Bergoglio
Member
Infact in normal mode game is running native 4kNot always
Infact in normal mode game is running native 4kNot always
Btw, they do seem to recommend SSD even for the minimum system requirements.the game doesn't even require an SSD on PC.
how game is performing on PC? Seems like a mess there as well and crazy taxing?
Of course; very few games don't these days.Btw, they do seem to recommend SSD even for the minimum system requirements on PC.
Im a bit disappointed tbh. Yes they are rendering two worlds but the layout of each world is near identical and the character model follows the dame exact movement. Furthermore each world is half the screen so half the pixels, its not like its trying to render 2 separate 4k screens. Idk, to me it seems like a result from poor optimization due to a small dev team and pressure to get this out the door.Becouse are two world in the same time,not two different cameras in the same world
Btw, they do seem to recommend SSD even for the minimum system requirements on PC.
I think there is an issue, with deffered rendering. I think this sort of tricks are better achieved with forward render, however there is problem with lights and let's say that Blooper team is not id Software, which tuned ID Tech 7 with forward render to perfection. Most games using deffered lighting and no matter that the scene is using same geometry, for rendering, you have to render it twice, I don't think it's a memory issue....well it could be however I hope it's done in one pass, not both vieports separately. That would probably explain how heavy is it. We need the PC video about this game, to properly judge.The excuse doesn't make much sense considering the number of pixels being output as the final result is the same.
That essentially means each world is being rendered at half of 900p individually if I'm reading this correctly. Something is off with how they are going about rendering the two scenes side by side, I would have thought the main stress would have been on the CPU. Sounds like nothing is being scaled appropriately in the dual world scenes.
Do the assets/geometry/ray tracing need to stay at their highest settings in both scenes when the player can only see everything at half resolution?
I'm interested to see if it performs any different on PC but I suspect not considering the hardware requirements chart stated 30fps. The issue is likely with the game, not the hardware.
Fun fact, the guy in this meme is designed after John Linneman himself!"A Closer Look At Xbox's First Next-Gen Exclusive"
We need that tech on consoles asapIt most likely will be. But people running nvidia RTX cards will have a way out using DLSS.
60fps? That is exclusive to PC.Does it run at 60fps on Xbox and PC?
That is probably the case, seeing as it's literally instant, the other world (or the majority of it) is being stored in RAM in the background so it doesn't seem like the SSD matters too much for loading that world instantly. Maybe some minor things are streamed in afterwards.But how do you know that's only possible on SSD? Is that sequence removed from PC?
The game is clearly holding both sets of assets in memory to do that. It takes several seconds to fill the XSX RAM. Even if it was just 2.5 GB of textures / models being switched out that would take an entire second.
The lack of detail in this game is explained by that and other scenes.. it's not instantly streaming anything IMO, it's just holding the "other world's" assets in memory the whole time.
The same could be said for Ratchet even. What's impressive about Ratchet is that it renders a fairly beautiful / high detail / lots going on world and then you go through a portal and in a couple seconds switches to another. If Sony halved the detail, they could hold both worlds in memory at once, and do the same thing on a much slower drive.
I think there is an issue, with deffered rendering. I think this sort of tricks are better achieved with forward render, however there is problem with lights and let's say that Blooper team is not id Software, which tuned ID Tech 7 with forward render to perfection. Most games using deffered lighting and no matter that the scene is using same geometry, for rendering, you have to render it twice, I don't think it's a memory issue....well it could be however I hope it's done in one pass, not both vieports separately. That would probably explain how heavy is it. We need the PC video about this game, to properly judge.
You tell me.Just imagine how it’ll run on ps5.
I guess you're right. It'll be interesting to see how that scene plays out on an HDD.Of course; very few games don't these days.
But the game... works on an HDD.... that is a fraction of the speed.
This game is loading assets ahead of time; you aren't seeing the other world load instantly.. it's already there in memory.
IMO of course.. but I see no logic to suggest I'm wrong here.
Yeah seems like it, I mean this sort of thing would probably require their own engine, which expect this scenarion of 2 screens simutaneosly, I guess something like in MasterChief collection, how you could switch instantly to old school look. They said that it was rendering games twice, obviously old version was much less taxing, however they had to make some engine adjustments. I am not sure how much of this is present in some effective form in Unreal Engine 4. My guess that it's somewhat hacked together. I am mainly interested in PC version, to see how much memory does it suck...Yeh I think once people start digging into the PC version we might get some answers but considering the huge drop off in resolution (less than a quarter) in those scenes I suspect they are rendering the two viewports independent of one another with the same settings that are being used in the single view mode. That's the only thing that would explain why such a load is being put on the GPU in those scenes.
The game is rendered twice.
Not that difficult to understand.
If it is worth it...is up to a debate.
It could be using asset streaming; but most games do. It's almost certainly just using traditional asset streaming (streaming out stuff that has gone out of view, streaming in stuff that's about to come into view.) It's not using that during the actual world switches though, it can't be doing that. And since it's designed to work on an HDD as well, it's also likely ALWAYS streaming the "other world" in/out behind the scenes, and the "current world" is only using a part of the memory.That is probably the case, seeing as it's literally instant, the other world (or the majority of it) is being stored in RAM in the background so it doesn't seem like the SSD matters too much for loading that world instantly. Maybe some minor things are streamed in afterwards.
What resolution would be acceptable to you?I'll probably try it on Gamepass but 900p is gross image quality.
I've not paid too much attention to the game but hopefully the split screen stuff is not just a gimmick.
I think it's even more complicated than that, it's almost like running two games at once since it's two completely different maps bring run at the same time.
What resolution would be acceptable to you?
Jesus.
Why I'm not surprise he comes asap for the damage control lol
Is he wrong?Jesus.
Why I'm not surprise he comes asap for the damage control lol
Is he wrong?
the more the content is different in each viewpoint and the less they share the more it's a yes.(edit : but it can also be other things than resolution)The layouts are the same.
When you play split screen games does the overall output resolution crash down to a quarter of what it would be otherwise?
He's stating a fact, unfortunately most people don't like hearing the truth and prefer to believe what they want, ignorance is bliss.Jesus.
Why I'm not surprise he comes asap for the damage control lol
Is he wrong?
Actually here is... like usual.Is he wrong?
Yeap it is not the first time he shows ignorance about the subject.He's stating a fact, unfortunately most people don't like hearing the truth and prefer to believe what they want, ignorance is bliss.
Wut? Split-screen have completely different view points lolthe more the content is different in each viewpoint and the less they share the more it's a yes.(edit : but it can also be other things than resolution)
Bloober have a patent on this tech, it is new.Actually here is... like usual.
Split-screen render in games is not something new... split-screen needs to have two instances of the render rendering at the same time and while having lower resolution never had that big difference.
In the face of do the damage control he forget to do the tech side.
Seems like it's sucks 8GB of memory no matter what vieport is present. Not sure how much vram is free when you run Windows, because on my 3090 whole 1GB is sucked by Windows itself, but yeah this game is definitely heavy...Yeh I think once people start digging into the PC version we might get some answers but considering the huge drop off in resolution (less than a quarter) in those scenes I suspect they are rendering the two viewports independent of one another with the same settings that are being used in the single view mode. That's the only thing that would explain why such a load is being put on the GPU in those scenes.
And not always is it at 900pNot always
Actually here is... like usual.
Split-screen render in games is not something new... split-screen needs to have two instances of the render rendering at the same time and while having lower resolution never had that big difference.
In the face of do the damage control he forget to do the tech side of the things.
Yeap it is not the first time he shows ignorance about the subject.
Wut? Split-screen have completely different view points lol
It is a different render and it is not affected by the other render.
Seems like it's sucks 8GB of memory no matter what vieport is present. Not sure how much vram is free when you run Windows, because on my 3090 whole 1GB is sucked by Windows itself, but yeah this game is definitely heavy...
Your comments again show you are just a Warrior who should not be listened to.Actually here is... like usual.
Split-screen render in games is not something new... split-screen needs to have two instances of the render rendering at the same time and while having lower resolution never had that big difference.
In the face of do the damage control he forget to do the tech side of the things.
Yeap it is not the first time he shows ignorance about the subject.
Wut? Split-screen have completely different view points lol
It is a different render and it is not affected by the other render.
The layouts are the same.
When you play split screen games does the overall output resolution crash down to a quarter of what it would be otherwise?
There's this sequence here (timestamped) that I think was impressive:
The terrain and its textures and other assets instantly disappearing and reappearing while switching between the real world and the spirit world right before your eyes all while you're running through the world.
This is definitely possible with an HDD + enough memory (works on PC), but the more capable hardware of the next gen consoles, just make it easier for small teams to breath life into their concepts. The smaller the team is, the less resources are available for technical optimizations.But how do you know that's only possible on SSD? Is that sequence removed from PC?
The game is clearly holding both sets of assets in memory to do that. It takes several seconds to fill the XSX RAM. Even if it was just 2.5 GB of textures / models being switched out that would take an entire second.
The lack of detail in this game is explained by that and other scenes.. it's not instantly streaming anything IMO, it's just holding the "other world's" assets in memory the whole time.
The same could be said for Ratchet even. What's impressive about Ratchet is that it renders a fairly beautiful / high detail / lots going on world and then you go through a portal and in a couple seconds switches to another. If Sony halved the detail, they could hold both worlds in memory at once, and do the same thing on a much slower drive.
Layouts don't change the fact that's it's an entirely different set of assets, this makes it even more taxing than standard split screen.
It looks shit!The most important thing though is.............. is the game enjoyable?
That's the key.