The Order: 1886

So it's 40min for the press but 0min for us gamers, beautiful. Not to mention we still don't know when we'll see it:(. Not even a screenshot tease or a 3sec clip, nothing.
 
So its a compromise to get the desired results on screen
Possibly a combination of aesthetic and performance. They may have chosen cinematic aspect for the look, but that also affords 14% more rendering for niceness on screen. Or it could be that they did some tests, found they couldn't get the IQ they wanted at 1080p so letterboxed for that little extra performance. Given the first showings were cinematic, I'm inclined to go with the first case. I think they chose cinematic aspect for the style (they should go 24 fps too! :p). Whatever the case, the letter-boxing does have an upside as well as a reduced FOV.
 
@Tanzen: Arrivato, domani vedo il primo gameplay serio per The Order 1886
[Come, tomorrow I see the first serious gameplay for The Order 1886]

:)
 
So it's 40min for the press but 0min for us gamers, beautiful. Not to mention we still don't know when we'll see it:(. Not even a screenshot tease or a 3sec clip, nothing.

Are you that ignorant of the preview process to think the press are being sworn to secrecy? They're showing the game live and in person to the press so they can write up preview coverage that will be accompanied by a bunch of official media.
 
Yup, wasted screen space. It was useless in Beyond, the same here, limits vertical POV for no reason and doesn't provide any"cinematic" feel as these devs seem to think.

I think it does. At least in Beyond's case. Image composition was fantastic in that game. That said, I think it's indeed a little pointless in a behind-the-back, user controlled camera scenario.
 
Laa-Yosh you can't tell if the wall is tessellated or not form that off-screen blurred picture taken form distance and from a bad angle! :nope: :nope:
I can't as well ;)
 
Are you that ignorant of the preview process to think the press are being sworn to secrecy? They're showing the game live and in person to the press so they can write up preview coverage that will be accompanied by a bunch of official media.
I understand that, but what's wrong with just giving us an embargo date? Or does the general public get the footage one day after?
 
He was only jok........or was he not? :oops:

Of course not, I have 20/10 vision.

Back to the black bars thing. I think it's going to catch on with other games, especially later in the gen. Who needs to see what's going on in the sky or on the ground that much anyways :smile:
 
z8pys.jpg


:runaway:
 
It's good to see a game set in London for a change. And I love the 'what if' scenarios.
 
Yup, wasted screen space. It was useless in Beyond, the same here, limits vertical POV for no reason and doesn't provide any"cinematic" feel as these devs seem to think.

It actually increases the FOV considerably, the aspect ration of the order will provide you with a much wider FOV than 16:9. This decision was made even before the developers knew about the PS4 hardware. I wish people would just stop claiming that they did so because they wanted to get extra power out of it (14%? but what of the hit in performance from a wider FOV than the usual 65 degrees you get in games?).

Unless the RAD wanted to get that little bit of extra power regardless of PS4's final specs ie. even if it had turned out to be twice as powerful as the current specs (which doesn't really makes sense), the decision to go with the current aspect ratio was clearly and artistic choice.

There is no other way to provide an aspect ratio like this on a 16:9 screen without doing black bars. This reminds me of the time when people used to claim GOW games have "fixed" camera for performance reasons, so as to cull the objects. That myth was debunked later by one of the developers from the game here on B3D.
 
Afaik you can use a PS3 with a custom firmware to get rid of Beyond's black borders. Does anyone know whether this has any impact on performance?
 
It actually increases the FOV considerably, the aspect ration of the order will provide you with a much wider FOV than 16:9. This decision was made even before the developers knew about the PS4 hardware. I wish people would just stop claiming that they did so because they wanted to get extra power out of it (14%? but what of the hit in performance from a wider FOV than the usual 65 degrees you get in games?).
I don't think you are getting a wider FOV. For that, they'd need a wider angle lens which would probably start to add perspective warping and look a little odd. If the perspective remains the same, you get exactly the same horizontal FOV but with the top and bottom cut off.

The 14% saving won't apply to geometry if there's no geometry being culled (extra geom from wider FOV as you suggest, if it is wider, which I doubt it is) but will apply to pixel workloads.

There is no other way to provide an aspect ratio like this on a 16:9 screen without doing black bars.
Again, mistaken. You can take exactly the same horizontal FOV from these images and just draw in the space above and below. You don't need a particular aspect to provide a particular FOV - that's decided by the camera properties in your renderer. You can render fish-eye into a square aspect, or super zoomed (300mm telephoto) and letterbox it for a narrow FOV with no top or bottom.
This reminds me of the time when people used to claim GOW games have "fixed" camera for performance reasons, so as to cull the objects.
No-one's made the assertion that RAD are doing this for performance reasons. It's only noted that there is a performance gain that comes with the choice. There's no consensus, but most are just questioning it, and those expressing an opinion seem to be siding with the view it was aesthetic.
 
Afaik you can use a PS3 with a custom firmware to get rid of Beyond's black borders. Does anyone know whether this has any impact on performance?

Yes, it impacts the performance. In some rare scenes it goes below 20.

I had zero problems with Beyond's aspect ration. I barely even noticed them.
 
I don't think you are getting a wider FOV. For that, they'd need a wider angle lens which would probably start to add perspective warping and look a little odd. If the perspective remains the same, you get exactly the same horizontal FOV but with the top and bottom cut off.

The 14% saving won't apply to geometry if there's no geometry being culled (extra geom from wider FOV as you suggest, if it is wider, which I doubt it is) but will apply to pixel workloads.
The screenshots we've seen so far suggests a wider FOV. At least that's what it looks like to me.

Again, mistaken. You can take exactly the same horizontal FOV from these images and just draw in the space above and below. You don't need a particular aspect to provide a particular FOV - that's decided by the camera properties in your renderer. You can render fish-eye into a square aspect, or super zoomed (300mm telephoto) and letterbox it for a narrow FOV with no top or bottom.
Why do my movies have black bars then? I was under the impression movies do this because they need the wide angle, and the need for more vertical area was the reason why Avengers has an aspect ratio 1.85:1 instead of 2.39:1 like in most movies.
 
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