An analysis of the released Black Ops 2 footage.
There are some notable changes since Treyarch's last game. It also raises the question at just how much the engine can improve before the almost-60fps fluidity is lost.
http://www.eurogamer.net/articles/digitalfoundry-black-ops-2-60fps-challenge
There are some notable changes since Treyarch's last game. It also raises the question at just how much the engine can improve before the almost-60fps fluidity is lost.
http://www.eurogamer.net/articles/digitalfoundry-black-ops-2-60fps-challenge
Based on analysis of trailer footage (which seems to be from Xbox 360), the series' 1024x600 native resolution also sees a slight bump too - in one axis at least - now rendering at 880x720 with 2x multi-sampling anti-aliasing (MSAA).
In its marketing to date, Treyarch also talks about "bounce lighting" and ambient occlusion as new additions to the Infinity Ward engine. Based on what we've seen thus far, these appear to be "baked" into the levels (pre-rendered in other words) and the AO in particular is not present where we would expect to see it as a real-time screen-space effect - on downed opponents for example. We'll need to get a closer look at the game to see a better view of other new additions to the engine; intersecting shadows, self-shadows and "reveal mapping" (some kind of texture-blending technology we're not entirely clear on) have also been added to the mix.
Treyarch's intent seems to have been to target something approaching the visual richness we see in top-tier 30 frames per second shooters while retaining Call of Duty's trademark 60Hz update. While the overall sophistication of aspects such as physics, particle effects, texture quality and lighting might not be quite up to the standards of Battlefield 3, the overall level of presentation we see just from this slice of Black Ops 2 gameplay is impressive. Unfortunately, in common with the original Black Ops there is a clear hit to frame-rate and perhaps a sense of over-ambition in the design that is actively impeding performance.
Yes, the E3 code is obviously not final and we'd hope to see an optimisation push in the lead up to the product shipping, but the concern is that Black Ops 2 could break that perceptual 60FPS barrier - especially when the end segment of the demo, including the airborne section actually appeared to be running at a locked 30FPS. For what it's worth, video of the multiplayer mode shown on Spike TV (not taken from a live console in the studio, but direct-feed nonetheless) appeared to show a significantly higher frame-rate - not quite as solid as Modern Warfare 3 performance, but well within the perceptual 60FPS threshold. Arguably, maintaining that frame-rate is more crucial to the online game, where players running at a lower frame-rate - even momentarily - would be disadvantaged compared to those who aren't.