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

Interesting how the PC version compares to the Xbox version. I wonder if there is a bug in the Xbox version where it’s not using the high resolution pack. It’s also interesting that the more threads you use on your CPU, the worse it may run. This has been an issue a number of PC ports. Last it’s interesting that the engine does in fact support TAAU but there hasn’t been any sign of it being implemented on console. Wonder if it’s due to the additional cost usually associated with TAAU over standard TAA. There also looks to be a decent amount of artifacts when TAAU, so maybe they just didn’t implement it to minimize these artifacts.

I plan to play on PC when the regular version is released, so I hope they fix some of the oddities and bugs seen in the game by launch or soon after.

Oh yeah they cover all sorts of games and do comparisons but in regards to focusing on a specific technology that a game adopts they’re not going to cover Cocoon’s portal stuff. There’s not much to talk about there. I think this would be true even if it was the biggest game of the Winter.

There could be bias at DF but I can’t really comment on that. I just know that they’re not doing a good job of educating their viewers lately. The MK1 Switch coverage led to a whole bunch of comments talking about “lazy developers” which tells me that DF didn’t do their job in educating their viewers.

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For some reason it looks incredible on my Xbox but like shit on my PC. I know I’m on a 1080p monitor but textures look bad and everything is kinda blurry. Maybe something wrong with my settings, gotta check that DF video. I’m on a 5800x and etc 3080 so no reason for it to look as bad as it does on my setup.

Yeah the PC version is even buggier than the console version. There are some oddities with the settings that Alex points out and I wonder if that’s causing it to look worse for you. I need to travel for work next week so unfortunately I can’t check on the PC until I get back.

I played a bit with the settings yesterday and got it somewhere acceptable now but still not as good as what it looks like on my Series X. DLAA did make a huge difference visually on my end. Framerate is is around 75fps now using Alex’s higher end settings .

They understand their own engine so well, so I can see why DF is wondering this. I think a lot of us did when this was announced. Hopefully UE5 won’t set their projects back too much.

But I don’t doubt they have their reasons.

We only see the end result. No telling how much blood, sweat and tears it took to get the engine up to this point.

Unreal Engine is not free, so I can assure the decision was not taken lightly.

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Has anyone seen or been able to decipher what the performance option differences are on the Series X version of Warhammer: Darktide?

I’ve been too busy to test. If I was in the game, I was playing with family.

So far, I’ve left it on performance mode with VRR enabled, etc.

That’s true!

But I also saw a comment on YouTube on that video, apparently hackers stole the Red engine?

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Bizarre that FSR 2.0 was not used as Oliver states it looks better and offers a performance advantage.

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Yeah, you’d think these would be the things they had done during this significant delay. But alas.

Fat Shark made constant improvements to Vermintide 2 over the years. If I recall correctly, they even added FSR to the Series console version. I would hope and expect Fat Shark to contine performance and visual tweaks here, as well.

As a huge fan of Vermintide 2, Darktide does a great job (IMO) visually for the grimdark look. Also, for the type of game it is I have had little issue with network lag and such when playing with my family online. With that stability and the frenetic movement and activity on screen, the minor TAA jaggies dissappear in the chaos (pun intended).

Room for improvement? Always. But the base game has been solid and I am enjoying my time with the world they’ve built. No technical issues that pull me out of the experience. Yet. :wink:

Edit/Update: I played a few more hours with my family. I tried to recreate the aliasing DF mentioned and showed in their video linked above. I get none of that. Zero. For reference I have my series X connected to a HDMI 2.1 AVR that connects to a 75in LG OLED (CX I think) with VRR/ALLM and game modes on. Maybe it is mission or set piece specific?

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I hope it’s ok for me to post this in this thread, but I wanted to get all of your feedback on the following idea I have been stewing on for a while: seeking “video realism” in games. That is, instead of trying to look like real life, trying to look like a real recording. It is best recently exemplified by those UE5 “bodycam” games popping up, but I’ve always thought racing games should try it as well ever since F1 and NASCAR adopted the tech widely in the early 2000s.

When setting up a streaming setup (I probably won’t be streaming much, I just wanted to see how I would do it if I did :P) I was fixing some of the flat look Forza Motorsport had due to streaming from my console to my PC (which would then stream online) and it instantly reminded me of footage from a Sony VX1000 camera.

Anyways, using that stream I made a video about what I’m getting at here with some video examples. I tried to make this just 10 minutes long so feel free to watch this at 2X, you won’t be missing anything.

https://www.youtube.com/live/8bUpNwErAAM?si=QhPqNx6coD0Z29jL

What do you folks think? Is chasing “video realism” a waste of time? Would it impress people? Would it suit casual racing games?

I figured this would be the best thread to discuss this in since we’re all graphics aficionados here, but I don’t mind moving this to a more appropriate thread.

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Great video! Going with the cam footage look is an interesting direction I’m glad to see devs go and agree it could work really well with a racer. The lack of clarity and intentional visual artifacts that replicate cam footage really do a good a job at hiding whatever flaws that give games that “video game” look. It’s one of the reasons why off camera footage or small gifs can look better in some ways than seeing a game on a huge 4K TV.

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Great point and that really is it at the end of the day, when we look at that body cam game it does the exact same thing. Our brains can easily fill in that missing detail, lack of shadows, any visual flaw.

Long ago my younger brother had to do a space station diorama for his science class. He needed my help so what I said is that hey let’s make a space station in DOOM 2 (I used to make levels in that game for fun) and then film a walkthrough with a video camera in front of the monitor. And then for some reason we filmed a bunch of Dreamcast game trailers that I had on the computer onto film so he could show his friends. And all the games looked like mind-blowing CGI because we’re taking a low resolution video and then filming it onto a consumer grade handcam. And this is for the exact same reasons that you mentioned. I just definitely remember thinking “Man graphics are going to look this good one of these days” haha

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That’s awesome, I did something similar! My mom got the family’s first video camera shortly after I got the Dreamcast and I made a montage video of a bunch of game clips and when I played it back, I thought it looked amazing lol

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You are on point about the difference between realism and video realism.

What i want is choice. Maybe developers can create different theme/lighting in the games to give choice. I would like forza Motorsports with enhanced graphics but forza horizon’s color pallette and lighting.

Maybe we can have these features in future next gen titles.

Imagine getting to play Indian Jones with colorful pallette like hive busters. And then also with 90’s cinematic washed out monotone color schemes.

Lighting is the key.

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