optimised for PS3 hardware. So I'm guessing (haven't looked at it yet) the DF analysis will expose some of this, and it also explains how the game is mostly rated positive for gameplay aspects and art, and not necessarily for any technical achievements (which is almost a trademark for PS3 exclusives ;) ).

hm... I listened to that part. I thought it was more of a "there's room for improvement" type of statement considering it's their first game this generation (very general and not particularly mind-blowing, I mean). :) The video certainly shows some areas they could improve such as LOD transitions, poor shadow res, AO (or lack thereof, even baked).
 
Hey grandmaster, it would be great if you can do a post-E3 God of War III analysis if they would provide any decent direct feed materials. I'm really interested in the technical break down of how they did the moving levels especially.:)
 
Sorry if I sound dense, but is there a reason static lighting would interfere with an analysis? Doesn't the equipment you use capture the frame rate regardless of lighting conditions?

The problem is ascertaining what is a torn frame and what isn't. The technique for doing this is to compare an analysis of a single line vs an analysis of a full frame. If the full frame is different but the single line isn't, it's a torn frame.

The problem with Uncharted is that its static lighting means that a single line is often repeated from one frame to the next, if the camera is not moving.

Now a smarter analyser would do the trick, but considering that this is the only game so far that has been difficult to analyse I'm not sure it's worth all the effort.
 
DOF do not want! :D :p

Bah, DOF is awesome when done well. I especially like how it was used in Gears of War 2. Where what you are looking at always comes into focus while the surrounds at different distances from that point you are focused on blurs. Sorta like real life.

Regards,
SB
 
Bah, DOF is awesome when done well. I especially like how it was used in Gears of War 2. Where what you are looking at always comes into focus while the surrounds at different distances from that point you are focused on blurs. Sorta like real life.

True enough. :) The problem is when a much lower resolution buffer is used for the blur or blurring too much too close to the camera. :(
I was referring joker's image, btw. :p
 
I popped in Crackdown the other day, I think they just have an aggresive LOD system (Renderware engine).
http://media.teamxbox.com/games/ss/1324/1178772080.jpg

It's an atmospheric approximation that changes according to the lighting and thus time of day. If you care to sit around for 20 minutes, you can see it change, so it's not part of LOD; it's much clearer at night time than during the day. There's a pretty good source for that anyway. ;)
 
It's an atmospheric approximation that changes according to the lighting and thus time of day. If you care to sit around for 20 minutes, you can see it change, so it's not part of LOD; it's much clearer at night time than during the day. There's a pretty good source for that anyway. ;)

What does the source say? The table of contents doesn't have a whole lot of info. Maybe there is something subtle during the day on top of the LOD system, but the detail take a hit in the distance no matter what time of day.

http://media.teamxbox.com/games/ss/1324/1168999084.jpg

http://media.teamxbox.com/games/ss/1324/1168999035.jpg
 
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