PS4 and Xbox One resolution / frame rate discussion


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Looks like the DmC AF issue has been patched.

 

 

I really wonder what the problem was. AF is not new tech. I've been using Aniso 16x in PC games for the last 10 years. When i started to use Aniso 16x my PC was less powerful than a PS4. It's one of those things I always put at max quality.

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I really wonder what the problem was. AF is not new tech. I've been using Aniso 16x in PC games for the last 10 years. When i started to use Aniso 16x my PC was less powerful than a PS4. It's one of those things I always put at max quality.

I never increase mine above 4x.

 

4x seems fine to me.

 

I don't seem to need to look far enough into the distance to notice the difference between 4x, 8x and 16x.

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I never increase mine above 4x.

 

4x seems fine to me.

 

I don't seem to need to look far enough into the distance to notice the difference between 4x, 8x and 16x.

 

I agree but i don't see much of a difference in fps at 1080p going from 4x to 16x either so i put it at 16x and look somewhere else to reach 50+  fps. I think everytime i tried to get more fps by reducing aniso it improved the fps by a few frames at best (like 2-3 fps in the best case scenario). Reducing lightnings and shadows usually improved the fps much much more without making the game looks worse it just looks less vivid. Turning off the post-processing actually improves the fps more and the post-processing is definitely something you want to remove anyway no need for more blur in our games ....

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I agree but i don't see much of a difference in fps at 1080p going from 4x to 16x either so i put it at 16x and look somewhere else to reach 50+ fps. I think everytime i tried to get more fps by reducing aniso it improved the fps by a few frames at best (like 2-3 fps in the best case scenario). Reducing lightnings and shadows usually improved the fps much much more without making the game looks worse it just looks less vivid. Turning off the post-processing actually improves the fps more and the post-processing is definitely something you want to remove anyway no need for more blur in our games ....

You're correct, it's probably only 2-3 fps but if I can't tell the difference visually, 2-3 fps all helps :)

Post processing is heavy but when applied well, it's more than just blurring effects.

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Post processing is heavy but when applied well, it's more than just blurring effects.

 

Maybe but the only game i saw a difference other than less blurry when turning this off is Deus Ex Human Revolution. I think it's the only game i've keep this on so far.

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As a disclaimer, we're told by Bandai Namco's PR staff that the 19GB build in test here is of 'submission' quality. A final certification pass is ongoing at Sony and Microsoft's offices, and we're still shy of a last word on whether this is what we can expect on launch. At the very least, our captures here show Project Cars in its final stages of development, but as ever, certain points are apt to change as we hone in on its release.
 
Looking at resolution first there's clearly some work to be done. We were originally promised promised a true 1920x1080 as the target for both consoles, but now we see just an internal 1600x900 frame-buffer in effect on Xbox One - as confirmed by the developer earlier this week. Image quality does suffer in this case, and its post-process anti-aliasing method (which falls close to the PC's higher FXAA settings) struggles to cover all its rough spots. A motion blur effect helps disguise the upscale to 1080p to an extent in motion, but pixel-crawl remains noticeable across chrome highlights on cars, and foliage elements especially.

 

 

The game's frame-rate is also a sticking point. Project Cars targets an ambitious 60fps on each platform, but the sheer breadth of options gives players the power to determine whether it hits this mark, or drops closer to 30fps. For example, our first race is on the Dubai Autodrome International circuit, a manic 35-car race with light clouds overhead, camera set to interior cockpit view and no damage physics enabled. Even with this number of AI racers, the game sticks to a 60fps line throughout, and only drops for one stretch on the circuit (to 50fps on Xbox One, and 55fps on PS4).
 
For moments where the frame-rate goes under, tearing is an issue - especially on sharp turns with lots of camera motion. This is a bigger deal once we push the boat out a bit more; our next race featuring a whopping 44 cars on the Circuit Des 24 Heures du Mans track, with a more taxing chase mode camera and heavy rain in play. The impact is immediate, and PS4 tears constantly with drops to 35fps at the busy starting grid, while Xbox One breaches the high 20s. This improves over the course of the race as cars splinter off into packs, though we never catch a glimpse of the 60fps line.

 

 

https://www.youtube.com/watch?v=khQqms26aw8&feature=youtu.be

 

More @ http://www.eurogamer.net/articles/digitalfoundry-2015-project-cars-performance-analysis?utm_source=twitter&utm_medium=social&utm_campaign=socialoomph

 

Not too surprised, I think expecting 60FPS locked with 30+ cars on the track and weather effects is beyond these consoles. Still, some of those drops are awful. Maybe locked at 30 should have been the aim. Sure there's PC like settings to tone back graphics, but screen tearing and some of those drops...

 

Even more surprising the One does worse off than the PS4, despite running at 900p.

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Sounds like another case of a poorly optimised game.

 

Also interesting is that the PS4 yet again has issues with anisotropic filtering. And that the XB1 handles the motion blur better, apparantly. But that's a small consolation prize, when the XB1 drops below 30FPS under certain conditions. Simply not acceptable.

 

All in all though, it's a dissappointing performance by both the consoles and the developer.

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"UPDATE: Build not intended for technical analysis. Our apologies!
 
It's come to our attention that the build of Project Cars used as the basis for this article was not intended by the developer Slightly Mad Studios for technical analysis. We weren't aware of this, which was the unfortunate result of some miscommunication on our part with the game's publisher. It was an honest mistake and it is not our intention to misrepresent the game, so we've unpublished the videos that form the basis of the article.
 
We'll be able to bring you a full analysis of a more advanced build of the game in the coming weeks.
 
We'd like to apologise to our readers and to Slightly Mad Studios for this unintentional misrepresentation."

 

 

The preview was based on an older build of the game and several of its observations are unfortunately either wrong or due to bugs or items which have subsequently been addressed by the dev team during the finalling process. Notable:
 
- The level of Anisotropic filtering was increased from 4x to 8x on both consoles, significantly improving the general image quality and sharpness of the road.
- Both consoles are set to use motion-blur at the equivalent of the PC medium setting
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Mortal Kombat X
 

In comparison, the presentation of the Xbox One release isn't quite as refined: details are softer while edges feature a slight fuzziness not visible on the PS4 game's native 1080p image. In this case, pixel counting strongly indicates a drop in horizontal resolution, which hovers in the region of 1360x1080 to 1344x1080 instead of the more common 900p setup used on the platform.



From a multi-platform perspective, the PS4 game clearly leads the way with its native 1080p presentation and solid level of performance during gameplay - outside of the slight judder in story cut-scenes we're looking at a locked 30 and 60fps throughout. Meanwhile, Xbox One holds up reasonably well given the sub-native presentation, although the reduction in horizontal resolution results in poorer image quality and some partial degradation in artwork quality. Performance shouldn't be an issue for more casual players, with its occasional 1-2 frame drops small enough to pass by unnoticed. However, hardcore players will be better served by the PS4's solid frame-rates.

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They are looking at patching the Xbox One version at some point after release once they can look at implementing DirectX 12 so they can match the PS4 version (according to a community manager post on their official forum. Even on their FAQ says they are looking into DirectX 12 implementation.

 

Great news for gamers.

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Not sure how many times it needs to be said, Direct12 will not be that huge for Xbox One. The facts are out there if people actually bothered to look for them rather than quote BS from somebody that clearly hasn't a clue

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Not sure how many times it needs to be said, Direct12 will not be that huge for Xbox One. The facts are out there if people actually bothered to look for them rather than quote BS from somebody that clearly hasn't a clue

 

I'd trust Wardell over you (and GotBored) any day of the week.

 

http://www.dualshockers.com/2015/02/07/stardock-ceo-well-play-games-looking-like-the-lord-of-the-rings-on-xbox-one-and-ps4-by-generations-end/

http://wccftech.com/brad-wardell-talks-dx12-xbox/

 

 

They have nothing, they don
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It's easy to say whatever you want when the evidence still lies months/years away. 

 

However, I'd hope on a tech-based forum people can relate well enough to PC hardware to realize no amount of software can magically make specifications change. Improvements, yes, but keep reality in-check or whenever the evidence of the future hits you'll be left sour faced.

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They are looking at patching the Xbox One version at some point after release once they can look at implementing DirectX 12 so they can match the PS4 version (according to a community manager post on their official forum. Even on their FAQ says they are looking into DirectX 12 implementation.

 

Great news for gamers.

I see it in quite the opposite way. Games are being released in an unfinished and unoptimised state, with gamers having to rely on publishers to update the game. If the game doesn't sell as well as expected? No patch. If DX12 is harder to implement than they thought? No patch. If the publisher was just bluffing? No patch.

 

I'd trust Wardell over you (and GotBored) any day of the week.

 

If he is to be trusted (and why wouldn't be?) not even MS is sure how much the benefit will be.

 

How is that the two of you can say with absolute certainty that it won't be huge?

Microsoft has stated that DX12 won't have that much of an impact upon performance, as have other developers in the know. Wardell, it's worth pointing out, hasn't worked on any AAA next-gen console games and his character has been called into question on numerous occasions - he really shouldn't be anyone's go-to person on the state of next-gen gaming and DX12.

 

Anyone expecting major improvements on XB1 because of DX12 is going to be disappointed.

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Microsoft has stated that DX12 won't have that much of an impact upon performance, as have other developers in the know. Wardell, it's worth pointing out, hasn't worked on any AAA next-gen console games and his character has been called into question on numerous occasions - he really shouldn't be anyone's go-to person on the state of next-gen gaming and DX12.

 

Anyone expecting major improvements on XB1 because of DX12 is going to be disappointed.

 

 

Phil Spencer said "it's not going to be dramatic". That's quite different from what you claimed ("much of an impact").

 

If you're going all-in trying to destroy someones credibility, you should really back up your claims, you know.

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It's easy to say whatever you want when the evidence still lies months/years away. 

 

However, I'd hope on a tech-based forum people can relate well enough to PC hardware to realize no amount of software can magically make specifications change. Improvements, yes, but keep reality in-check or whenever the evidence of the future hits you'll be left sour faced.

 

Of course the hardware-specs won't change. I hope we can all agree to that.

 

But as we all know, developers make huge improvements on the consoles (as was evident on the 360 and the PS3). If/When DX12 can make it easier for the developers, I see no reason why it shouldn't help a lot trying to reach the 1080p/60fps that so many of the gamers somehow clamor for.

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Phil Spencer said "it's not going to be dramatic". That's quite different from what you claimed ("much of an impact").

If the head of Microsoft's Xbox division is downplaying it then that tells us all we need to know. Remember, this is the company that massively overhyped cloud gaming and Kinect. Of course DX12 will improve performance but Sony is doing the same thing (Mantle, Vulkan). I don't see the performance gap between the PS4 and XB1 narrowing by any significant margin.

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Of course the hardware-specs won't change. I hope we can all agree to that.

 

But as we all know, developers make huge improvements on the consoles (as was evident on the 360 and the PS3). If/When DX12 can make it easier for the developers, I see no reason why it shouldn't help a lot trying to reach the 1080p/60fps that so many of the gamers somehow clamor for.

 

Both consoles will struggle to do 1080/60 as a norm, the One more than the PS4. You'll be seeing far more 1080/30, as titles that do 1080/60 will have to sacrifice graphical fidelity unless a racing/sports game (or COD). Limitations of the hardware aren't going to be overcome to 2x the FPS and in the One's case a resolution bump as well by some software updates. A new GPU is needed for those kind of jumps for the most part (with CPU/memory helping).

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If the head of Microsoft's Xbox division is downplaying it then that tells us all we need to know. Remember, this is the company that massively overhyped cloud gaming and Kinect. Of course DX12 will improve performance but Sony is doing the same thing (Mantle, Vulkan). I don't see the performance gap between the PS4 and XB1 narrowing by any significant margin.

 

They learned their lesson. The only ones hyping DX12 (for consoles) are developers. Microsoft aren't really talking about it.

 

PS. You failed to back up your claims regarding Wardell.

 

 

Both consoles will struggle to do 1080/60 as a norm, the One more than the PS4. You'll be seeing far more 1080/30, as titles that do 1080/60 will have to sacrifice graphical fidelity unless a racing/sports game (or COD). Limitations of the hardware aren't going to be overcome to 2x the FPS and in the One's case a resolution bump as well by some software updates. A new GPU is needed for those kind of jumps for the most part (with CPU/memory helping).

 

They will reach 1080/60 on a steady basis, if they want to. I'd assume it was common knowledge by now, that all games can run at 1080/60 if the developers want to.

 

As the developers become more and more skilled in using the hardware to the fullest, the resolution will rise.

 

If you haven't learned that from history, I'm not sure what I can do to convince you.

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They learned their lesson. The only ones hyping DX12 (for consoles) are developers. Microsoft aren't really talking about it.

Microsoft isn't talking about it because they have nothing to show. As for developers, most have downplayed the role of DX12. The hype is mostly from Xbox fans, who have a vested interest in seeing their platform prosper.

 

PS. You failed to back up your claims regarding Wardell.

There's nothing for me to backup. Wardell isn't responsible for any AAA next-gen console games and is primarily a PC developer. As for his character, there are numerous articles

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DX12 reduces a number of CPU bottlenecks but you have to remember that most games are GPU limited.

 

Not sure I'd really agree with that. My experience is that PC games tend to be CPU limited, the exceptions being the glorified tech demos like Crysis which try to cram in as many shaders as possible into a scene.

 

I would also note the general market position of AMD vs Intel supports such a conclusion - as if games were largely GPU bound, the gamer/enthusiast market focus would shift to price:performance rather than just raw performance, which would've made AMD far more competitive these last couple of years.

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