Rendering tech of Infamous Second Son

I really doubt that. LoD is quite aggressive on the city and characters geometry and 11m is a lot for those consoles.
Seems like peak situation and in unstable condition. Or maybe its a figure before culling, like in GoW:A performance graphs.

Same goes for 120k polys per character quote, where it only applies to Delsin and maybe few other key characters.
I was more thinking that it could make sense if you count geometry shoved through the pipeline multiple times.

If we consider that ISS runs a lot lower than 60fps when you're actually looking at things, we're maybe talking about the GPU clocking through 400 million polys/sec or so. In light of people sometimes claiming that similar numbers for PS360 games sometimes exceed 100 million, this doesn't stun me too much.

:???:
 
Why would a game budgeted around 11m polys have character models looking like this?
https://scontent-b-dfw.xx.fbcdn.net...24_1413735838897110_3447066067597387765_o.jpg
http://i3.minus.com/ibuiZQp025lzrm.bmp
Or so barren looking LoD states 20-30 meters away?
http://i1.minus.com/ibeOM6WtLZ0ZxM.jpg
http://i4.minus.com/ibmxKklfitV72J.png

I was more thinking that it could make sense if you count geometry shoved through the pipeline multiple times.

If we consider that ISS runs a lot lower than 60fps when you're actually looking at things, we're maybe talking about the GPU clocking through 400 million polys/sec or so. In light of people sometimes claiming that similar numbers for PS360 games sometimes exceed 100 million, this doesn't stun me too much.

:???:

The highest past gen games went was 2m and 1.0-1.3m polys was typical geometry budget.
11m is way to high for current gen consoles.

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No it isn't.
During the whole playthrough I noticed pop up once or twice but more as a result of streaming issues than LoD.
Sure, You dont see a LoD change when You jump from roof to roof in similar scene?
http://i4.minus.com/ibmxKklfitV72J.png
 
Geometry for the most part looks very high in ISS, even the NPCs have greater detail than most playable characters seen on PS3/XB360. And lots of the buildings storefronts have well modeled interiors.

The only area that lacks good overall geometry are the cars, IMHO. Not saying the cars are bad, but you can see lots of angular edges, that should be smooth/rounded and more defined from other parts. Vehicle Interiors also need some work... but I'm nitpicking now. :p
 
So apparently Infamous uses double buffering. Once on CPU and again on GPU, what advantages does this bring?
 
...

Huh?

Can you please explain. Buffers are stored in RAM, not on processors. Have you read something about processing buffers on CPU and GPU? :???:
 
So apparently Infamous uses double buffering. Once on CPU and again on GPU, what advantages does this bring?

Maybe you are confusing the command buffer with the frame buffer? :?:

Many PS4 games like TombRaider use triple frame buffering which eliminates screen tearing at non 30/60 fps, is there screen tearing in Infamous?
 
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Maybe you are confusing the command buffer with the frame buffer? :?:

Many PS4 games like TombRaider use triple frame buffering which eliminates screen tearing at non 30/60 fps, I haven't heared anything about screentearing on Infamous so they must be using it as well.
Yeah, the frame buffer is definitely being triple-buffered (with possible exception to the 30fps limit mode, which at least ought to be double-buffered).
 

I was scrolling and i've caught this:
"According to Sucker Punch, the PS4′s CPU is capable of handling 30,000 Draw Calls per second"
I really don't think that's right, would be far to low ...but 30k per frame at even like 30fps seems high, i don't know.
 

Thats 1.5x-2x more than what developers were using last gen according to this article. If PSSL api is run on a single core I can see why there would be only a 1.5x-2x gain over last generation, because on a core by core comparison in some measurements are not many times more capable.

This article though doesn't say whether many developers where hitting a drawcall ceiling at ~20,000 on ps3/360 though, just that its within the range most developers would use.


http://www.bit-tech.net/hardware/graphics/2011/03/16/farewell-to-directx/2
But it's still very hard to throw tremendous variety into a PC game. If you want each of your draw calls to be a bit different, then you can't get over about 2-3,000 draw calls typically - and certainly a maximum amount of 5,000. Games developers definitely have a need for that. Console games often use 10-20,000 draw calls per frame, and that's an easier way to let the artist's vision shine through.'
 
Unless I'm missing something - 30k/ps is pretty good.
30,000 per second is absolutely terrible. I was doing that on the PC many years ago. even with immediate mode and standard VA's
Its prolly a typo, they meant to say 30,000 per frame

edit -
http://www.openglsuperbible.com/2013/10/16/the-road-to-one-million-draws/

The application achieves a rate of roughly 3.5 million independent draws per-second and is limited by the ability of the tested hardware (an AMD Radeon HD 7970) to process vertices. By making each draw much smaller, I’ve seen rates of consumption of 20 to 40 million draws per-second, depending on the underlying hardware. It seems that we’re not that far off from being able to push through one million draws per frame at a steady 60Hz.
 
The graphics engine of this game kind of reminds me with Unreal Engine 4, where the entire visual effects can be rendered so perfectly smooth but still look damn realistic!! It would be cool if Watch Dogs will also have the same kind of visual effects just like Infamous.
 
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