You can see the tear near the middle of the screen and I believe the bottom-right most graph show the place of a tear.
It is right.
You can see the tear near the middle of the screen and I believe the bottom-right most graph show the place of a tear.
Ooo, slap bang centre! I'd rather not patch in that case! They've just disabled V-sync.All over the place - .
can you compare final fantasy 13 in the LATER PARTS of the game?ie nautilus and pulse?ive read several times that the 360 version runs around 10-15fps in these areas
Part.1
360 Avg:29.984 Min-Max:28.5-30.0
PS3 Avg:30.000 Min-Max:30.0-30.0
http://www.youtube.com/watch?v=8zuPF0DXvmo
Part.2
360 Avg:29.936 Min-Max:26.0-30.0
PS3 Avg:29.842 Min-Max:26.5-30.0
http://www.youtube.com/watch?v=W4yGOpdk65w
Part.3
360 Avg:30.000 Min-Max:30.0-30.0
PS3 Avg:29.989 Min-Max:29.5-30.0
http://www.youtube.com/watch?v=rrKLllYeEV8
Part.4
360 Avg:29.924 Min-Max:27.0-30.0
PS3 Avg:29.749 Min-Max:25.0-30.0
http://www.youtube.com/watch?v=HpzV-i55vlI
So given the slight differences in FPS on both versions, I guess we can say those cutscenes are realtime. Over in the game technology thread, it's been said that the majority of the cutscenes were videos, but from my own observations, I thought most were realtime like the ones above.
Well, the CG cutscenes are pretty easy to spot. It'll be interesting to see what is actually realtime, and what is prerendered in-engine. As I've mentioned before, a lot of the cutscenes that appear to be in-engine have small fps dips here and there, which makes me believe they are realtime.they jump between the two pretty much at will depending on how complex a given scene is to render. there are full out pre-rendered movies with incredible amount of detail probably rendered by their internal CG studio, and ones which are rendered in-game engine with improved AA, no A2C on transparencies, and improved lighting.
anyways as for framerate i've been playing the game installed on the 360 and there are small frame rate judders when heavy streaming takes place which is intresting b/c several games exhibit the same problem, mw2 had this problem and so did star ocean.
Well, the CG cutscenes are pretty easy to spot. It'll be interesting to see what is actually realtime, and what is prerendered in-engine. As I've mentioned before, a lot of the cutscenes that appear to be in-engine have small fps dips here and there, which makes me believe they are realtime.
Well, the CG cutscenes are pretty easy to spot. It'll be interesting to see what is actually realtime, and what is prerendered in-engine. As I've mentioned before, a lot of the cutscenes that appear to be in-engine have small fps dips here and there, which makes me believe they are realtime.
Watching my bro play through the US PS3 version, and I guess I can see what everyone's talking about. The first time through with the Japanese version, I must have been paying closer attention to the dialog, since I'm not really fluent in Japanese. It's unfortunate the compression had to turn out the way it did on 360 though.On 360 you can easily spot the prerendered cutscenes. The compression artefacts are huge.
Usually when there are more than 3 or 4 characters on screen, the cutscene is prerendered. So far, about 20 hours into the game, the realtime/prerendered ratio is about 50/50. I think they could have done better (having most of them realtime), but i'm not complaining, they are well directed (my only complaint is my console version choice...oh well)
avg:29.349 tear:10.809 min-max:23.0-30.0
http://www.youtube.com/watch?v=1RLt4S1hvWY
Watching my bro play through the US PS3 version, and I guess I can see what everyone's talking about. The first time through with the Japanese version, I must have been paying closer attention to the dialog, since I'm not really fluent in Japanese. It's unfortunate the compression had to turn out the way it did on 360 though.