AgentOtaku
Member
Why even bother with 60 FPS then?
I would have preferred a steady 30 FPS than this.
Seriously, at least give the option
Why even bother with 60 FPS then?
I would have preferred a steady 30 FPS than this.
Game runs at solid 60 fps with downgraded graphics.
GAF reaction: stupid downgrade, looks like shit, not buying this.
Game drops to 30 fps with 44 cars on the track in rainy weather.
GAF reaction: unacceptable, runs like shit, not buying this.
Seriously, at least give the option
who is this gaf guy? i dont agree with him
Digital Foundry: Hands-On with Project Cars
UPDATE: Build not intended for technical analysis. Our apologies!
Wow... You'd think you'd verify the version of the game WITH the devs before posting the article? Especially when the devs stated their intended targets and the build didn't reach its goals.
Seriously, at least give the option
It's not the reason:I am thinking maybe all the effect toggles menues that we learned of yesterday in the consoles,
maybe they are not only and strictly for style preference, but may affect a little performance too.
Well, I hope the reaction by SMS suggests that this build really WAS out of date and not representative of the near final game.
It was, I remember seeing the old UI in the videos and that was before some really major improvements to the game. I've had over 20% performance increase and the perceived smoothness has been much better since February (and looking at the date of my posts on WMD it's before that console build with the old UI).Well, I hope the reaction by SMS suggests that this build really WAS out of date and not representative of the near final game.
I guess that Wii U version will sacrifice the amount of cars racing to preserve frame rate.
As do we all. Although DF would look pretty good if this analysis holds up.Well, I hope the reaction by SMS suggests that this build really WAS out of date and not representative of the near final game.
Exactly what I was thinking earlier. Hopefully it runs much better than this and their reaction wasn't for damage control.Well, I hope the reaction by SMS suggests that this build really WAS out of date and not representative of the near final game.
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 – the differences seen on PS4 were due to bugs which were transient with on-going optimisation and not because PS4 uses object based motion-blur.
- The shadow differences highlighted were largely down to the various slope-scale DX11 issues we had at this time, like many WMD users had reported on the PC builds.
- The build reviewed was also lacking the render bridge camera work, which as you all know significantly improved frame pacing and the general feeling of smoothness especially when cornering.
In the article it is mentioned that Project Cars on Xbox One is using post-process anti-aliasing which is equivalent to the PC's higher FXAA settings. This is incorrect, the Xbox One version uses MSAA, or more precisely AMD's EQAA (Enhanced Quality Anti Aliasing) with 8 fragments and 4 samples, which equivalent to MSAA 4x on PC.
Wait wait wait, you're saying that developers should be excused for day 1 patches now?THIS SOOO MUCH THIS
I rather them wait for the day it comes out also so it doesn't sway people waayyy before the game launches and potentially giving the game an actual chance.
Well, I hope the reaction by SMS suggests that this build really WAS out of date and not representative of the near final game.
Well, I hope the reaction by SMS suggests that this build really WAS out of date and not representative of the near final game.
Hopefully so, for their sake. If the final release has the same results then the angry pitchforks will turn from DF to SMS.
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 – the differences seen on PS4 were due to bugs which were transient with on-going optimisation and not because PS4 uses object based motion-blur.
- The shadow differences highlighted were largely down to the various slope-scale DX11 issues we had at this time, like many WMD users had reported on the PC builds.
- The build reviewed was also lacking the render bridge camera work, which as you all know significantly improved frame pacing and the general feeling of smoothness especially when cornering.
In the article it is mentioned that Project Cars on Xbox One is using post-process anti-aliasing which is equivalent to the PC's higher FXAA settings. This is incorrect, the Xbox One version uses MSAA, or more precisely AMD's EQAA (Enhanced Quality Anti Aliasing) with 8 fragments and 4 samples, which equivalent to MSAA 4x on PC.
Namco for making stupid claims to DF and allowing them access to the build in the first place.
DF for being so slow in updating the article.
Yikes. And that's the 'submission quality'.
I guess that Wii U version will sacrifice the amount of cars racing to preserve frame rate.
The render team over at the WMD forums just posted a few comments on the article:
That was from Andy over on WMD.
It isn't submission quality, see posts above.Yeah, this is going to be a nice game to look at (other than the tearing), but I am doubting it will touch playing Forza or GT for me. I'll check it out on the cheap and I bet I will not have to wait long.
If that's true then, yikes, seems like a bad choice.In the article it is mentioned that Project Cars on Xbox One is using post-process anti-aliasing which is equivalent to the PC's higher FXAA settings. This is incorrect, the Xbox One version uses MSAA, or more precisely AMD's EQAA (Enhanced Quality Anti Aliasing) with 8 fragments and 4 samples, which equivalent to MSAA 4x on PC.
- The build reviewed was also lacking the render bridge camera work, which as you all know significantly improved frame pacing and the general feeling of smoothness especially when cornering.
I don't get why anyone would point any blame towards DF to begin with.
Yeah, this is going to be a nice game to look at (other than the tearing), but I am doubting it will touch playing Forza or GT for me. I'll check it out on the cheap and I bet I will not have to wait long.
It isn't submission quality, see posts above.
It had a huge difference for me on 280X.That feeling of higher FPS.
So can that kind of huge differences in FPS be caused by incorrect frame pacing?
Well I agree with that if they got incorrect info from the publisher.
Nice! So AF was bumped from 4× to 8×. That's pretty good if you ask me. And the XB1 version is using an AA algorithm about comparable to 4× MSAA on PC? That's amazing for a 60FPS game. But strangely, the motion blur is a match for the PC's medium setting? Why? What are the other settings on? Also, it doesn't mention the AA on the PS4 version.The render team over at the WMD forums just posted a few comments on the article:
That was from Andy over on WMD.
I see. Pardon me if I still have my doubts.
Wait wait wait, you're saying that developers should be excused for day 1 patches now?
I'm starting to get sick of this, to be honest.
Honestly, if that is the case, they deserve to be called out on it.I suspect it is submission quality but there is a day one patch.
I have a HUGE problem with it myself. It's not acceptable especially as a collector and someone that enjoys returning to games from years gone by. When those patch servers go offline what then? We'll be left with a broken game?I have no problems with a day 1 patch (unless its more than 20 GB, that is).
Didn't TLOU on PS3 also use some form of dynamic MLAA? I'm pretty sure I heard some people saying that. Anyway, I agree. 4× MSAA is way too demanding.If that's true then, yikes, seems like a bad choice.
I wonder how demanding it is? One would think, if performance was an issue, you'd stick with FXAA or SMAA. That is, unless they can deliver EQAA with proper performance in the end.
I actually wish we'd see more games take a dynamic approach to AA like Resident Evil 5 did back on 360. It could adjust between 4x MSAA to no AA depending on the load. Worked brilliantly.
It isn't. Again, they specifically mentioned that it doesn't even have all render updates from feb/march.I suspect it is submission quality but there is a day one patch.
The render team over at the WMD forums just posted a few comments on the article:
EDIT: wrong person
Those are some terrible framedrops, especially for the Xbox One which is already 900p.
Clear weather races seem smooth though.
Driveclub is 30 fps and its fucking awesome.Framerate *is* king in a racing sim. This is not about options, but about having the gameplay hold up so people can drive properly.
You keep making exaggerated alternatives. Nobody is asking them to do 1080p or 90fps or only have one car. But not letting the framerate drop into the 30's or even low 40's would significantly improve the actual act of driving, which is what this game is all about in the end.
In my experience, large grids in these sorts of games run into CPU limitations that cause these framerate drops. Cutting down the grid to like 24-30 could potentially increase performance dramatically without having to do anything extreme like you keep suggesting.
Can I ask why? It's not like GT6 had a consistent framerate.
Driveclub is 30 fps and its fucking awesome.
That's not how it works. Pre-release, the publisher sends you a preview copy with a note attached of the things you can/can't do with it. There was clearly some miscommunication going on as to what EG/DF were allowed to do with the copy they received and that's ultimately more on Bamco than on DF. Unless, of course, Bamco outright said no to any DF analysis and they went ahead anyway which I find doubtful.
Well, to be fair, if you played at 1280x720 it really did have a very consistent frame-rate. Not 100% perfect but pretty darn close, from what I recall.Can I ask why? It's not like GT6 had a consistent framerate.
You really think so? You don't find pre-release information interesting? I'd rather collect as much data as possible over a span of time. Looking at pre-release stuff gives an idea of how a game is shaping up and also gives us something to reflect on in the future post release. If more games were covered pre-release in this form perhaps some issues could have been avoided? Frame-pacing problems, lack of AF, etc. These are all things that devs ARE patching into their games that were broken at release. A pre-release analysis could have highlighted that and resulted in discussion around the net triggering the attention of the developers.The analysis is basically useless because nobody is going to play that.
Didn't TLOU on PS3 also use some form of dynamic MLAA? I'm pretty sure I heard some people saying that. Anyway, I agree. 4× MSAA is way too demanding.