The Framerate Analysis Thread part 2

The Capcom Framework Engine games max out at 30fps on 360.

What about DMC4?
Considering that both DMC is able to run at 720p on the 360 with few problems and that NG2 runs at 5XXp with a bunch of problems I would say it all depends on what the developers goals were.
 
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Mostly 60fps for that one I think. I can't remember. The rest have been 30.

At any rate,

shouldn't they be affected by the ED memory inside of the system?

The tiling limitation imposes a vertex processing hit, so it seems they're just doing a better job of tailoring the games around that (along with the pixel load of course). At the same time, it's probably not such a bad thing where RSX is concerned (vertex processing).
 
What about DMC4

I have that game on 360, it's 60 fps for gameplay but cutscenes are capped at 30 fps....well i think they're capped anyway, maybe it can run a little higher not sure.:???:

when you first meet up with Agnus the fps looks smooth at the very beginning, (like 10 seconds into the scene) then after 10 seconds it flat lines at 30 fps.

either it's a solid capped 30 fps or it keeps on naturally running that way, not sure.:???:

Ima load the game up to see which is it. it's been a while since i played the game, it'll help bring back some old memories.:smile2:

edit, i loaded the story theater mode, there are a lot of scenes where it looks like it's being capped and there are some others where it looks like it might actually be fluctuating a little.

The tiling limitation imposes a vertex processing hit, so it seems they're just doing a better job of tailoring the games around that (along with the pixel load of course). At the same time, it's probably not such a bad thing where RSX is concerned (vertex processing).

yeah, i thought about that a few weeks ago when i was looking at NGS and NGS2, though i thought it was the CPU that was doing it, considering that 360's GPU is slightly better than ps3's, that's what i was once told cause of the unified 48 shader array that 360 has for both pixel and vertex processing.
 
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yeah, i thought about that a few weeks ago when i was looking at NGS and NGS2, though i thought it was the CPU that was doing it, considering that 360's GPU is slightly better than ps3's, that's what i was once told cause of the unified 48 shader array that 360 has for both pixel and vertex processing.
I really don't think that these games are the best games to measure performance differences. Other than the fact that they had over a year to make NGS2 there seems to be a different design philosophy at play.
NG2 is hard to figure out what the devs were thinking when they made and released it in that state. It runs at a lower resolution but the frame rate is inconsistent and in some cases they make the game slow down on purpose. The infamous stairway scene that can be seen on Youtube, it leaves one scratching his head wondering as to why they decided to do something that was an obvious drain on the game performance especially considering the companies relatively smooth performance in all of their other 360 games.
 
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The infamous stairway scene that can be seen on Youtube, it leaves one scratching his head wondering as to why they decided to do something that was an obvious drain on the game performance especially considering the companies relatively smooth performance in all of their other 360 games.

Um... well the scale of the stairway and the sheer number of foes coming at you should have given you a clue as to what they were trying to present... The closed off environment too... mind you, that was pre-patch when it was supposed to act like a bullet-time. i.e. slow framerate, slow motion. Whether or not you liked that is a different story, but it's pretty clear IMO they knew what they were doing.

With the cutting down of enemies, that stairway is now fairly stable in NGS2, but the scale of the stairway when you look up is rather empty and pointless from a design POV.
 
I really don't think that these games are the best games to measure performance differences. Other than the fact that they had over a year to make NGS2 there seems to be a different design philosophy at play.
NG2 is hard to figure out what the devs were thinking when they made and released it in that state. It runs at a lower resolution but the frame rate is inconsistent and in some cases they make the game slow down on purpose. The infamous stairway scene that can be seen on Youtube, it leaves one scratching his head wondering as to why they decided to do something that was an obvious drain on the game performance especially considering the companies relatively smooth performance in all of their other 360 games.


hmmmm, true.

i was interested in NGS2 when i heard about the amount of upgrades it was getting. until i saw PS360's fps comparison i didn't know how much both versions differed from one an other. i think the characters received extra detail on the cut-scenes cause of the frame rate being capped at 30.

though comparing NG2 to NGS2 seems actually unfair for a debate on console performance, since they were started a year apart and with NGS2 having a whole year refining most of NG2's flaws.

what needs to be done is for team ninja to deploy the sigma engine simultaneously with ps3 and 360. As of 2 months to now, Team ninja already disclosed information that the series is actually going to continue as a multiplatform series (but hasn't officially put a name or a date on anything), and since Itagaki hasn't made a NG3 there isn't going to be a Sigma version of anyone's game to make, so there's going to be a big chance we'll be able to see 360 running the Sigma engine at some point......along with seeing a new direction of the story.
 
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Whether or not you liked that is a different story, but it's pretty clear IMO they knew what they were doing.
That is what I was trying to say. It's obvious that they left it like that on purpose but why do that in what is supposed to be a 60fps action game. That isn't the only instance of slow down but just an obvious one to point out. When you start moving on to the higher difficulties framerate becomes a problem when stable framerate is needed the most.
 
When you start moving on to the higher difficulties framerate becomes a problem when stable framerate is needed the most.


Based on the fact they didn't tile, I'd say their main performance limiter was fillrate and by extension, overdraw and blended special effects (ninpo, smoke etc).
 
but it's pretty clear IMO they knew what they were doing.

I'm not so sure, considering that similar slowdown plagued many parts of the game on higher difficulties, starting in chapter 1, especially near water. Just seems that they bit off more than they can chew, and the new team was smarter about it.

Besides, NGII on the whole could've used months and months of extra development time given the ridiculous number of bugs in the game. There is even a bug that locks up the AI in chapter 11 all in slow motion until all enemies are taken out.
 
I'm only talking about that one part... One does not just throw tens of enemies into a scene expecting the framerate to be rock solid. But anyways.

At any rate, it is fairly obvious the rest of the game could have used time.
 
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At any rate, it is fairly obvious the rest of the game could have used time.

yes, it was rushed, the game originally (if my memory serves me well) was set to release many months later, though Microsoft pulled a couple of strings and updated the release to about 8 days before metal gear sold 4's schedule.
 
Lens of Truth just posted their analysis of the PlayStation 3 and Xbox 360 Brutal Legend demo.

PlayStation 3 Avg. FPS: 29.41 / Xbox 360 Avg. FPS: 29.14
PlayStation 3 Avg. Frame Tear: 6.35% / Xbox 360 Avg Frame Tear: 0.78%

Head2Head: Brutal Legend Demo

Lens of truth also pointed out that the PS3 version has somewhat of a bug when it comes to frame capture. while the game is 30fps, smoke effects cause artifacting (so everything on screen is rendering normally but smoke is moving independently) so the frame rate is calculated higher in those sections then they really should have been that's why the average is higher. had they manually removed all those extra artifact frames the avg framerate would be below the 360 version. so far, the ps3 version is a bit behind the 360, less detailed (might be qaa or lower res), more jagged on inner poly edges, more torn frames, and lower framerate if you adjust for artifact frames. (game might be running at a lower horizontal resolution)

yeah, i thought about that a few weeks ago when i was looking at NGS and NGS2, though i thought it was the CPU that was doing it, considering that 360's GPU is slightly better than ps3's, that's what i was once told cause of the unified 48 shader array that 360 has for both pixel and vertex processing.

i agree its probably a cpu bottleneck (probably poorly optimized a.i. pathing code), if you just wait around and let tons of enemies spawn(10+) even while looking at the ground or the sky the game will come to a crawl. another interesting thing which is unique is that the game actually slows down rather than dropping frames in these cpu intensive areas. however when its an issue of rendering the game drops frames.
 
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I'll look at Brutal Legend, but PS3 appears to have a output type that adds an element of dither to duplicate frames, making them mathematically unique when they're not really. I'm wondering if this is the more likely explanation for this "smoke artifact". This only happens on a small percentage of games, is relatively easy to filter out, but is more complex if the game has tearing.

If any one would like to take a look at this in action and figure out a filter, I'd be happy to post a lossless sample.
 
Just tried bayonetta. Yeah on the ps3 has definetely some fps problems, not ever however, but the build is enough raw. I suspect the pal version will be more polished of the jap release. Sega declaration about no demo pal so early give me a ' good presage'.
 
Not without the 360 version we won't. I have Japanese gold and it's not there right now.

hmmm, yeah i was expecting for something too, all i'm hearing and seeing is only the ps3 version.

must be exclusive possibly for the next few days.

that's ok, i wouldn't mind seeing a stand alone examination, the ps3 version looks nothing like what people have said, it looks a lot better.:eek:
 
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