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Rainbow Six Siege Technical Analysis And Frame Rate Test - Digital Foundry

One of the Slightly Mad Studios devs hinted that they run lower AF due to performance on consoles. I can't remember that exact post, but they said that they couldn't go into too many details.

I still don't get that. But I don't have an APU to benchmark the use of various amounts of AF. Maybe it's different on discrete GPUs + CPU.

Regardless, it definitely sticks out like a sore thumb, and has a very significant impact on image quality.
Even when the default AF is not 16 on PC (it happens very regularly) it can still be forced via the driver at little to no cost.
 
You have to look around (and back) a bit, but it's not impossible to find scenarios in which AF has a performance impact on PC.
chart-anisotropic-filtering.jpg
crysishqaf.png

So I don't find it too unbelievable that it would have one on these games on console. What I don't believe is that it would be large enough in any of them not to be worth it.
 
Did you read or listen to what they said? It is at 30 due to the AI.

This inevitably means CPU issues.
Whenever Ubisoft speaks of Ai and Cpu usage I'm wary, much was said about Unity's CPU usage and Ai as well. I'm in the beta for Rainbow Six Siege and there is absolutely nothing amazing about the Ai in Terrorist Hunt. The normal PVP mode is 60fps with frequent dips to 40fps with tearing in firefights. There is no reason that terrorist hunt should be locked at 30 in light of that. If so be the case, this game should have been locked/capped at 30fps for both modes.

No we aren't sure at all. The developers that do implement AF in their games never seem to use 16x either. It is usually 4x or 8x. IIRC Uncharted 4 is using 8x.
There are quite a few PS4 games that use 16x AF. Even the crappy Revalations 2 on the PS4 uses 16xAF.
 
Whenever Ubisoft speaks of Ai and Cpu usage I'm wary, much was said about Unity's CPU usage and Ai as well. I'm in the beta for Rainbow Six Siege and there is absolutely nothing amazing about the Ai in Terrorist Hunt.
I am not sure if your subjective markers for what constitutes being "amazing" AI really have a bearing on how CPU intensive the game may be in terrorist hunt.

I mean... it is very CPU intensive on PC, it is probably even more so on console where they can extract more utilization:
Screenshot I just took to show CPU utilization:
rainbowsix_2015_10_02lcsnc.png
 
http://www.geforce.com/whats-new/guides/tom-clancys-rainbow-six-siege-graphics-and-performance-guide#tom-clancys-rainbow-six-siege-shading-quality

The fidelity of Rainbow Six Siege's lighting, light-material interaction, shading, and Subsurface Scattering is controlled by the Shading Quality setting. On Low there's a simplified implementation that's below the level of detail found on consoles, Medium is an exact match for consoles, and High adds Relief Mapping to a multitude of surfaces throughout the game.

According to Nvidia consoles do not use relief mapping's high preset.
 
You know I am wondering if the console versions are using the MSAA upscaling trick that the PC version offers.
YES they do. Full Face-off going up tomorrow. I managed to figure exactly how the consoles match up against the PC settings this time as well.

It's a neat feature for sure and I'd like to see it used elsewhere. From normal viewing distance on a TV, the image quality is very clean.

Still I can't accept to see trilinear filter in a game today. For the fuck sake Ubi. Do something for this shit.
There is no trilinear filtering in the game. That was the beta. It is fixed in the final game.

According to Nvidia consoles do not use relief mapping's high preset.
That's also right. Relief maps are definitely not present on console. It looks really really nice in the PC version (especially when driving the little drones).
 
YES they do. Full Face-off going up tomorrow. I managed to figure exactly how the consoles match up against the PC settings this time as well.

It's a neat feature for sure and I'd like to see it used elsewhere. From normal viewing distance on a TV, the image quality is very clean.


There is no trilinear filtering in the game. That was the beta. It is fixed in the final game.
Wonderful news. Thanks.
 
YES they do. Full Face-off going up tomorrow. I managed to figure exactly how the consoles match up against the PC settings this time as well.

It's a neat feature for sure and I'd like to see it used elsewhere. From normal viewing distance on a TV, the image quality is very clean.


There is no trilinear filtering in the game. That was the beta. It is fixed in the final game.


That's also right. Relief maps are definitely not present on console. It looks really really nice in the PC version (especially when driving the little drones).

Wonderful news. Thanks.
Awesome to hear it is coming tomorrow. Look forward to it, Dark!
 
YES they do. Full Face-off going up tomorrow. I managed to figure exactly how the consoles match up against the PC settings this time as well.

It's a neat feature for sure and I'd like to see it used elsewhere. From normal viewing distance on a TV, the image quality is very clean.

There is no trilinear filtering in the game. That was the beta. It is fixed in the final game.

YESSSS! Shows that these issues can be fixed, and is just a small mistake on the devs part, rather than the hardware being limited.

I'll update the article w/the Face-Off tomorrow but thanks a lot for your efforts John (and the whole DF team)!

I'm also quite interested to hear more about that AA method the consoles are using too.

should have made a new thread so things like below don't happen

Yeah, you're right. I added a notice/edit to the OP. I'll probably make a new thread tomorrow then.
 
YESSSS! Shows that these issues can be fixed, and is just a small mistake no the devs part, not all the time hardware's fault! :D

I'll update the article w/the Face-Off tomorrow, but thanks a lot for your efforts John and the whole DF team!

And I'm also quite interested to hear more about that AA method.



Yeah, you're right. I added a notice/edit to the OP. I'll probably make a new thread tomorrow then.

Yeah, you should make a new thread in general IMO for new face/offs / new whatevers
 
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