Respawn did say the XBO version would have 'bells and whistles' the PC version wouldn't because of the cloud...
What are those bells and whistles Respawn?
Literally. There are bells and whistles.
Respawn did say the XBO version would have 'bells and whistles' the PC version wouldn't because of the cloud...
What are those bells and whistles Respawn?
Literally. There are bells and whistles.
1080p no AA is a best case scenario for this gameI hope they hit it!
I also assume this is a forward renderer is they are claiming they can do 1080p 60fps with the engine while talking about esram space, 2xMSAA may be blowing the esram memory budget and changing this may free up enough for a 1080p framebuffer? This wouldnt be possible with a differed renderer as a 1080p buffer uses way too much memory for the esram.
Yes.
I already bought it for PC and "beat" the game as well as spent some decent time with multi.
I would have bought the game for my Xbox One had it been 1080p. In fact, I may have bought the LE and the LE controller.
It's THAT big of a deal.
I hear TF2 will play Ode to Joy with every headshot.Literally. There are bells and whistles.
All of this stuff has been known for ages though, xbox keep saying they have the games even if they don't have the resolution.
PS4 users will be playing this game at 0p if they dont have a PC.
If you spent $500 expecting to be able to play all your games at 1080p then you didn't do any research at all in the product.
I wish they explained the weird 792p number. It also better be locked 60 fps with no dips...or they should have opted for 720p instead.
1080p no AA is a best case scenario for this gameI hope they hit it!
Still think the idea of a modified Source Engine game that can run at 1080p only if the AA is off on a new console is pretty bad. No AA in something is pretty damn terrible.
ok the eSRAM will cause a couple of headaches but surely nothing that cannot be ironed out.
All of this stuff has been known for ages though, xbox keep saying they have the games even if they don't have the resolution.
PS4 users will be playing this game at 0p if they dont have a PC.
If you spent $500 expecting to be able to play all your games at 1080p then you didn't do any research at all in the product.
"We've been experimenting with making it higher and lower. One of the big tricks is how much ESRAM we're going to use, so we're thinking of not using hardware MSAA and instead using FXAA to make it so we don't have to have this larger render target," Baker told us.
The target is either 1080p non-anti-aliased or 900p with FXAA
as the jump from 792p to 900p, and again to 1080p are highly significant resolution bumps
According to Respawn, they replaced the entire renderer with a custom implementation. If tiled-based rendering would be the answer, I wonder why they haven't implemented it.
Already hitting hard limits of that ESRAM mere months after launch.
I really wonder how that will be circumvented in the next 5/6 years of this generation. Must be quite a development headache, that's for sure.
Playing devil's advocate for a second here, couldn't you say the same thing about KZSF's 960x1080 rendering resolution and hitting hard limits at launch?
I mean it's pretty much the nature of consoles that as time passes, ways to ameliorate limits are developed. The difference in eSRAM's case is one of severity, not kind.
Killzone runs smoother though and has A LOT more effects present.
They're trying to almost double the pixel count just by dropping AA. If you say so...
I like Respawns transparency, not the first time they seem to be honest about what they are trying to do.
I cant help but think that any resolution bump is going to coincide with MS reducing the Kinect overhead.
ps3ud0 8)
I'm surprised they just didn't tap into the 2nd, hidden GPU. Pretty lazy of them imo
KZSF's MP situation becomes weirder the more I look at it. The framerate average is certainly higher in MP than Campaign, which is a full 1920x1080, but I noticed more times when the campaign hit a full 60fps than MP. The reprojection technique was expensive enough to not give a massive overall FPS boost despite the drop in res. It really seems like it was just a band aid to try to get the framerate up in a game that was designed around 30fps, whereas Titanfall was aiming for 60 the whole time.Playing devil's advocate for a second here, couldn't you say the same thing about KZSF's 960x1080 rendering resolution and hitting hard limits at launch?
I mean it's pretty much the nature of consoles that as time passes, ways to ameliorate limits are developed. The difference in eSRAM's case is one of severity, not kind.
Killzone doesn't hit 60fps as much as TF
It's a dumb statement anyway, every time a game drops frames it is running the hardware to the limit.
Boom.
Friggen ESRAM.
Weird MS didn't see this coming. I mean, contrary to what this might lead you to believe they DO have very competent engineers.
Killzone doesn't hit 60fps as much as TF
It's a dumb statement anyway, every time a game drops frames it is running the games engine to the limit.
I am certain tiling is built into the SDK. It's been that way since the 360.
60 frames, so good
From what I understand they did see it coming from an absolute performance perspective, but failed to predict RAM market price trends that would put them at a disadvantage. GDDR5 was expensive at the time so they figured itd be an impossible target for Sony to land 8GB GDDR5. They moved ahead with their plans for DDR3 and assumed esram would give them a performance advantage. Then GDDR5 prices tumbled and they were left with an obsolete design that moving forward will ironically be more expensive to mass produce.
This is pretty embarrassing tbh. 792p isn't anything to be proud of in 2014.
Already hitting hard limits of that ESRAM mere months after launch.
I really wonder how that will be circumvented in the next 5/6 years of this generation. Must be quite a development headache, that's for sure.
Absolutely.
Both the consoles just came out and they both are struggling in getting visuals at 1080p while the X1 is struggling a bit more.
It has been 8 years since the 360 and 7 years since the PS3 came out and we still can't get 1080p on all games natively. No matter what the reasons are, that is just disappointing.
That doesn't sound like something that you can implement transparently on the engine-agnostic RTE or driver level. From what I know about renderers, the renderer has to be built with awareness of that approach. Nevertheless, since Respawn did build a custom renderer instead of using vanilla Source, I honestly wonder why this approach wasn't viable.
Its one thing to get use to new and exotic hardware compared to PCs x86 architecture and another thing when you have to handle bottlenecks like the ESRAM. Sure, its needed to widen the memory bus, but it ultimately restricts whats possible. The framebuffer cant go higher than the 32MB and if you have many post precessing effects you'll find out that 60 frames or even 30 in 1080p becomes impossible with complex games and renderers.I've never understood this point of view, or the whole concept of "maxing out the hardware". All consoles get maxed out immediately. It's not like the developers sit there with their game and say to themselves:
Dev A: "Hmmm... We could probably get away with some more AA here, or maybe increase the LOD on some of these models. What do you think B?"
Dev B: "Nah, save that for year 3"
It just makes no sense at all. Was Perfect Dark Zero the best the 360 could handle? Was Enchanted Arms the limits of PS3 graphics? Devs use all the available performance available to them, even at the start of the gen. All that's really changing is how efficiently they use it as the gen goes on.
Oh, the good, old times, when experiments were done before shipping a product. It's baffling to me how a dev can say something like this and make it sound like it's a standard procedure for development."We've been experimenting with making it higher and lower. One of the big tricks is how much ESRAM we're going to use, so we're thinking of not using hardware MSAA and instead using FXAA to make it so we don't have to have this larger render target," Baker told us.
"We're going to experiment. The target is either 1080p non-anti-aliased or 900p with FXAA. We're trying to optimise... we don't want to give up anything for higher res. So far we're not 100 per cent happy with any of the options, we're still working on it. For day one it's not going to change. We're still looking at it for post-day one. We're likely to increase resolution after we ship."
Direct X12 with the power of the cloud is about to blow some minds in a few weeks. No one is ready.
Respawn, Microsoft.. please just drop it.
I feel sorry for Repawn in all this. It's clear they tried everything they could to come to what they feel is the best compromise across the board. I don't there's ever been a game who's rendering resolution upon release was so fascinatingly awaited. I'm sure they're still proud of the game they've made anyway.
Perhaps a bit fucked up how we've come to this, really.