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NVIDIA GameWorks - Watch Dogs 2: PC Trailer

Everyone obsessing over the volumetric smoke and fog and ignoring the fact that this is the second game to use HFTS? I'm disappointed, GAF. :P

Honestly, I'd love to see similar techniques used in games. It may be out of reach for the consoles this gen, but I'm really hoping it will be commonplace next gen.
 
Everyone obsessing over the volumetric smoke and fog and ignoring the fact that this is the second game to use HFTS? I'm disappointed, GAF. :P

Honestly, I'd love to see similar techniques used in games. It may be out of reach for the consoles this gen, but I'm really hoping it will be commonplace next gen.

What's HFTS? I'm no master at graphical features but I've never heard of that one before.
 
From the Ubisoft blog:

General
• 4K support
• Stuttering/lag framerate optimization – We employed a fix that makes all controls much more responsive and less framerate-related. We’ve optimized resource creation, GPU VRAM upload and required VRAM for the game.
• No FPS cap
• Full SLI/Crossfire support at launch
• Multiple save file support – This feature allows players to have up to three auto save slots for three separate playthroughs.
• Multi-monitor support with borderless mode and advanced settings that allow for customized placement of menu and HUD.
• Multiple windowed mode options – Windowed mode with flexible/resizable windows, multi-monitor borderless.

Improved Graphic Features
• Screen Space Reflections
• Headlight Shadows – Support for additional shadows from car headlights
• Extra Details Options – Increases the level of detail for all objects in the game, and adds more details to objects in the distance.

Improved Graphics Options
• FOV sliders
• Pixel Density sliders
• Sharpness sliders
• Ultra Textures pack available at launch

• Anti-aliasing options:
o TXAA
o MSAA
o Post Processing Anti-Aliasing options SMAA and FXAA

Improved Keyboard/Mouse controls
• Full adaptation with mouse and keyboard
• We’re using raw mouse input to reduce latency and use the Windows hardware cursor throughout the game without any additional signal filtering to smooth or accelerate mouse movement by default
• Advanced keyboard support – Keyboard hotkeys for every menu and app for faster access. Additionally, all hotkeys can be remapped.
• Mouse-centric UI – Any UI screen, menus or smartphone app supports full mouse interaction, so the player can finish any UI task with the mouse only. Everything is clickable and has appropriate button states.
• Toggle/Hold modes for different controls (aim, sprint, walk, inventory, etc.)

Driving
• Driving has been adapted to suit the keyboard controls, with adjustable steering sensitivity. Same goes for driving camera sensitivity and auto-centering camera behavior

Gamepad support
• On-the-fly switching between mouse and keyboard to gamepad, without any additional options, UI will just switch to gamepad mode
• Supported gamepads: Xbox One controller, PlayStation 4 DualShock controller

Sounds like they actually put a good amount of work into making this a quality PC port, and the pack-in deal with Nvidia GPUs is another good sign - most of the games that have been included with GTX graphics cards, at least in 2016, have been reasonably well-optimized. I know Gears of War 4, The Division and Rise of the Tomb Raider certainly were.
 
What's HFTS? I'm no master at graphical features but I've never heard of that one before.

It's mentioned in the video. HFTS stands for Hybrid Frustrum Traced Shadows. Now, I don't know the implemented in detail, but the gist of it is it's the best looking shadow implementation in games by far. It looked amazing in The Division.

tom-clancys-the-division-shadow-quality-001-nvidia-hfts.png


Unlike PCSS, it doesn't overly soften the shadows and shadows close to the surface it is cast on look pristine and sharp. Hopefully Dictator can weigh in on this more. Notice how the shadows of spokes of the wheels are nicely defined. It is so far the only shadow technique that does this well.
 
I did not see any physicalisation at all really or interaction at that point in the trailer. But even then, interactive movable particles does not mean they are volumetrically rendered. Crysis 1 for example has billboard particles effected by wind forces, grenade explosions, or helicopter down draft... and those are definitely not "volumetric".

Also, this is very impressive fog rendering:
clouds_valley_fog_by_dictator93-dapca3c.gif


Is that valley fog in the console versions?
Yeah, I am not saying that because it interacts with actors means that it is volumetric. I was just making associations because these Nvidia gameworks trailers often tout that tech, the smoke in particular stuck with me because I think it looks pretty good in the Arkham games, and it looks a bit similar here. But yeah, I reviewed that part and it doesn't seem to interact with the cars, so maybe that's not it this time.

But yeah, the fog is insane.
Everyone obsessing over the volumetric smoke and fog and ignoring the fact that this is the second game to use HFTS? I'm disappointed, GAF. :P

Honestly, I'd love to see similar techniques used in games. It may be out of reach for the consoles this gen, but I'm really hoping it will be commonplace next gen.
Well, HFTS has some problems in Division iirc and it was pretty taxing so it's hard to get too excited about lol. Let's see how it looks this time.
 
far cry 4 and syndicate have a bunch of broken gameworks effects. probably broken in rainbow six too just based off of ubis history but i havent played it myself to confirm. division however was very good technically.

I suppose you can blame Ubi for Far Cry 4 even though it was an Nvidia driver update that made the god rays mutually incompatible with... I want to say HBAO+ (Nvidia should have fixed the bug, but by the same token I'm sure Ubi could have worked around it), however everything functions just fine in AssCreed Syndicate.
 
You know what? They can have my money, off effort alone.

I've no idea how many of these features I can enable on my 1080, but I guess we'll see.
 
Well, HFTS has some problems in Division iirc and it was pretty taxing so it's hard to get too excited about lol. Let's see how it looks this time.
Eh? What issues? I don't remember hearing any. It is important to note, however, that HFTS automatically switches to PCSS in the evening and nighttime. It's not a bug, though, HFTS in The Division was only used for the sun. Hopefully, in Watch Dogs 2, it is used more liberally. Yeah, sure it's incredibly taxing, but it's justified if you have the hardware for it IMO. Hell, at least it's not like PCSS which softens the shadows a tad too much for my tastes and still costs a lot of performance cycles.
 
Seems like it'll be a solid port. Still gonna wait and see for impressions but I'm a bit optimistic after an awful month or so of AAA ports.
 
You know what? They can have my money, off effort alone.

I've no idea how many of these features I can enable on my 1080, but I guess we'll see.

Ubisoft's recommended GPU for getting the best experience with Watch Dogs 2 is a GTX 970, so I'm pretty sure with a 1080 you'll be able to enable ALL THE FEATURES without having to worry too much about the performance impact.
 
Have the specs been revealed yet? 970 i5-6600k combo here hoping for 60fps or in around that at 1080p. The Division runs great on it so similar to that would be nice.
 
You know what? They can have my money, off effort alone.

I've no idea how many of these features I can enable on my 1080, but I guess we'll see.

It will probably be intended to be run on a 1080. At what resolution is the question, it's possible that you might only be able to get a decent framerate with all this stuff turned on in 1080p. Either way I'll be keeping an eye on this, I haven't heard that the game is actually that good but for eye candy I'm willing to grab it for $20 in mid-2017 after all the other stuff I want to play in late 2016/early 2017.
 
Have the specs been revealed yet? 970 i5-6600k combo here hoping for 60fps or in around that at 1080p. The Division runs great on it so similar to that would be nice.

Watch Dogs 2 PC System Requirements:

Minimum Specs

OS: (64-bit versions only) Windows 7 SP1, Windows 8.1, Windows 10
Processor: Intel Core i5-2400S @ 2.5 GHz / AMD FX 6120 @ 3.5 GHz
RAM: 6 GB
Video Card: Nvidia GeForce GTX 660 (2 GB) / AMD Radeon HD 7870 (2 GB) or better
Hard Disk Space: 50 GB
Peripherals: Windows-compatible keyboard and mouse, Microsoft Xbox One Controller, DualShock 4 Controller

Recommended Specs

OS: (64-bit versions only) Windows 7 SP1, Windows 8.1, Windows 10
Processor: Intel Core i5-3470 @ 3.2 GHz / AMD FX 8120 @ 3.9 GHz
RAM: 8 GB
Video Card: NVIDIA GeForce GTX 780 (3 GB) | NVIDIA GeForce GTX 970 (4 GB) | NVIDIA GeForce GTX 1060 (3 GB) or better | AMD Radeon R9 290 (4 GB) or better
Hard Disk Space: 50 GB
Peripherals: Windows-compatible keyboard and mouse, Microsoft Xbox One Controller, DualShock 4 Controller
 
Damn those clouds are amazing and makes me want to upgrade my 970 pretty bad, but I am going to hold out until the next model.
 
Eh? What issues? I don't remember hearing any. It is important to note, however, that HFTS automatically switches to PCSS in the evening and nighttime. It's not a bug, though, HFTS in The Division was only used for the sun. Hopefully, in Watch Dogs 2, it is used more liberally. Yeah, sure it's incredibly taxing, but it's justified if you have the hardware for it IMO. Hell, at least it's not like PCSS which softens the shadows a tad too much for my tastes and still costs a lot of performance cycles.

Yeah, of course it is justified, it is PCSS with ray-tracing on top if i remember the explanation correctly so obviously when the sun comes down there is nothing to ray-cast. I am a sucker for good lighting but even with my 980ti, which was the best at that time, the drop were way too huge for me to keep it on.

Personally, I still have the 980ti so it's hard to get excited. Maybe when I upgrade to the next generation, lol.
 
I never thought I'd be happy about txaa but I'm really happy with temporal AA lately.

HFTS is nice but it will be too taxing for most systems (mine included).

HBAO+ is a no brainer.

4k textures sound like 6+ gb of vram will be needed. Hopefully for the right reasons.

Overall... Sounds nice and normally nvidia promoted games seem to be well optimised.
Looking forward to this one and the performance thread/nvidia guide.
 
Sounds very good. Now just got to wait and see if the performance level is good enough. Ubi seem to be making a bit of a push to improve the PC side of things lately, so I look forward to seeing how this turns out. If all's well, this will be the first Ubi game I've bought in quite a while

I never thought I'd be happy about a txaa but I'm really happy with temporal AA lately.

HFTS is nice but it will be too taxing for most systems (mine included).

HBAO+ is a no brainer.

4k textures sound like 6+ gb of vram will be needed. Hopefully for the right reasons.

Overall... Sounds nice and normally nvidia promoted games seem to be well optimised.
Looking forward to this one and the performance thread/nvidia guide.

Frankly I'd actually encourage the perfromance heavy effects as long as they are optional as usual. Love having future proofed games that I can enjoy at a better standard during a future playthrough
 
It's mentioned in the video. HFTS stands for Hybrid Frustrum Traced Shadows. Now, I don't know the implemented in detail, but the gist of it is it's the best looking shadow implementation in games by far. It looked amazing in The Division.

tom-clancys-the-division-shadow-quality-001-nvidia-hfts.png


Unlike PCSS, it doesn't overly soften the shadows and shadows close to the surface it is cast on look pristine and sharp. Hopefully Dictator can weigh in on this more. Notice how the shadows of spokes of the wheels are nicely defined. It is so far the only shadow technique that does this well.
Interestingly enough, I took this photo recently to illustrate the difficulty of contact hardening shadows:
contact_hardeningktswq.jpg

(Bicycles are hard!)
 
I suppose you can blame Ubi for Far Cry 4 even though it was an Nvidia driver update that made the god rays mutually incompatible with... I want to say HBAO+ (Nvidia should have fixed the bug, but by the same token I'm sure Ubi could have worked around it), however everything functions just fine in AssCreed Syndicate.

ive been through this 1000 times. god rays changed with almost all 10 patches far cry 4 recieved. txaa and pcss never worked. pcss was also chaged with many of the patches, but not all and remains broken.

syndicate txaa is broken and pcss breaks the base msaa edge coverage

https://drive.google.com/file/d/0B2t0BsiVu0jpYThXaDY4T0hMUEk/view?usp=sharing

thats what txaa looks like in syndicate. if you think thats functioning fine i dont know what to tell you. download the file for proper quality

https://www.youtube.com/watch?v=04URvixusZM

ubis fake footage gameworks trailer
 
And why couldn't they have given us all these details prior to the console launch so people could make these most informed purchase?

I have a pretty nice gaming machine with a GTX 980Ti but bought this for my PS4 Pro simply because of the delay. I might have been convinced to hold off if they'd talked more in depth sooner.
 
Wow impressive stuff. Defo buy. 1070 just nodded in approval.

Could HFTS help track shadows in sim driving games like Assetto Corsa, Pcars?

And why couldn't they have given us all these details prior to the console launch so people could make these most informed purchase?

I have a pretty nice gaming machine with a GTX 980Ti but bought this for my PS4 Pro simply because of the delay. I might have been convinced to hold off if they'd talked more in depth sooner.

Good things, waiting and all that. :)
 
Multi-GPU support. Thank the heavens.

Wonder how it will run in 4k though. Original WD was a mess on PC and even with 2 Titan X Pascals that game runs pretty bad...hopeful that this one runs well.
 
Everyone obsessing over the volumetric smoke and fog and ignoring the fact that this is the second game to use HFTS? I'm disappointed, GAF. :P

Honestly, I'd love to see similar techniques used in games. It may be out of reach for the consoles this gen, but I'm really hoping it will be commonplace next gen.

HFTS is nice and all, but it brought my Titan X Pascal to it's knees in some scenarios in The Division, so hard to get to excited for now. Very cool for future GPUs though.
 
Ubi said on their blog that there is no framerate cap, so that shouldn't be a concern.

I think the larger concern being expressed is that perhaps the game doesn't run well enough for them to have recorded a 60 fps video, not that it would be capped to 30 fps.. but that to get consistent performance, people would have to.
 
Frankly I'd actually encourage the perfromance heavy effects as long as they are optional as usual. Love having future proofed games that I can enjoy at a better standard during a future playthrough

Absolutely. But I want a game to scale well across different hardware levels.
 
skipping since i don't want to see spoilers. But just the list of things behind the PC port of it look promising. Very excited to see how this turns out.
 
Been expecting this for months given the history of NVIDIA having promotions with Ubisoft games.

It still might be a YMMV thing but after waiting over an hour for someone I completely struck out for the first time with NewEgg, doesn't seem like they will be as accommodating to customers who bought the card before the promo started as they were even just a year ago. I figured that might be the case with they way they go about handling video card purchases and promotions now withing having the promo be full price of the game and then offsetting it with cutting the price of the video card as they did with my 1070 FTW and the GoW4 promotion.
 
Wow, that's the most impressive fog I've seen in a game!

Got the Gold Edition pre ordered through Origin. I'm positive it will look stunning at 4K on my new LG OLED. Hope Titan XP can play it locked near 60 with most of these features enabled.
 
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