The Framerate Analysis Thread part 2

Discussion in 'Console Technology' started by grandmaster, Nov 1, 2008.

  1. ps360

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    It is right.
     
  2. Axtmoerder

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    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
     
  3. Shifty Geezer

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    Ooo, slap bang centre! I'd rather not patch in that case! They've just disabled V-sync.
     
  4. zaftxx

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    just rented borderlands today, and the game is poorly optimized...it drops vsync with just one character on screen...
     
  5. ps360

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    #1105 ps360, Mar 12, 2010
    Last edited by a moderator: Mar 13, 2010
  6. Ruskie

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    Really?Not sure,i mean that is unplayable,no way they would release something unoptimized like that.
     
  7. ps360

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  8. ps360

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    Final Fantasy XIII XBOX360 vs PS3

    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
     
    #1108 ps360, Mar 15, 2010
    Last edited by a moderator: Mar 15, 2010
  9. shido808

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    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.
     
  10. Kasersky

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    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.
     
  11. shido808

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    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.
     
  12. Sigfried1977

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    At least on the PS3 version where the cut-scenes are all pretty much artifact free it's certainly very hard to tell what's real-time and what's not. Lighting seems to be identical, character models as well. The effect of A2C on character hair, at least in motion, is very hard to notice as well. The slightly less stable framerate seems to be the biggest giveaway so far.
     
  13. el_rika

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    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) :cry:
     
  14. Mr Deap

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    They are well chosen scenes where it doesn't dip.
     
  15. ps360

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  16. TheAlSpark

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  17. shido808

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    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.
     
  18. Kameradschaft

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    Thanks for this one.

    Can you make a frame-rate analysis on Metro 2033? it will be interesting to see the tearing percentage. :)
     
  19. Kasersky

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    it would be pretty easy to swallow the performance, low resolution and 720p cinematics if you knew that square enix put their best foot forward and really tried to optimize it well for the 360 but judging from the nearly 1GB free on the both the first and second disc, the type of encode they used and continue use of A2C even with a reduce frame buffer just shows a lack of effort.
     
  20. ps360

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    #1120 ps360, Mar 26, 2010
    Last edited by a moderator: Mar 28, 2010
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