The Framerate Analysis Thread part 2

+1. Framerate is pretty solid for the most part. Only time there's some slowdown is if there are several cars bunched up on screen on 16 car races which rarely happens (especially when you're usually ahead of the pack :)). GT5 should be even more solid.

It will be interesting to see whether Polyphony keep to running starts for the full game in a continued effort to ensure that there are as few cars to render on screen at any one time as possible.
 
In the new ps360 analysis jumping even to 35 fps and the tearing reach 75% :???: I don't see nothing of incredible even on 360...but ok on the ps3 suck more, anyone said the opposite.

Obviously the PS3 version is a really bad port, the ps3 should be the one that could handle more stuff running at the same time. But don’t you agree that at least on 360 they managed to create a really hectic scene on the fights?
 
It will be interesting to see whether Polyphony keep to running starts for the full game in a continued effort to ensure that there are as few cars to render on screen at any one time as possible.

not all their races are running starts iirc
 
It's awhile since I played GT5P admittedly, but I can't recall any races that started from the grid.

I'm not sure if this is only online now (can't believe I'm not sure), but I do know for sure that in online races, Fuji and Suzuka start from a grid, even with 16 players.
 
I'm not sure if this is only online now (can't believe I'm not sure), but I do know for sure that in online races, Fuji and Suzuka start from a grid, even with 16 players.

Could be. I only played a couple of games online before giving it up as one of the worst online experiences I've had since 28kbs modems ;) Cars jittering all over the place, going transparent and oft-times disappearing for a couple of seconds altogether.

I probably didn't play either of the courses you mentioned, as it was rolling starts (which I felt was particularly unfair for an online race ;))
 
PS360,

Thank you for all your efforts in providing objective analysis for various games.

I do have a request. If you have GT5:p would you mind doing a couple of laps on the London track and try to stay in the pack. Make some contact if need be. I'm curious to see how the framerate holds up in that game.

Seems nobody replied.

Some links to Gran Turismo related framerate analyses:

http://www.eurogamer.net/articles/gran-turismo-5-prologue-analysis

http://zoome.jp/ps360/diary/131/
http://zoome.jp/ps360/diary/222/
 
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Seems nobody replied.

Some links to Gran Turismo related framerate analyses:


http://zoome.jp/ps360/diary/131/
http://zoome.jp/ps360/diary/222/

Thanks a ton. These videos perfectly describe my experience with GT5 Prolouge.

In the 1st video, when you're around cars, bumping and making contact with barriers the frame rate can suffer and you get slowdowns in the game.

In the 2nd video, when you're driving alone and smooth, the framerate is solid.

I'd like to see 2nd video like performance 99% of the time from GT5.
 
If you watch some of the 60fps gamersyde videos of GT5 at TGS, the framerate seems a lot more stable when there's more than one car on screen compared to that GT5P video ps360 posted. Different track however, but there are more cars on screen and it's in cockpit view rather than the hood cam.
 
Is everybody certain Soul Calibur IV is 60 fps?

To me it feels less consistently faster than DOA4, and street fighter 4, i have all three games.
 
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The build I played at gamescom didn't seem that different in terms of performance level from GT5P if I'm being brutally honest.


Had a cursory look at a couple of the vids... the game seems to have a lot of issues with trees/overdraw and close-ups on other cars... The cars thing might be related to pixel shading.
 
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