The Technology of GTA IV/RDR *Rage Engine*

Is my first time in my life that I see this , very interesting

if PS3 version always have V-sync and X360 not (over 2 VBL) then it's more easy to have a better average fps in X360 version if GPU don't Wait V-sync whereas PS3 version lost GPU time to wait V-sync at every frame
With no V-sync PS3 averafe FPS would be little better (but with tearing of course)
 
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???

So they disabled FSAA and lowered the resolution on the PS3 for aesthetic reasons? Clearly it's GPU limited.
Lower resolutions might also help when you are seriously memory constrained.
It might very well be GPU limited but given the quantity and quality of the stuff on screen I wouldn't be suprised if the game is not generally GPU limited.
 
It might very well be GPU limited but given the quantity and quality of the stuff on screen I wouldn't be suprised if the game is not generally GPU limited.

Are you commenting on both versions? I'm just wondering why they aren't doing just one more tile to enable 4xMSAA on the 360 side.
 
???

So they disabled FSAA and lowered the resolution on the PS3 for aesthetic reasons? Clearly it's GPU limited.

If i look at other PS3 games i would say it was Developer limited. "Clearly" is a very hard word to use here by the way. Unless you maybe know something we dont?
 
Eurogamer's GTA face-off is now up

Cool, so I'm not insane :) Now I have to wonder wtf is wrong with these other online mags. Are they playing a different game? Very strange. This comment was interesting regarding the PS3 blur:

"The upscale and resultant blur helps to make the game look a touch more movie-like; less rendered and less 'gamey' if you will - a good combination for a mainstream audience."

Thats kind of what I was thinking, that perhaps some people viewed it as more cinematic. If true though, then it does not bode well for blu-ray movies when viewed against regular upscaled dvd's.

The only thing I don't get in that article is why they compare it to Burnout Paradise. It's not really a fair comparison, Burnout is far more constrained and predictable than GTA4 is, and no where near as graphically intense at its peak. Aside from that its a good comparison piece that finally helps put to rest a lot of the online fud fest. I guess the only thing left now if for the inevitable "lazy devs" comments to start flowing :)

nAo said:
It's hard to imagine this game being GPU limited..

This could be a fluke as far as the types of games you and me have encountered, but so far every game I've encountered (from talks with the devs) have largely still been gpu limited.
 
I'm quite sure that if this were an Xbox 360 exclusive, the technological feats would be even greater as well. That goes both ways.

That's true. I just wouldn't say that the lower res and AA of the PS3 version is necessarily representative of the systems abilities.
 
-tkf said:
So, 20% less pixels and upto 18% less frames pr second for the PS3 version.
20% different average is standard fare for what happens when you run two identical tests, one with VSync off, one with on. In fact it's almost exactly the difference I've observed when doing similar tests in my own work.

If anything this suggests that internal fps is really close. I wonder if people could bully T2 to patch in a VSync toggle for PS3 version one day. :p
 
About the v-sync

One curiosity I found was that the PS3 version has v-lock enabled, whereas 360 can produce the odd torn frame. This might be seen to skew results in 360's favour were it not for the fact that, typically, a torn frame is only on-screen for 1/60th of a second before v-sync is re-established. Therefore, it's not likely to affect the overall result, and is certainly not an issue during gameplay. The hosted clips are from the 360 version by the way, in case you want to check.
 
Burnout is far more constrained and predictable than GTA4 is, and no where near as graphically intense at its peak.
Yeah, flexibility of Xenos probably helps a lot in case of GTA, but I do think the game would benefit a lot from a better LOD system.

I'm curious, do you think the game would still suffer visually on PS3 if it was the lead version?
 
I'm just wondering why they aren't doing just one more tile to enable 4xMSAA on the 360 side.

Xenos Hi-Z cache is only sufficient to hold 720p w/ 2xAA. If they are doing a z-prepass, 4x becomes more expensive then simply the cross tile vertex cost.
 
so are we saying that the dithering may have been done on purpose on the 360 to bring the builds closer to parity for marketing reasons?


About the v-sync


exactly I've yet to notice one instance of tearing on my machine (12 hours play time)
 
If i look at other PS3 games i would say it was Developer limited. "Clearly" is a very hard word to use here by the way. Unless you maybe know something we dont?

I get ya - I meant GPU limited as programmed which could be developer limited certainly. IMHO the game is good on both platforms though so I've no wish to slam the dev.
 
so are we saying that the dithering may have been done on purpose on the 360 to bring the builds closer to parity for marketing reasons?

That would be a stupid move, rather go for the 640p and kick the dither in the nuts. And obtain 100% equal versions incl V-Sync.
 
I get ya - I meant GPU limited as programmed which could be developer limited certainly. IMHO the game is good on both platforms though so I've no wish to slam the dev.

I am very satisfied with the game and i love Rockstar North. That being said, the technical aspects and choices that were made on both versions annoy me and doesn´t impress me as much as the game does.
 
if PS3 version always have V-sync and X360 not (over 2 VBL) then it's more easy to have a better average fps in X360 version if GPU don't Wait V-sync whereas PS3 version lost GPU time to wait V-sync at every frame
With no V-sync PS3 averafe FPS would be little better (but with tearing of course)

The thing is that torn frames on Xbox 360 are very rare - certainly in the test clips. Considering that the first Eurogamer test alone is averaged over 16,000 frames (!!) you'd need a huge amount of torn frames to show a 5fps difference in the overall average.

The fact is that they are there, but certainly not in anywhere near the quantity to meaningfully affect the test.

The only thing I don't get in that article is why they compare it to Burnout Paradise. It's not really a fair comparison, Burnout is far more constrained and predictable than GTA4 is, and no where near as graphically intense at its peak.

Agreed. Maybe I wasn't clear. Burnout Paradise is doing what it's doing pretty much identically across both platforms. It's streaming in the entire game world from optical disc. There's no mandatory or indeed optional hard disk installation.

The point is that GTA IV is also doing all of the above... but only on Xbox 360.
 
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