Rendering of Watch_Dogs

No need to read too much into code comments, I can't even remember what I wrote down 2 weeks ago in my comments.
 
The guy is still finding a way to unpack all the stuff that was downgraded and adding even more features to the mod. Latest thing he found was "high quality rain drops".
He even found this gem among the code:

Again, all he's doing is enabling features that were already in the game code but were disabled.
It's impossible that this wasn't intentional.

In the meanwhile, Ubisoft's PR team isn't being very smart so the internet is falling pretty hard on them:
https://twitter.com/UbiTessa/status/478622295662297088

Ha ha ha, that is golden...i must admit, that in some sense Ubisoft is really entertaining...
 
The guy is still finding a way to unpack all the stuff that was downgraded and adding even more features to the mod. Latest thing he found was "high quality rain drops".
He even found this gem among the code:

rlIeKTG.jpg



Again, all he's doing is enabling features that were already in the game code but were disabled.
It's impossible that this wasn't intentional.



In the meanwhile, Ubisoft's PR team isn't being very smart so the internet is falling pretty hard on them:
https://twitter.com/UbiTessa/status/478622295662297088

So basically they had the PC engine done and ready at E3 last year, incl. all shader code, and just spent the whole year waiting until the XB1 and PS4 ports were ready ? Even worse, to achieve "IQ parity" they removed quite some goodies from the PC version ?

They should have done a staggered release like GTA5...

I have WD for PS4 at home, but looking at "theBrad"'s playthrough it would take me ages to complete it. Not sure if I've the time, not so big fan of open world games.
 
So basically they had the PC engine done and ready at E3 last year, incl. all shader code, and just spent the whole year waiting until the XB1 and PS4 ports were ready ? Even worse, to achieve "IQ parity" they removed quite some goodies from the PC version ?

They should have done a staggered release like GTA5...

I have WD for PS4 at home, but looking at "theBrad"'s playthrough it would take me ages to complete it. Not sure if I've the time, not so big fan of open world games.

Whats more likely is that it was a hacked together quick and dirty demo to show off the game, I really doubt it was 'finished'.
 
Whats more likely is that it was a hacked together quick and dirty demo to show off the game, I really doubt it was 'finished'.

Hmm... it also makes me wonder what kind of version and release management they have at Ubisoft. Why the heck would you keep "quick and dirty code" inside your main branch for final release ? Is it so difficult to take it out ? And did they also release debug .exe files ? Looks like all the symbol stuff and code references are still in it.

This will only result into more finger pointing at Ubisoft.
 
its not only just ubisoft that show things before the game is released then when its released, those things is disabled but still inside game disc.

from top of my head i can give example:
- xenoblade on Wii
- Mafia 2 (multiplatform)

Things that not shown but its on game data:
- FF XIV demo (PC)
- FF 13, FF13-2, FF 13-3.

its probable due to the fear of damaging things if those data is removed rather than disabled (for example, they cant make 100% sure that file wont be called at all even after disabling them)
 
That fear of removing stuff and breaking something else is so common that even cartridge based games, where every byte costs extra money, commonly had things like debug code, test levels and unnused assets somewhere inside them.
 
So basically they had the PC engine done and ready at E3 last year, incl. all shader code, and just spent the whole year waiting until the XB1 and PS4 ports were ready ? Even worse, to achieve "IQ parity" they removed quite some goodies from the PC version ?

Gotta love cranky pc gamers and their bs conspiracy theories.

The thick droplets of water that drip from structures during the rain are still missing, the geometry is still downgraded/changed here and there, and the lighting still looks comparatively flat. I think the E3 demo simply was of a case of hopeful best case scenario, and then reality with its pesky time and budget limitations reared its ugly head again.

If they really did pair back the pc game for parity reasons, why the dell did they bother with the Ultra setting then? It's not like the mods drastically change the look of the game either. (except for the ridiculous amount of DoF which arguably makes it look worse) Makes no sense really. And let's not forget that console owners usually do not give a rat's ass about superior PC versions.

Ubisoft also never ever gave a crap about that kind of stuff before. They used to market Assassin's Creed II and its sequels like they were PS3 exclusive, yet the 360 versions always ran better. Follwowing that asinine logic, they should have made the 360 versions of their games look worse too.
 
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Even if this was a careless comment or gibberish... UBI can't cry foul, since many PC users are experiencing terrible performance with WD.

judging from the code, it's a compilation flag which means PC is actually taking the default color instead of a texture lookup, meaning that it actually should be quicker, on this particular segment, anyways.
 
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about paring back graphic,
i understand if they got time and budged constrain hence cant give detailed 3d model everywhere.

But in reality, they have the time to remodel DotConnexion to become lower-detailed. if it was time constrain and budget, doesn't they should left dotConnexion alone?

or its time, budget, performance, and QA constrain.. so they cant make only PC have a specific hi-detail 3d model because it need more testing. and they cant put the hi-detail 3d model in console because its too heavy.
for example in Mafia 2, there's a paper factory that completely 3D modeled, detailed, and have lots of physx stuff. I suspect they decided to disable this area because its too hard/time consuming to remodel or optimize it for console.

if this "downgrade" fiasco was happened in GTA V, im sure some journalist will make an investigation...
 
No need to read too much into code comments, I can't even remember what I wrote down 2 weeks ago in my comments.
Haha! I know that feeling, I review code written a few days back and think "what idiot wrote this"? check the commit and "oh.. it was me". LOL :yep2:
 
Haha! I know that feeling, I review code written a few days back and think "what idiot wrote this"? check the commit and "oh.. it was me". LOL :yep2:

Yup odds are this was a frustrated last minute note from a coder on the console team after a few weeks of crunch, it seems as if the setting may not even do much for PC either. This is nothing like the delightful comments (actually a character class name IIRC) found in the code for Dead Island by Techland.
 
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The guy is still finding a way to unpack all the stuff that was downgraded and adding even more features to the mod. Latest thing he found was "high quality rain drops".
He even found this gem among the code:

rlIeKTG.jpg



Again, all he's doing is enabling features that were already in the game code but were disabled.
It's impossible that this wasn't intentional.



In the meanwhile, Ubisoft's PR team isn't being very smart so the internet is falling pretty hard on them:
https://twitter.com/UbiTessa/status/478622295662297088
That comment on that snippet of code is not what you think it is, basically what is happening here is that the entire file from where that code was taken from was for the settings in the PS360 version, so that particular setting (which was PC only) obviously didn't apply to the PS360 version...so the comment made a note about that.
 
I fear the Wii U version is going to be a performance disaster with it's 160sp graphics card and 1.25ghz non-simd cpu.
 
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