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DigitalFoundry: Quantum Break - An Xbox One Tech Showcase

Really like the vid. All the tricks to have this run on a Xbone deserves pat on the back.

And yes, the music sounds great.


If you pre order the game on the Xbox store you get also a W10 code.
So you only get a code if you buy it from an Xbox Store?
 
Regarding NX Gamer and UC4, he noted that details appear to increase over the course of the first 4 or so frames of a scene, much like has been noted in DF'S analysis of QB.

He then assumed a similar reconstruction technique is being used, but we will have to wait and see to be sure.

If I recall he said the final geometry buffer was still 1920x1080.
Just the shadow buffer. UC4 almost for sure renders geometry in native 10080p with no tricks.
 
Great video, dark. As someone who understands very little on the tech side, I always find DF's analysis (and your posts here) fascinating and educational. Terrific stuff as always.

The low res shadows and especially the jarring LOD are the most disappointing shortcomings for me, but there are so many aspects of the visuals that look outstanding that it's hard to be upset.
 
Very impressive tech. Love the lighting and character models. Some of the physics is extremely impressive, nice reactive weight to the chairs being shot on the ground.

Shame about the volumetric resolution.
OrMb.jpg

Taken from a gamersyde video. Not sure if it's improved since but really only shows on rare occasions if you look for it, otherwise it just looks a little grainy at times.

Super impressive nonetheless. Looking forward to picking it up soon.
 
Excellent video, Dark. Your tech dive vids are my favorite thing DF puts out. Thorough, fair, and well paced with a lot of knowledge.

I really love the lighting and effects work in this game. This seems like the sort of game I would really dig if I had an XBO.
 
"A soft, filmic appearance that we actually quite like"

You might even call it a cinematic resolution.

EDIT:

Can someone .gif the scene at 7:41? It's staggeringly gorgeous.
 
I'll listen to the video in a bit, but probably someone here knows the answer to my question: The game got an update one or two days ago which downloaded the whole game again. After that it is 1GB+ bigger than before if I'm not mistaken. What did it do?
 
Very impressive tech. Love the lighting and character models. Some of the physics is extremely impressive, nice reactive weight to the chairs being shot on the ground.

Shame about the volumetric resolution.
OrMb.jpg

Taken from a gamersyde video. Not sure if it's improved since but really only shows on rare occasions if you look for it, otherwise it just looks a little grainy at times.

Super impressive nonetheless. Looking forward to picking it up soon.

I dont think that is due to low resolution of volumetrics, but rather the the temporal reconstruction. If I remember you only see that artifacting when the camera is being moved in that scene, not when the camera is motionless.
 
The visuals are pretty meh to be a tech showcase... maybe it is just that a tech showcase and not a graphical show case.
 
That looks VERY impressive. The character models are something else.

Can't wait to finally get my hand on this.
 
Yep! You get the PC version for free when you pre-order! Digital and through Xbox only, of course.

I cannot find any information about the PC standalone release, i.e. how do you buy the PC version if you don't pre-order the game for Xbox One?
 
That video really reminded me why I prefer NX Gamers output to DF. Maybe its just me, but I find NX's enthusiasm for technique much more appealing than DF's obsession with metrics. Things like resolution, be it for individual effects or for the screen as a whole is technologically insignificant, as it just speaks to a need to optimize bandwidth for limited hardware rather than a lack of prowess in execution.
 
Jup. Wich is a shame. I always think a photomode should be included. For sure with these kind of games. Not only for the gamers self but it helps the dev and sales also. Let people make insane photo's and the game sells itselfs to alot of people who see it.
 
That video really reminded me why I prefer NX Gamers output to DF. Maybe its just me, but I find NX's enthusiasm for technique much more appealing than DF's obsession with metrics. Things like resolution, be it for individual effects or for the screen as a whole is technologically insignificant, as it just speaks to a need to optimize bandwidth for limited hardware rather than a lack of prowess in execution.
Wait, what? I didn't think I was being obsessed with metrics at all. I poured so much effort into this so these kinds of comments hurt a lot.
 
This game is just amazing, that's what you obtain when you let skilled developers work enough on their game, without pressing them for a release every year or two like most other AAA games nowadays, thanks Microsoft for allowing Remedy to make their best job

Lucky you that you got to play it early! About how long was your playthrough? Reviews seem to indicate it's about ten hours if you include the cutscenes.
 
They do some strange things to make indirect shadowing appear better than it normally would if it was rendered at whatever resolution they can render it (probably something low). It results in artifacts that sometimes show up as faint looking patterns over things and I think that combined with video macroblocking makes it look like resolution is lower in those places.

Interesting, would like to hear more about this if there is any more info.
 
I dont think that is due to low resolution of volumetrics, but rather the the temporal reconstruction. If I remember you only see that artifacting when the camera is being moved in that scene, not when the camera is motionless.

Yep.

The volumetric resolution is more evident in the ware house scene where you can see how it is misaligned with the shadow projection and intersecting geometry.

Still looks good though. PC verison should be pretty ridiculous.
 
That video really reminded me why I prefer NX Gamers output to DF. Maybe its just me, but I find NX's enthusiasm for technique much more appealing than DF's obsession with metrics. Things like resolution, be it for individual effects or for the screen as a whole is technologically insignificant, as it just speaks to a need to optimize bandwidth for limited hardware rather than a lack of prowess in execution.

My impression was the opposite from the whole video. Probably didn't help starting with the elephant in the room comment though.

I dont think that is due to low resolution of volumetrics, but rather the the temporal reconstruction. If I remember you only see that artifacting when the camera is being moved in that scene, not when the camera is motionless.

Yes that as well.
 
My impression was the opposite from the whole video. Probably didn't help starting with the elephant in the room comment though.

The video also closes with a caveat about resolution, making it a major takeaway from the piece in my view.

I'm not trying to be mean about this, and I really don't think I've said anything hurtful but I felt the repeated references to resolution really stood out as they were the sole negatives in an otherwise super-positive report.
 
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