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Performance Analysis: Multiplayer on Call of Duty: Advanced Warfare(PS4/XB1)

Green Yoshi

Member
Hopefully the final dance of id Tech 3. ;-)

I hope Treyarch used the three years to develop a completely new engine, that only works on PS4, Xbox One and PC. That doesn't mean that I want no games on 360&PS3, but I think there had been enough CoD games for these platforms.
 

pixlexic

Banned
Are we really going to split hairs between a 56-60 FPS during gameplay on Xbox One and a 59-60 FPS during gameplay on PS4 with a dip or two to 55 FPS during killcams?

nah i am just playing with ya. Its really not a big difference either way.
 
Cool.

I went in knowing that the PS4 would be the better version visually.

I also went in knowing that I prefer the Xbox One controller for fast-paced multiplayer games, and that all the people I play with regularly will be buying it on Xbox One.

I'm happy with my decision.

Ironically, I'll be buying the 900p Assassin's Creed:Unity on PS4 (along with Far Cry 4, since I don't plan on playing it multiplayer at all).
 

CozMick

Banned
So the Playstation 4 version only drops frames in the killcam?

Daaaaaaaaaaaamn sledgehammer you done good!

full 1080p
v-synced
60fps

what else could a guy ask for in a multiplayer?
 

CoG

Member
Wonder if MS had engineers embedded at Sledgehammer to get the Xbox One version in the shape it's in. The dynamic buffer and 1360x1080 resolution seem like clever optimizations.
 

pixlexic

Banned
How do jokes about the actual frame rates make false claims ironic?

the irony is how some people are exaggerating the difference between 50fps and 56fps

in the same way people here post things like this for 900p.

2344018-5524632742-d4d0b.gif
 

Guymelef

Member
I'm going to quote this because I don't understand anything...

Weird.

XB1 SP Dynamic 1080p = 60fps locked
XB1 MP Locked 1360x1080 = 60fps locked

That says to me MP is more demanding than SP...

PS4 SP Locked 1080p = Dips
PS4 MP Locked 1080p = 60fps locked

Unless there is add graphical features on PS4 SP...
 

Joemoe

Neo Member
Does anyone else have constant stuttering/rubberbanding issues playing online in the last gen version?
 

thelastword

Banned
Solid enough 60fps either way, but this looks so much sharper and detailed on the PS4 version, it really pops. I noticed some instances of blurry textures up close on the XBONE version though, very early in the video.

Lowest fps I saw on the PS4 was 53fps and 56fps on the XBONE but they were predominantly 60fps. I noticed fps drops whenever there's a killcam on the PS4 and also drops when there's a hacking taking place on the XBONE. Seems like a similar issue to the save pop-up in the campaign. Solid job, but perhaps Sledge can polish it up a tad more to arrest these anomalies.
 

Rainy Dog

Member
I had a couple huge slowdown moments on PS4 last night playing the campaign. Good 2-4 second frame chugs that felt like something was about to crash, but then recovered.

Could be when it's auto saving at checkpoints. Played about half of the campaign so far and the chugging when it auto saves is the only real performance issue that stuck out for me.
 

Recall

Member
Is there any detailed information on the PS3/360 versions? The resolution of the kill feed and fonts used for the HUD are possibly the lowest resolution I've ever seen.
 

CozMick

Banned
Is there any detailed information on the PS3/360 versions? The resolution of the kill feed and fonts used for the HUD are possibly the lowest resolution I've ever seen.

I made fun of this last night, we're talking 640x480 font sizes, its crazy.
 
Are we really going to split hairs between a 56-60 FPS during gameplay on Xbox One and a 59-60 FPS during gameplay on PS4 with a dip or two to 55 FPS during killcams?

People will because there is an unexpected difference and it makes people uncomfortable with their console choice
 

Recall

Member
I made fun of this last night, we're talking 640x480 font sizes, its crazy.

So glad I'm not the only one caught off by this. I thought I was going crazy how no one else was mentioning it.

Blops 2 nor Ghosts had this issue so I'm very surprised it is here.
 

Rainy Dog

Member
Solid enough 60fps either way, but this looks so much sharper and detailed on the PS4 version, it really pops. I noticed some instances of blurry textures up close on the XBONE version though, very early in the video.

There's ugly texture quality a plenty on the PS4 version too. One of the most obvious areas of compromise to meet performance.
 

Raist

Banned
I'm going to quote this because I don't understand anything...

During SP they know exactly when shit will hit the fan, so that's when the dynamic resolution kicks in for the XB1. That plus no v-sync in these cases will be a lot less taxing on the hardware than remaining at 1080p. It's not like the XB1 SP is 60fps locked either, there are definitely framedrops, just not as "big" as the PS4 version.
 

bombshell

Member
During SP they know exactly when shit will hit the fan, so that's when the dynamic resolution kicks in for the XB1. That plus no v-sync in these cases will be a lot less taxing on the hardware than remaining at 1080p. It's not like the XB1 SP is 60fps locked either, there are definitely framedrops, just not as "big" as the PS4 version.

I think he means why the performance is better on Xbox One in SP than in MP, but opposite on PS4.
 

thelastword

Banned
There's ugly texture quality a plenty on the PS4 version too. One of the most obvious areas of compromise to meet performance.
What I saw on the xbone version looked like textures that had not loaded yet though, didn't see anything like that in the PS4 video.

Should textures really be a problem with 8 gigs of ram either way?
 
So... this is like the ads of "up to xx Mbps for your Adsl!!" which never are true.

1360x1080 up to 1920x1080!!!*
*: not really.
To be fair and give Sledge some credit they have mainly been selling it as 1360x1080 boosting up to 1920x1080 rather than trying to say it the other way of this game is 1920x1080 with reduction in busier scenes.
 

Raist

Banned
I think he means why the performance is better on Xbox One in SP than in MP, but opposite on PS4.

I know and that's what I meant.
Performance is not "better" on XB1 during SP, it's just that they can afford to have the engine occasionally push to 1920x1080 in quiet/not very demanding areas. It's a lot harder to predict for MP obviously, hence the lock at 1360x1080.
 
only if you don't have an option on the PS4 version

Or if you want to play where your friends are... I happen to have many xb1 friends, so if I had a PS4, I would probably still go with the XB1 version because it still looks very good and playing with friends is more important than the advantages the PS4 version offers (to me).


Obviously my case may not be the most common scenario for people, but I don't think it's unreasonable to feel this way. If the XB1 version was way worse (like ghosts), I might feel differently.
 

MRMagoo

Neo Member
So after all that we find that where it matters PS4 is on top in MP, I see this being a trend for the entire gen.
 

CozMick

Banned
So glad I'm not the only one caught off by this. I thought I was going crazy how no one else was mentioning it.

Blops 2 nor Ghosts had this issue so I'm very surprised it is here.

While we're at it, does the image look 4:3 stretched to 16:9 to you?
 

hawk2025

Member
its called irony - how many "da tcrushed blacks"and "dat 900p!" comments do we usually get out of these threads?



...no, that's not irony.

But only a few hours ago you were making some pretty hefty claims on how this kind of shit posting was uncalled for on the "black crush" thread, so what gives?
 

Kayant

Member
Shouldn't the Xbox One version be far superior due to free dedicated servers? Major Nelson said cloud features were free, so why don't they have the superior multiplayer version.

http://majornelson.com/2013/10/17/x...osting-to-our-xbox-one-development-community/

Those servers are only free during development for third parties(This comes from a dev verified by bish) -

During developement, yes. I do not work for Microsoft, so I do not know if they are doing it on a case-by-case sceneraio or whatever, As soon as you begin to earn money with your game and you still want to use Azure, obviously you need to pay for the service. I think that's just fair. The prices are well balanced. The best thing about Azure is scalability and power. And especially in gaming this is what you need.

I can not comment on our game just yet, I am sorry guys! 2015.

Respawn pays for them -


and the hybrid network from ghosts is used on all platforms.

http://www.eurogamer.net/articles/2...dedicated-servers-confirmed-for-all-platforms

"Dedicated servers will be used on current gen, next gen and PC with Ghosts. And, in order to make sure that people have the best possible experience regardless of platform, location or connection, Ghosts will be using a hybrid system of dedicated servers and listen servers. So no matter where you are the game will always be trying to give you the best online performance possible.

"There is also some great new tech in the matchmaking system that will place players in matches that have the best combined overall connectivity performance. Again these are just some of the things that are going into Call of Duty: Ghosts to give players a great online experience. Can't wait to see you all online."

http://mp1st.com/2013/11/22/call-du...larifies-hybrid-online-services/#.VFZJ0JR_vV0
 

Awntawn

Member
I'm going to quote this because I don't understand anything...

Maybe this "dynamic resolution" isn't actually so much something that's constantly reading framerates and dropping vertical scanlines to maintain the framerate dynamically, but rather just points tailored and set by the devs throughout the campaign that lower the resolution for what they know are more visually intensive segments?

Imagine you're playing on a PC that's getting maxed out to the brim. You can run it at 1080p 60fps for some segments, but then you run into some segments of the campaign with a lot of stuff to render, and you pause, go into the menu, and drop your resolution. Maybe the "dynamic resolution" is just a result of Sledgehammer doing a pass like this.

Multiplayer, being more open and unpredictable with regards to the action and what will be on screen at any given time, doesn't allow for this, much like how you can't just keep pausing and changing your settings manually while playing multiplayer.

Pure speculation from my ass, but what if the multiplat development process was something like this:

- Develop the game with the higher PS4 spec in mind at 1080p native and targeting 60fps. Get it to what they consider acceptable, as in "Mostly 60fps with some drops".
- For the Xbox One version, go through the campaign and drop the resolution during the segments where the framerates drop.

Considering the similarity of the architectures, this is probably a much more efficient way of handling multiplatform development rather than fine tuning the textures, lightning, and other details of each level. The approach probably wouldn't work as well for games or modes that aren't linear campaigns, hence the multiplayer not using it.
 

NickFire

Member
Those servers are only free during development for third parties(This comes from a dev verified by bish) -



Respwan pays for them -



and the hybrid network from ghosts is used on all platforms.

http://www.eurogamer.net/articles/2...dedicated-servers-confirmed-for-all-platforms



http://mp1st.com/2013/11/22/call-du...larifies-hybrid-online-services/#.VFZJ0JR_vV0

Damn man. Somehow I missed this. So even the claim that the cloud was free for developers was a half-truth (only free until the game goes live). At least that explains why COD isn't using it.
 

kiguel182

Member
Maybe this "dynamic resolution" isn't actually so much something that's constantly reading framerates and dropping vertical scanlines to maintain the framerate dynamically, but rather just points tailored and set by the devs throughout the campaign that lower the resolution for what they know are more visually intensive segments?

Imagine you're playing on a PC that's getting maxed out to the brim. You can run it at 1080p 60fps for some segments, but then you run into some segments of the campaign with a lot of stuff to render, and you pause, go into the menu, and drop your resolution. Maybe the "dynamic resolution" is just a result of Sledgehammer doing a pass like this.

Multiplayer, being more open and unpredictable with regards to the action and what will be on screen at any given time, doesn't allow for this, much like how you can't just keep pausing and changing your settings manually while playing multiplayer.

Pure speculation from my ass, but what if the multiplat development process was something like this:

- Develop the game with the higher PS4 spec in mind at 1080p native and targeting 60fps. Get it to what they consider acceptable, as in "Mostly 60fps with some drops".
- For the Xbox One version, go through the campaign and drop the resolution during the segments where the framerates drop.

Considering the similarity of the architectures, this is probably a much more efficient way of handling multiplatform development rather than fine tuning the textures, lightning, and other details of each level. The approach probably wouldn't work as well for games or modes that aren't linear campaigns, hence the multiplayer not using it.

I actually had the same thought. One one hand it might explain why they locked it in the multiplayer but on other it just seems like just a cumbersome task to do it by hand. It seems way much work compared to reducing it when the load on the system got too high.

Another explanation for this is that on multiplayer always changing resolution might mess up the balance of the game. If I'm facing an opponent and he gets full 1080p and things are more blurred on my side it doesn't seem that fair.

Of course, it's all speculation. It could be cool if devs could explain why they chose this approach.
 

Seanspeed

Banned
DF analysis: Xbox one lower res, lower IQ.

DF conclusion: Both versions offer like for like ..

lol
They were specifically talking about framerate there.

What is with people not understanding what 'context' is in these DF threads lately?
 

wachie

Member
They were specifically talking about framerate there.

What is with people not understanding what 'context' is in these DF threads lately?
So the conclusion is based on only one metric of performance?

What is with people not seeing the BS like this?
 
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