HeisenbergFX4
Member
http://www.eurogamer.net/articles/digitalfoundry-2017-titanfall-2-xbox-one-x-performance-analysis
https://youtu.be/urYrx7zAvPM
Just bringing some of the quotes in as Devs are looking into fixing it.
We can confirm that this super-sampling is present and the best place to see it is during the opening tutorial mission. This is a relatively simple area and via pixel counting, we noted a maximum 4224x2376 resolution, essentially an extra 20 per cent of resolution over the ultra HD standard. Lines are crisper and clearer than the PS4 Pro version here, but there are issues with anisotropic filtering - ground texture detail in the mid-distance becomes fuzzier, with more detail resolved on the PlayStation 4 Pro and PC versions of the game.
But it's the dynamic rendering situation that dominates our results. The Pro version drops as low at 1080p in our campaign test runs, but the lowest recorded result we came up with is in the region of 842p to 864p on Xbox One X in the same area. This may be an outlier, but further pixel count results on blurry scenes resolve in the 1360p-1440p area. In many scenes, the visual upgrade on the Microsoft console is not really visible - and it is actually resolving less detail than PS4 Pro at times. However, to be clear, Respawn has turned up the dials in other areas. For example, geometry level of detail is dialled up and can match the PC version at its highest setting, though the impact of this is relatively subtle overall.
So, just what's going on here? We contacted Respawn and submitted some comparison shots to highlight our concerns. The team tells us that it is looking into issues with the scaling technology, but we learned some interesting new information on how Titanfall 2 on Xbox One X works behind the scenes. Essentially, while much of the image does indeed scale dynamically, there are elements - like depth of field, colour correction and bloom - which are locked at native 2160p. So, these aspects of the renderer incur a fixed cost that is far higher than the equivalent 1440p image on PlayStation 4 Pro.
Pushing out higher geometry detail levels closer to the PC's maximum setting can also have an impact on the GPU. In short, it's a careful balancing act here - and we wonder if something has gone awry in the process. Respawn tells us that the aim with Titanfall 2 was to ratchet up detail as much as possible with native 4K as the ballpark target. The idea is that in areas where the title can't sustain ultra HD resolution, Respawn can sit back and let the excellent temporal super-sampling anti-aliasing solution 'pick up the slack'.
The theory sounds fine to us - but it's a long way down from 2160p to 1440p to 864p, and as good as the temporal super-sampling is, there's a clear inconsistency the presentation as resolution adjusts so dramatically. We even managed to find an area in the opening campaign mission where both PS4 Pro and Xbox One X drop frames - a clear outlier in an otherwise pristine 60fps experience - yet here, the Microsoft console is dropping more frames than Pro and it is running at a lower resolution.
https://youtu.be/urYrx7zAvPM
Just bringing some of the quotes in as Devs are looking into fixing it.
We can confirm that this super-sampling is present and the best place to see it is during the opening tutorial mission. This is a relatively simple area and via pixel counting, we noted a maximum 4224x2376 resolution, essentially an extra 20 per cent of resolution over the ultra HD standard. Lines are crisper and clearer than the PS4 Pro version here, but there are issues with anisotropic filtering - ground texture detail in the mid-distance becomes fuzzier, with more detail resolved on the PlayStation 4 Pro and PC versions of the game.
But it's the dynamic rendering situation that dominates our results. The Pro version drops as low at 1080p in our campaign test runs, but the lowest recorded result we came up with is in the region of 842p to 864p on Xbox One X in the same area. This may be an outlier, but further pixel count results on blurry scenes resolve in the 1360p-1440p area. In many scenes, the visual upgrade on the Microsoft console is not really visible - and it is actually resolving less detail than PS4 Pro at times. However, to be clear, Respawn has turned up the dials in other areas. For example, geometry level of detail is dialled up and can match the PC version at its highest setting, though the impact of this is relatively subtle overall.
So, just what's going on here? We contacted Respawn and submitted some comparison shots to highlight our concerns. The team tells us that it is looking into issues with the scaling technology, but we learned some interesting new information on how Titanfall 2 on Xbox One X works behind the scenes. Essentially, while much of the image does indeed scale dynamically, there are elements - like depth of field, colour correction and bloom - which are locked at native 2160p. So, these aspects of the renderer incur a fixed cost that is far higher than the equivalent 1440p image on PlayStation 4 Pro.
Pushing out higher geometry detail levels closer to the PC's maximum setting can also have an impact on the GPU. In short, it's a careful balancing act here - and we wonder if something has gone awry in the process. Respawn tells us that the aim with Titanfall 2 was to ratchet up detail as much as possible with native 4K as the ballpark target. The idea is that in areas where the title can't sustain ultra HD resolution, Respawn can sit back and let the excellent temporal super-sampling anti-aliasing solution 'pick up the slack'.
The theory sounds fine to us - but it's a long way down from 2160p to 1440p to 864p, and as good as the temporal super-sampling is, there's a clear inconsistency the presentation as resolution adjusts so dramatically. We even managed to find an area in the opening campaign mission where both PS4 Pro and Xbox One X drop frames - a clear outlier in an otherwise pristine 60fps experience - yet here, the Microsoft console is dropping more frames than Pro and it is running at a lower resolution.