Final Fantasy XV [PC]

Discussion in 'PC Gaming' started by Jupiter, Aug 21, 2017.

  1. Jupiter

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    "Early 2018"

    This game will have a lot's of NVIDIA high end effects:

    TurfFX
    In FINAL FANTASY XV’s vast open world, massive portions of land are covered by grass and other foliage. To enhance these areas NVIDIA Turf Effects have been integrated, turning tufts of boot-high grass into fields of knee-high, dynamic grass that sways in the wind and is accurately shadowed by VXAO. Furthermore, as players, enemies, animals and other NPCs move through the grass, individual pieces of the tessellated greenery will bend and flatten, leaving visible trails that players can follow when in pursuit of a fleeing foe. This further increases immersion and visual fidelity, creating dynamic areas that react realistically to your actions.

    VXAO (Voxel Ambient Occlusion)
    With VXAO, occlusion and lighting information is gathered from a ‘world space’ voxel representation of a scene, which takes into account a large area around the viewer. Included in this voxelization are objects and details currently invisible to the viewer, and those behind the viewer, too. The result is scene-wide Ambient Occlusion shadowing, instead of ‘screen space’ shadowing used by other techniques that merely render AO shadows based on what you the player can currently see. This allows VXAO shadows to be cast into a scene from objects near to the player but just outside of their view, and from occluded objects in the distance large enough to affect the appearance of the scene. Furthermore, VXAO’s precision and accuracy enables significantly improved Ambient Occlusion shadowing in detailed environments, as is particularly evident here.

    Flow (fluid, fire and smoke simulation)
    Another technology employed to enhance immersion is NVIDIA Flow, a highly realistic real-time fluid, fire and smoke simulator. With this cutting-edge feature fire effects will look better than you ever seen them before; fire, smoke and embers will wrap and warp around other objects; and emitted effects can be further affected by wind and other forces.

    HFTS (Hybrid Frustrum Traced Shadows)
    Shadows are one of the most important elements of any game for creating realistic and believable worlds. In FINAL FANTASY XV WINDOWS EDITION, Square Enix have cranked up the fidelity and resolution of the game’s shadows, and are also enhancing the player’s avatar with our Hybrid Frustum Traced Shadow technology. This enables the player’s character to cast highly detailed, extremely precise shadows onto himself, further improving image quality.

    In addition to shadow techniques such as NVIDIA HFTS, games employ Ambient Occlusion techniques to render contact shadows where two surfaces or objects meet, and where an object blocks light from reaching another nearby game element. This helps ground characters, adds depth perception to objects and fine detail, and often adds shadow detail to characters’ clothes and hair, and grass. Without these shadows, scenes appear flat and unrealistic, and objects appear to float. By introducing NVIDIA Voxel Ambient Occlusion, FINAL FANTASY XV WINDOWS EDITION receives the highest-quality Ambient Occlusion shadowing available on any platform.

    HairWorks (01:00)

    Out in the grass-filled plains and fields of FINAL FANTASY XV, players often encounter giant beasts. With the aid of NVIDIA HairWorks, Square Enix has been able to give these beasts the appearance they originally envisioned back when drawing their initial designs. Now, these beasts are covered in thick, flowing hair that dynamically reacts to movement, wind, and enemy attacks, creating more detailed, more realistic scenes that immerse you in the world and its events.


    + Ansel tool für screenshots.

    __
    "In addition to all that GameWorks-powered graphical goodness, Square Enix is cranking up texture quality levels to 4K, supporting 8K gameplay resolutions out of the box, integrating HDR10 for superior brightness, color and contrast on compatible TVs and G-SYNC HDR monitors, implementing Dolby Atmos for superior audio, and adding a first-person gameplay option. Post-launch console DLC (EPISODES GLADIOLUS, PROMPTO and IGNIS, as well as the FINAL FANTASY XV MULTIPLAYER EXPANSION: COMRADES) is included, as are all free game updates, and with higher detail levels for other settings gamers can increase view distances and crank up overall graphical fidelity, giving you a game that will look amazing for years to come with each new generation of ever more powerful graphics cards."

    And more: https://www.geforce.com/whats-new/a...tion-4k-trailer-nvidia-gameworks-enhancements

    Current graphics menu:
    [​IMG]
     
    #1 Jupiter, Aug 21, 2017
    Last edited: Aug 21, 2017
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  2. DavidGraham

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    Dman, this game will require a beast of a PC to run at max settings.
     
  3. Clukos

    Clukos Bloodborne 2 when?
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    This will be a beautiful game, sad they didn't manage to add in VXGI but VXAO will be a good fit anyway. Will double dip, enjoyed the game on Ps4.
     
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  4. DJ12

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    Save transfer and I'm in.
     
  5. Jupiter

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    TurfFX, HairWorks and Flow will be usable on AMD GPUs too while HFTS and VXAO only work with NVIDIA graphics cards.

    Unfortunately and it would also go on AMD GPUs.

    "Finally, if you saw the original announcement of VXGI at Maxwell launch, you may think it works only on Maxwell. That's not true. Maxwell does have some useful hardware features, but the only one relevant to VXAO is pass-through geometry shaders, which improve voxelization performance by approximately 30%, and they can be safely replaced with regular geometry shaders. So VXGI in general and VXAO in particular can work on all DX11 class GPUs, including ones made by NVIDIA competitors, but Maxwell GPUs deliver the best performance. It’s not limited to DX11 either: DX12 and OpenGL 4.5 are also supported."

    https://developer.nvidia.com/vxao-v...?ClickID=awzl0lrkarposas5ns9py0pystwk5no5nsks
     
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  6. ToTTenTranz

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    Gameworks infested.
    Looks like a port that was mostly paid for by nvidia though.
     
  7. Jupiter

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    #7 Jupiter, Aug 23, 2017
    Last edited: Aug 23, 2017
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  8. Jupiter

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  9. Clukos

    Clukos Bloodborne 2 when?
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    They are teasing a bit too much, just release a demo so we can get our hands on it :)
     
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  10. Jupiter

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    155GB for the UHD version. ^^
     
    #10 Jupiter, Jan 16, 2018
    Last edited: Jan 16, 2018
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  11. Jupiter

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    #11 Jupiter, Feb 2, 2018
    Last edited: Feb 2, 2018
  12. Clukos

    Clukos Bloodborne 2 when?
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    How about an air cooled one? :p

    [​IMG]
     
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  13. Jupiter

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    I surrender. ^^

    UHD UHD.jpg
     
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  14. ToTTenTranz

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    As we now typically see from gameworks infestation, looks like there's a lot of off-screen and sub-pixel triangle rendering in the demo.
    Among other things.

    https://www.gamersnexus.net/game-be...ous-misleading-benchmark-tool-gameworks-tests

     
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  15. Malo

    Malo Yak Mechanicum
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    Cowgate? Cowmageddon?

    The fact that the benchmark seems to be limited to specific resolutions doesn't bode well. Fixed AR is a classic sign of consolitis.
     
  16. eastmen

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    to much game works , will skip this and pick up dragon ball z instead
     
  17. orangpelupa

    orangpelupa Elite Bug Hunter
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    So official mod support? I wonder how good the support will be. Nodding tools included?
     
  18. Picao84

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    '
    Yes you can select how many degrees you want to move the character's head to make it more or less subtle :lol:
     
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  19. CSI PC

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    You do not have to enable gameworks - assuming the demo is bugged and the issue is resolved for the game.
    Did you buy Witcher 3?
    For me I want to see if they sort out the performance issues relating to LOD and anything else that is not working correctly such as some of the gamework options before buying.
    Either they rushed and screwed the benchmark or there are some fundamental fixes required for the game, really strange behaviour regarding Hairworks that is totally opposite to the situation and issue using it with Witcher 3.
    In the FF XV demo when disabled and yet bugged it is very unusual that the characters hair was normal and yet the animals was still enabled, with Witcher 3 it was nigh on impossible to have it that way round as modding Gameworks in that game could only do it for animals and not playing characters that was fixed on when Hairworks is enabled.
    If they do fix Hairworks FFXV bugs so disabled is truly disabled and separately still possible disabling Hairworks on character while enabled on animals I will be pretty happy, it was character's hair and when close that really screwed the performance in Witcher 3 with hairworks enabled.

    So I will give them some leeway that it is possibly a bug and that in FFXV there are more options around hairworks compared to say Witcher 3; context actual game rather than the FFXV benchmark that has fixed options and bugs that will be fixed for the game (or so Square Enix says but time will tell).

    Yeah the demo "benchmark" is meaningless, and if it has these noticable problems how many other mechanics/options are possibly broken in the stripped down test, pretty silly for Square Enix to throw it out there without spending much more time on the benchmark demo and pretty obvious the tech press would identify more obvious anomalies, which is why I feel it is a QA/bugged issue and also does not reflect an accurate assesment of the game due to the various options missing.

    Still I would hope no-one pre-orders any games these days, but quite a few general consumers do.
     
    #19 CSI PC, Feb 8, 2018
    Last edited: Feb 8, 2018
  20. ToTTenTranz

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    Are we trying to argue that hairworks in Witcher 3 was well received? As far as I remember, it was critically panned and to this day pretty much all reviews turn it off when doing comparisons.

    Just like in Witcher 3, the game is automatically setting the tessellation levels to x64, which breaks performance in both nvidia and AMD GPUs at the cost of no visual benefit over x32 or even x16 because it forces GPUs to process sub-pixel triangles.
    It's just that it breaks AMD performance more, making nvidia GPUs look better in comparison.

    The ultra tessellated invisible cows are just another example to join the legendary ultra tessellated concrete slab and ultra tessellated invisible ocean in Crysis 2.


    It's mind-boggling that nvidia somehow still feels the need to resort to these tactics in their proprietary frameworks, when they clearly have the upper hand in hardware performance and performance/watt.
    I wonder if the negative press they get from these things are worth it. They keep doing it, so I guess they are.


    Not that it matters right now, though. Gamers aren't buying graphics cards.
     
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