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DF - Tech Analysis: Titanfall beta on Xbox One and PC

Gavarms

Member
http://www.eurogamer.net/articles/digitalfoundry-2014-titanfall-beta-tech-analysis

In our earlier exchange with Titanfall developer Respawn, the words "frame-rate is king" rang loud as its mission statement. Perhaps it's not too surprising, then, that visually the game is a composite of striking and bland elements - a vibrant effects-fest in motion, but with a clinical simplicity elsewhere that can be hard to overlook. We've seen these cutbacks before, of course, and if there's one thing that can get you off the hook for taking this approach, it's a low-latency 60fps golden standard. In the case of the Titanfall beta, however, the results aren't entirely as expected.

What we can confirm for this build, though, is an internal resolution of 1408x792, with a pass of 2x MSAA to tackle aliasing before any upscale to your preferred resolution. This pixel count is something the team is happy to verify - even with indications that it could end up around the 900p mark for the final product. It may not be a gargantuan number as-is, but it pulls the game away from the ho-hum 1280x720 that was on most peoples' bingo cards - a step up, if not a remarkable one, in terms of the final image.

In its current form, it's difficult to understand Titanfall's resolution choice considering the variable performance. As it renders at 792p, The game relies on the Xbox One's scaler to output at 1080p. Now, we've just updated our Xbox One to the latest system software and the good news is that the harsh edge-enhancement has completely gone. We'll be looking at the improved scaler in a little more depth very soon, but while the situation is clearly an improvement on the preview code we saw previously, there's still a good deal of aliasing to contend with. It appears that Respawn is caught between a rock and a hard place with regards image quality vs. performance.

However, while the Xbox One beta has its own fair share technical quibbles, there is an undeniable entertainment factor to the game that takes precedent. It's a simple package, but the commitment to 60fps so far is strong enough to convince that the right talents are working on the project. In the meantime, while we have a firm handle on the Xbox One and PC versions of the game, we can't help but wonder how the Xbox 360 version will compare.

By and large, Titanfall is a healthy 60fps shooter as promised, but only as long as it's played with an on-foot Call of Duty mindset. With Portal 2's Source engine at its core, it's as fluid and responsive as you could hope for when pistolling Pilots and kicking AI grunts.

However, it all changes once you buckle into a Titan, and in this build we see lengthy passages of play (particularly by the end of a mission) falling within the 35-45fps range. Neither one of the levels on show is especially worse than the other in this regard, and it's clearly the barrage of alpha effects that ends up pressing the hardware too far.

It's also impossible to ignore the tearing that creeps up during such dips. Adaptive v-sync is in play, which taps in any time the engine detects a frame going over budget and missing a slot within its 60Hz refresh. Temporarily removing this lock helps to make control over the action feel smoother than it otherwise would, but at a big - and regular - cost to the overall presentation.

More at link
 

Dennis

Banned
"Visually, PC gamers looking for an edge over the console release in terms of lighting, shadows, effects or model detail may be disappointed. Even at the "insane" texture quality setting on PC, the oil rig structures around the Fracture map still share precisely the same washed-out mapping as the Xbox One, while floor mapping is also like-for-like. Much of the game's assets and rendering tech are shared in this sense, right down to the distance of the shadow filtering cascade."
 

NEO0MJ

Member
"Visually, PC gamers looking for an edge over the console release in terms of lighting, shadows, effects or model detail may be disappointed. Even at the "insane" texture quality setting on PC, the oil rig structures around the Fracture map still share precisely the same washed-out mapping as the Xbox One, while floor mapping is also like-for-like. Much of the game's assets and rendering tech are shared in this sense, right down to the distance of the shadow filtering cascade."

This was disappointing to read.
 
Why did the OP neglect the sources highlights?

Preliminary performance analysis of the Xbox One beta. Titanfall aims for 60fps, but drops frames and exhibits screen-tear when the engine is under stress.

More details:

However, it all changes once you buckle into a Titan, and in this build we see lengthy passages of play (particularly by the end of a mission) falling within the 35-45fps range.
 

ymmv

Banned
"Visually, PC gamers looking for an edge over the console release in terms of lighting, shadows, effects or model detail may be disappointed. Even at the "insane" texture quality setting on PC, the oil rig structures around the Fracture map still share precisely the same washed-out mapping as the Xbox One, while floor mapping is also like-for-like. Much of the game's assets and rendering tech are shared in this sense, right down to the distance of the shadow filtering cascade."

Xbox One version was obviously the lead platform - warts and all.
 

SJRB

Gold Member
"Visually, PC gamers looking for an edge over the console release in terms of lighting, shadows, effects or model detail may be disappointed. Even at the "insane" texture quality setting on PC, the oil rig structures around the Fracture map still share precisely the same washed-out mapping as the Xbox One, while floor mapping is also like-for-like. Much of the game's assets and rendering tech are shared in this sense, right down to the distance of the shadow filtering cascade."

There's nothing "insane" about Titanfall's insane graphics settings, that's for sure.

But didn't the beta have purposely lower-res textures to preserve filesize?
 

Zakalwe

Banned
I have a relatively high end gaming pc.

I love strong visuals.

The visuals of Titanfall are great, imo. I'm never still enough to notice the lower textures, and the design is really great.

It#s all about how it looks in motion, imo.
 

boinx

Member
I get a shitload of framerate drops on PC when I set the texture quality to insane. And the game barely looks different with that setting on, not worth the FPS hicups for me at least.
 

DieH@rd

Banned
As soon there is two or more Titans on screen, framerate on Xbone dips to low 40s.

However, it all changes once you buckle into a Titan, and in this build we see lengthy passages of play (particularly by the end of a mission) falling within the 35-45fps range. Neither one of the levels on show is especially worse than the other in this regard, and it's clearly the barrage of alpha effects that ends up pressing the hardware too far.
 

Chobel

Member
"Visually, PC gamers looking for an edge over the console release in terms of lighting, shadows, effects or model detail may be disappointed. Even at the "insane" texture quality setting on PC, the oil rig structures around the Fracture map still share precisely the same washed-out mapping as the Xbox One, while floor mapping is also like-for-like. Much of the game's assets and rendering tech are shared in this sense, right down to the distance of the shadow filtering cascade."

Can't they just add these
(better effects)
as options in PC?
 
I get a shitload of framerate drops on PC when I set the texture quality to insane. And the game barely looks different with that setting on, not worth the FPS hicups for me at least.

Do you have at least 3 GB of Video Card ram? My OC 7970 does just fine, my PC with Titan has frame drops though.
 
There's nothing "insane" about Titanfall's insane graphics settings, that's for sure.

But didn't the beta have purposely lower-res textures to preserve filesize?

It's 12GB for 2 maps.

I'm shocked at what the high-res, dozen or so maps edition will weigh in at!
 
The news to me is they changed the XBO's internal scaler, making it less sharp apparently. I don't have one but I know that was a big complaint, so I'm interested in their breakdown of the difference it makes.
 

Chobel

Member
If PC and xbone using the same textures then why the xbone version is ~5GB and PC version is 12GB? What would create all this 7GB difference?
 

ElTorro

I wanted to dominate the living room. Then I took an ESRAM in the knee.
I noticed the tearing as well on the XBO. Wasn't directly aware of framerate drops into the 30ties drops, but that's certainly disappointing, especially since the game does indeed look like ass; more current-gen than next-gen. Nevertheless, sacrificing visuals for framerate is the right move.
 

GlamFM

Banned
If this is the status quo for the final version I will not purchase the game.
Been playing the beta on X1 for the past 2 days and performance is just bad.

I hope the final version performs better.
 

spekkeh

Banned
I dunno those side by side comparisons are the most shocking difference I've seen in a loong time. It was a lot less pronounced previous gen. I sure hope it's learning process with the Xbone.
 
I have a relatively high end gaming pc.

I love strong visuals.

The visuals of Titanfall are great, imo. I'm never still enough to notice the lower textures, and the design is really great.

It#s all about how it looks in motion, imo.

Yeah, I'm using lowest settings (aside textures, which are at high) at 720p and it still looks great.
 

DieH@rd

Banned
If PC and xbone using the same textures then why the xbone version is ~5GB and PC version is 12GB? What would create all this 7GB difference?

Most probably different compression of assets. Xbone and PS4 have integrated modules for data decompression.
 

DieH@rd

Banned
This needs to be in OP:

By and large, Titanfall is a healthy 60fps shooter as promised, but only as long as it's played with an on-foot Call of Duty mindset. With Portal 2's Source engine at its core, it's as fluid and responsive as you could hope for when pistolling Pilots and kicking AI grunts.

However, it all changes once you buckle into a Titan, and in this build we see lengthy passages of play (particularly by the end of a mission) falling within the 35-45fps range. Neither one of the levels on show is especially worse than the other in this regard, and it's clearly the barrage of alpha effects that ends up pressing the hardware too far.

It's also impossible to ignore the tearing that creeps up during such dips. Adaptive v-sync is in play, which taps in any time the engine detects a frame going over budget and missing a slot within its 60Hz refresh. Temporarily removing this lock helps to make control over the action feel smoother than it otherwise would, but at a big - and regular - cost to the overall presentation.
 

123rl

Member
What the fuck?! This is not a visually impressive game, and they can't even stabilise it at 60fps?!

I'm reserving judgment until the final game. But, in their defence, the game is silky smooth online. Just no lag at all.

There are definitely framerate drops once the Titans start appearing. In my last match I had three on screen and I'd say it dropped below 30fps quite quickly
 

EGM1966

Member
My already low interest is dropping. I planned on PC or maybe 360 but (at least going by the Beta) the PC version is simply the XB1 version shoved onto PC without any further effort or attention and the 360 version is worryingly AWOL in terms of being shown and I don't know whether to assume this is because it looks too close to XB1 for comfort or because it's really bad.

Definitely waiting to see how it takes off and whether it really seems like a game I could enjoy enough over a long period of time - also will wait for final PC release and analysis to see if the retail version is improved over the Beta in terms of textures, etc.

Gotta say though - overall I'm not too impressed with the engine/optimization work with the title from the Beta code at least.
 

Winternet

Banned
"Visually, PC gamers looking for an edge over the console release in terms of lighting, shadows, effects or model detail may be disappointed. Even at the "insane" texture quality setting on PC, the oil rig structures around the Fracture map still share precisely the same washed-out mapping as the Xbox One, while floor mapping is also like-for-like. Much of the game's assets and rendering tech are shared in this sense, right down to the distance of the shadow filtering cascade."
Embarrassing.
 

Skeff

Member
Either there's something wrong with your Xbox or this is some hyperbole.

Well for a game aimed at solid 60fps above everything else "Framerate is king" then I'd say it's not just his Xbox but it's DF's Xbox as well, and I'd assume everyone else's Xbox as well.

The game has sustained drops to around 40fps with massive screen tearing.

Although this is a Beta and performance is likely to improve, I would hope that they do not try and use the resources saved by these optimizations by increasing the resolution, as it seems the framerate should be improved first.
 
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