Games Analysis |OT| Time To Argue About Pixels And Frames!

Yeah loved the first 2 Gran Tursimos back in the day. Never played 3 or 4, but came back to the series with 5 Prologue. Which was the first 1080p game I have ever seen and played. Looked amazing back then. After GT5 I switched to Forza Motorsport 4 which was amazing as well and I think to this day the most complete simcade, absolutely loved that game. Especially the Forza Vista Mode blew me away.

I hope future episodes also show comparisons with the Forza Series, which I believe eclipsed GT in that time.

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Mine is coming back tomorrow, its on sale at the mo @ Shopto.net

Nanite is actually quite efficient, lumen is the culprit (though not that it’s unoptimized, it’s just a non trivial task into enabling many dynamic lighting sources with dynamic gis on top).

But Coalition on their demos said they had enough cpu headroom to add gameplay systems without impacting performance, and they are even close to have lumen running at 60 fps on SS/SX with high settings instead of epic (they have already achieved 30fps with epic settings and only a few cutbacks on raytracing).

The City demo is more showcasing an extreme case: running a huge detailed city, with max settings and thousands of cars and people running around, with AI, animations and physics running for all. On top of that as the results are showing, this simulation seems to be single threaded, so with that on framerates are being limited by the single core performance of the cpu.

But there’s room to improve that, or even actual games running less complex systems. And it’s important to keep in mind that while released the engine is still in active development and that Epic, Coalition and likely other teams are working on optimization.

The good news is that Coalition said the engine is running better already on SX than previous versions did for 360 and Xbone respectively for their times. On the past, they even needed to outright remove features from the engine because it wouldn’t run well on consoles. This time they are already running everything at 30fps with the highest lighting quality and around 45-50fps with a touch below. And that on demos pushing 100 to 1000 times more geometry than Gears 5.

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When the game released on Game Pass this guy made a video about the HDR for it. Because the default settings are not good. So if you plan to start with the game…

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GT was the daddy back in the day, and was the first I can remember that tapped into that car collecting mentality that I believe made it so successful.

It’s always amusing to look back and see how crude it looks today. We are really spoilt today with the visuals we come to expect now.

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Yeah, as much as I loved the first Forza, GT4 was certainly more impressive in many ways. Forza had great mechanics and car damage but it ran at 30fps. Unfortunately after the PS2 generation, the frame rate wasn’t as solid on the PS3. Meanwhile Forza started catching up with Forza 3 and especially 4.

Thankfully both games look great today, GT just needs to get through the rough transition into a service game like we see with other franchises. At the end of the day, we are spoiled with options.

Looking forward to episode 2, it’s going to be long and looks to include a lot of games.

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Depends on the implementation. You can use it as a method for texture compression/decompression too.

The PS3 generation in general was not a great time for Polyphony, as they seemed to have indulged themselves too much with the games and, as you say, the frame rate started to become unstable which was not a great look when you compared it to the smooth frame rate of Forza.

Forza was poor on the OG XBox. It was only SEGA GT 2002 that came lose to GT car models and IMO was better game to play, plus the 5.1 sound was utterly amazing. GT 4 on the PS2 just blew me away. I got to give credit to Turn 10 by the team of Forza 3 the team really caught up with the tech and by Forza 4 maybe even were better.

Can’t wait to see what Turn 10 do with the next Forza, it must be nearly ready to ship this year.

Wreckless was the most impressive racing game on OG Xbox.

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Megaton

Xbox series X dev kit analysis

:exploding_head:

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Summary?

its an xbox with 2 high voltage blower fans and 40 GB of RAM. that’s about it

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Well… Yeah. I mean, your dev kit always has higher spec, usually more memory and faster clocks? It’s to help in development so that you’re not running a scene in a stuttery mess while developing. It will also have selectable power profiles that will disable certain features and lower the spec to final level, to allow you to keep it within release threshold?

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Not really anything to do with Consoles, but I thought this GN review of AMD R7 5800X3D was pretty interesting.

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The great thing about the 5800X3D might be missed by people quickly glancing over reviews and only looking at absolute Max FPS or Average FPS. The real game changer is the MIN FPS, 0.1%, and 1% numbers. The lift at the bottom is a real beauty to see and the real game changer.

It will be interesting to see how Zen 4 shapes up.

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https://twitter.com/SebAaltonen/status/1517801311009390592

Lots of cache so most CPU data in a frame stays in the big L3 cache. Interesting how this will develop further.

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An interesting look at Samsungs S95B, it’s mostly ends up about being preferences when it comes to color accurately and what Samsung is doing with it.

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Still remember that demo…

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DF takes a look at PS3 Emulation, doesn’t seem like it will be feasible on PS5 let alone most PCs.

However, the computational effort in emulating the SPUs still means that powering past the performance of the original PlayStation 3 is something that requires some serious CPU power. Many RPCS3 patches are available that boost performance - and key to this is lowering the SPU load, so a lot of these ‘optimisations’ involve removing SPU tasks, such as GPU post-processing. And there are some titles that barely touched the SPUs, so they already run well - Demon’s Souls is the poster child, and Ridge Racer 7 is another. But this is the fundamental challenge facing any official PS3 emulator from Sony, targeting PS5 - emulation of the Cell remains extremely challenging and certainly based on the RPCS3 right now, it’s beyond the Zen2 CPU power of the current-gen consoles.