Quantum Break [XO] (by Remedy) *large images*

Although ruined by tearing, the first 7 seconds of this video is jaw dropping


I wonder if Remedy is doing anything specials with XBOX quirks to get this level of quality at apparent 1080P (hoping against a dynamic resolution reveal ala Division). In theory XBOX can have significantly more burst bandwidth when combining the ESRAM and DDR3, for example. Probably not but I can dream...
 
Although ruined by tearing, the first 7 seconds of this video is jaw dropping


I wonder if Remedy is doing anything specials with XBOX quirks to get this level of quality at apparent 1080P (hoping against a dynamic resolution reveal ala Division). In theory XBOX can have significantly more burst bandwidth when combining the ESRAM and DDR3, for example. Probably not but I can dream...
Tearing is fixed in the newer builds (and surprisingly there's none is the video
)

Secondly there's lot of "tweaks" in there to keep the performance in check all of witch will probably be selectable on PC:
- AF is extremely low on some surfaces
- Texture resolution is also low on some assets (which is a first for a Remedy game)
- Shadows and AO LOD is really aggressive in outdoor areas. Fades-in/out 2 meters in front of the players like in Halo 5 & GTA 5
- Screen Space reflections/Occlusion & SSAO are rendered at 720p
- Their voxel grid for the GI+Specular solution is also low res (but associated with the 720P screen space FX gives the bounce light a grainy look that is kinda cool IMO as seen in the scene where both brothers a hiding behind the wall)
 
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3 gifs comparing gamescom build and the preview build, they changed the camera position in some shots so it can't be 1:1
1qyulg.gif

22cui4.gif

3cduyk.gif


Edit: 40 minutes gameplay

Lots of tearing but i am guessing they've got enough time to polish performance.

Guns, guns everywhere. :neutral:
 
Hey all, glad you guys like it. Yeah we had some tearing when the press was over which is a shame but we simply ran out of time before they came over, had to prioritize stability over perf then so that they could enjoy the experience rather than wait for the game to restart over and over again... Everything looks and plays pretty good now! :)
 
I haven't seen anything that looks out of place. The images seem very well composed. I really liked the visual style of Alan Wake because of the lighting, but it was low res and had very simple poly counts in a lot of places. It's visual style was maybe more controversial in terms of the sacrifices that were made for lighting. This one will probably be a "crowd pleaser."
 
Hey all, glad you guys like it. Yeah we had some tearing when the press was over which is a shame but we simply ran out of time before they came over, had to prioritize stability over perf then so that they could enjoy the experience rather than wait for the game to restart over and over again... Everything looks and plays pretty good now! :)

Amazing looking game! Watched the preview footage on Ign and GameSpot.

I love the idea of making you feel like a superhero during combat yet the game is still challenging because the AI adapts to your usage of powers.

Was the captured preview footage running on the Xbox one or PC?
 
The most dramatic change
qbszp4l.gif


Seems like they decided to remove the bleached color filter (which i like) but they've also made some aggressive LOD changes (#grassgate and shadows) and some textures are missing and some geometry tweaks (the gun, Jacks clothes etc.)

Also, it seems like SSR is completely missing from these puddles (was present in the gamescom build)
xboxtv-quantumbreak-9qbqhw.jpg


I am guessing these are optimizations made to achieve a solid 30 (which is by far more important for the game than SSR on puddles or grass).
 
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Amazing looking game! Watched the preview footage on Ign and GameSpot.

I love the idea of making you feel like a superhero during combat yet the game is still challenging because the AI adapts to your usage of powers.

Was the captured preview footage running on the Xbox one or PC?

Thanks, glad you like it! If you mean the previews that are now circulating, they were all on XB1 AFAIK. At least that's the version press were playing at the office.
 
Seems like they decided to remove the bleached color filter (which i like) but they've also made some aggressive LOD changes (#grassgate and shadows) and some textures are missing and some geometry tweaks (the gun, Jacks clothes etc.)

Also, it seems like SSR is completely missing from these puddles (was present in the gamescom build)

I am guessing these are optimizations made to achieve a solid 30 (which is by far more important for the game than SSR on puddles or grass).

Isn't the SSR in the puddles? :) That said, I'm sure in some really intensive moments the guys had to turn one or two knobs down a notch.

Also the Gamescom build had very, very, very rough and incomplete lighting. Everything on that front has clicked in to place the past 2 months or so I'd say.
 
Isn't the SSR in the puddles? :) That said, I'm sure in some really intensive moments the guys had to turn one or two knobs down a notch.

Also the Gamescom build had very, very, very rough and incomplete lighting. Everything on that front has clicked in to place the past 2 months or so I'd say.

Yeah it looks much better to me. Wasn't really a fan of the color filter in the gamescom demo, the current build is showcasing the art done by the team a lot better imo :yep2:
 
The lighting does look very nice in this game but I'm not sure whether it's due to YT's compression or not, textures appeared exceedingly low res or blurry and low poly assets are pretty prevalent as Scott has noticed too. That time distortion filter worked well in delivering a cool visual style. Have to say some of the early footage like the bridge scene wowed me far more than what's been shown this time, I hope there are sufficient set pieces in QB to make for a good campaign.
 
The lighting does look very nice in this game but I'm not sure whether it's due to YT's compression or not, textures appeared exceedingly low res or blurry and low poly assets are pretty prevalent as Scott has noticed too. That time distortion filter worked well in delivering a cool visual style. Have to say some of the early footage like the bridge scene wowed me far more than what's been shown this time, I hope there are sufficient set pieces in QB to make for a good campaign.

I was talking about Alan Wake having noticeably low poly counts at the time it was released. Can't say I've noticed anything being abnormally low in Quantum Break, at least relative to other console games.
 
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