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PES 2015 : 1080P 60 FPS on PS4 - 720P 60 FPS on X1

Biker19

Banned
So sick and tired of lazy developers who aren't fully utilizing the power of the Xbox One. They could have just as easily called up MS for help, but probably spent time goofing off. Vote with your wallets people and tell Konami to stop jerking our chains.

You sure about that? Doing that will make Konami say something like, "Looks like no one's buying the Xbox One versions of our games; Maybe we should either make our future games PS4 exclusive, or continue to give future Xbox One versions of our games shoddy ports & call it a day."
 

LiquidMetal14

hide your water-based mammals
I knew you would play the sensitive card. I'm well aware of the "Return of the King" term, when in the PS2/Xbox days the series was at its peak and a brilliant football game. Going by what I have seen from you in the past on here and a group of similar folk, I'm not convinced by what you have said at all. You can call me sensitive, that's your opinion, if sensitivity is an issue then let's open it up and play everything as a joke, every post, every thread. If I have anything else to say I will speak to you via PM as I have derailed the thread.
I'm too tired to entertain this more. The world will turn.

PM as you noted. I'm going to bed.
 
Konami just simply need to make a phone call to MS and Phil will send an engineer over to magically make it 1080p. I mean we keep hearing about this from MS, why aren't all devs taking advantage of it?
 
Not brilliance just common sense, they like most of us have no idea the exact hardware in the XB1 or PS4 - yet because they read one has more ROPS or whatever in the media they think they know everything.

Still going at this? Don't believe the myth!

I don't believe the myth that the PS4 is 40%/50% more powerful than the XB1 - most devs say the PS4 has little or slightly more powerful hardware but in real terms they are close.

The reason the early titles were 1080p on PS4 and 720/900p on XB1 was down to the poor XB1 sdk that it launched with compared the PS4 sdk.

Don't believe the media hype and fanboy rubbish, do your research from the devs that code the games, this will give you a more accurate assessment of the two consoles.

I think the next AC and COD will be a good test
 
Well that, and the fact that there were manufacturing cutbacks a year before that causing prices to rise. I bought about 8 GB of RAM three years back for about $40; now the prices are in the $80's. While the fire was a bit late it did happen around the time manufacturing the of consoles started to ramp up. DDR3 prices have been going up for a good while, even before the consoles were announced. The fire was just the first thing in mind that I thought about to demonstrate the rise in prices.

The fire happened in September, consoles launched in November. It's completely irrelevant to the story of how the X1 ended up with 8GB, because two months from launch it was too late to change anything in a meaningful way.

DDR3 prices have been going up along the years because manufacturers are gearing up for other types of RAM, not because one factory had a fire.

Microsoft banked on quantity, Sony banked on speed. Factory fires are completely irrelevant to how these machines shaped up.
 

CLEEK

Member
16 MB was enough for non-deferred 720p. I find it hard to believe 32 MB can do at most deferred 720p.

This gives a pretty good description of deferred rendering.

Deferred rendering is an alternative approach to rendering 3d scenes. The classic rendering approach involves rendering each object and applying lighting passes to it. So, if an object is affected by 6 lights, it will be rendered 6 times, once for each light, in order to accumulate the effect of each light. This approach is often called "forward rendering".

Deferred rendering takes another approach: first of all of the objects render their "lighting related infomation" to a texture, called the G-Buffer. This includes their colours, normals, depths and any other info that might be relevant to calculating their final colour. Afterwards, the lights in the scene are rendered as geometry (sphere for point light, cone for spotlight and full screen quad for directional light), and they use the G-buffer to calculate the colour contribution of that light to that pixel.

The issue with the Xbone is with the g-buffer. The effects you want to render, the larger the 'bytes per pixel' becomes. With all the effects they wanted, Infamous SS ended up with 40 bytes per pixel. Which for a 1920x1080 image requires 80MB for the g-buffer

If the resolution was 720p, the g-buffer would be 1280x720x40 = 35.1MB, so even then too big to fit into eSRAM. You could use the main DDR3 RAM, but that's slow as fuck so would have massive performance problems.

To get a g-buffer into eSRAM, you have to reduce both what is being rendered and the resolution. A very basic scene could output at native 1080p on the Xbone with deferred rendering. At most, you can have 16 byte per pixel in your g-buffer. But that's not enough with the expectations of next gen, with improved lighting, materials etc. In relation to PES and the Fox Engine, the lighting is the stand out improvement over last gen. This can only be achieved on the Xbone at lower resolutions.

Edit: all the talk about SDKs and 'closing the gap' is missing the point. The bottleneck isn't GPU performance (which the June update helped with by removing the 10% GPU reserved by Kinect). It's about the (lack of) RAM it in the Xbone's VRAM.
 

Ramrock

Banned
Not brilliance just common sense, they like most of us have no idea the exact hardware in the XB1 or PS4 - yet because they read one has more ROPS or whatever in the media they think they know everything.
..... we know exactly what's inside these boxes. So you are the one who should stop believing in unicorns (inside the Xbox One).
The PS4 IS actually more powerful and there IS a nice gap between these two consoles.
 

artist

Banned
iAE9JX8uk9Rh4.jpg
DAT DINAMICAL GRASS
 

slapnuts

Junior Member
*waiting patiently for MisterX meltdown blogage for my daily dose of laughage*

Ok jokes aside...this probably has a lot to do with that engine like many have said.
 
Konami just simply need to make a phone call to MS and Phil will send an engineer over to magically make it 1080p. I mean we keep hearing about this from MS, why aren't all devs taking advantage of it?

"We can't just flip a switch every time we hear about lazy devs." - Larry
 

_Ryo_

Member
Lol.

How is a PS4 game that is 1080p gimped??

Um, just because it's 1080p doesn't mean it's not gimped. For Example, the PS4 could support more effects but since they had to remove them from Xbox One version of a game, for parity the devs removed them from the PS4 version also.

A game could play 1080p/60fps on PS4 but for parity sake only play at 1080p/30ps, to be more in line with the Xbox One version.

That IS gimping the game, it's removing things that the system can achieve so that it is more on par with the other version.

Can't believe some people think just because the game has the same resolution or framerate means it's not gimped.
 

One4U

Banned
Not surprised. PES is not huge on Xbox platform since 360 era.

As PS4 is the leading console of development and sales of PES, KONAMI might just determine not to spend more time to optimize the One version.

Don't think it is highly due to FOX engine.

Seems I will do the same thing as past years: FIFA on Xbox, PES on PS. Problem solved for me.
 

TAJ

Darkness cannot drive out darkness; only light can do that. Hate cannot drive out hate; only love can do that.
Not surprised. PES is not huge on Xbox platform since 360 era.

As PS4 is the leading console of development and sales of PES, KONAMI might just determine not to spend more time to optimize the One version.

Don't think it is highly due to FOX engine.

Seems I will do the same thing as past years: FIFA on Xbox, PES on PS. Problem solved for me.

If anything devs aren't putting effort into optimizing for PS4. Like with Destiny, before or during the alpha they gave up on making graphical improvements to the PS4 version.
 
This gives a pretty good description of deferred rendering.



The issue with the Xbone is with the g-buffer. The effects you want to render, the larger the 'bytes per pixel' becomes. With all the effects they wanted, Infamous SS ended up with 40 bytes per pixel. Which for a 1920x1080 image requires 80MB for the g-buffer

If the resolution was 720p, the g-buffer would be 1280x720x40 = 35.1MB, so even then too big to fit into eSRAM. You could use the main DDR3 RAM, but that's slow as fuck so would have massive performance problems.

To get a g-buffer into eSRAM, you have to reduce both what is being rendered and the resolution. A very basic scene could output at native 1080p on the Xbone with deferred rendering. At most, you can have 16 byte per pixel in your g-buffer. But that's not enough with the expectations of next gen, with improved lighting, materials etc. In relation to PES and the Fox Engine, the lighting is the stand out improvement over last gen. This can only be achieved on the Xbone at lower resolutions.

Edit: all the talk about SDKs and 'closing the gap' is missing the point. The bottleneck isn't GPU performance (which the June update helped with by removing the 10% GPU reserved by Kinect). It's about the (lack of) RAM it in the Xbone's VRAM.

Good post, makes sense.

I think the problem here is that FOX Engine could be particularly troublesome for the Xbone due to its memory set-up.
 

mrb1972

Banned
..... we know exactly what's inside these boxes. So you are the one who should stop believing in unicorns (inside the Xbox One).
The PS4 IS actually more powerful and there IS a nice gap between these two consoles.

I never said the PS4 wasn't more powerful - and again I will ask, please post a link to the official spec's of both consoles showing the hardware .. thanks
 
If you think me saying that I think the PS4 is slightly more powerful is trolling then I must be

Perhaps you should read the post's slowly and try and understand what is being said

No you are calling PS4's 40/50% processing advantage a 'myth' then go on to say that the gap is just down to the 'poor sdk' of the Xbone.

Which is just as much as a myth. So no-one is going to take you seriously.
 

TAJ

Darkness cannot drive out darkness; only light can do that. Hate cannot drive out hate; only love can do that.
I never said the PS4 wasn't more powerful - and again I will ask, please post a link to the official spec's of both consoles showing the hardware .. thanks

What specs are you interested in, exactly? What do you consider official? You know we have die shots, right?
 

mrb1972

Banned
No you are calling PS4's 40/50% processing advantage a 'myth' then go on to say that the gap is just down to the 'poor sdk' of the Xbone.

Which is just as much as a myth. So no-one is going to take you seriously.

On paper you could say certain raw numbers are 50% better, but that is over simplifying things.

Again remember I am not saying the PS4 is not more powerful
 

Volcane

Member
I never said the PS4 wasn't more powerful - and again I will ask, please post a link to the official spec's of both consoles showing the hardware .. thanks


You don't believe these specs?

Xbone: 1.31 TF GPU (12 CUs) for games
Xbone: 768 Shaders
Xbone: 48 Texture units
Xbone: 16 ROPS
Xbone: 2 ACE/ 16 queues

PS4: 1.84TF GPU ( 18 CUs) for games + 56%
PS4: 1152 Shaders +50%
PS4: 72 Texture units +50%
PS4: 32 ROPS + 100%
PS4: 8 ACE/64 queues +300%
 

Paganmoon

Member
This has to be attributed to "lazy" devs right? I mean, Ground Zeros uses the same engine sure, but that game looks freaking outstanding. PES 2015 looks... like PES, there really shouldn't be need to use all the lighting techniques used for say GZ on this game (and if they need to use it, they need to make the game look better), I mean just cause it uses same engine, doesn't mean it shouldn't be somewhat modified to fit the game they're trying to make right?
 

Jack cw

Member
I never said the PS4 wasn't more powerful - and again I will ask, please post a link to the official spec's of both consoles showing the hardware .. thanks
This power gap topic has been discussed and proven thousads of times already and with PES and Fox Engine it's pretty obvious, just like MGS GZ. The advanceded lighting with 60 fps isnt possible on xbone and its badly designed memory system. It's a design choice by Kojima and the PES team to have it at 60 fps locked and to let it happen on xbone they would have to cut down the framerate, which is a no go in a sports game or cut some effects. Sure, Konami doesnt have the budget for huge teams and they decided to optimize Fox Engine for PS4, not only because of better sales but for better performance and easier and more efficient architecture.
 

Jack cw

Member
This has to be attributed to "lazy" devs right? I mean, Ground Zeros uses the same engine sure, but that game looks freaking outstanding. PES 2015 looks... like PES, there really shouldn't be need to use all the lighting techniques used for say GZ on this game (and if they need to use it, they need to make the game look better), I mean just cause it uses same engine, doesn't mean it shouldn't be somewhat modified to fit the game they're trying to make right?

No, nothing to do with lazy dev talk. You can only do so much with a limited budget.
I dont know why so many people think that sports games should look considerably better because there is not so much going on on the screen as in heavily scripted hand guided action games with corridor levels. You have to simulate a crowd of people, have real time AI for at least 23 players, many physics calculations, thousands of animations, that all under taxing lighting, 60 fps, etc.

Have you ever compared PES13 with PES15? Its a gnerational leap jump...
 

jiiikoo

Banned
Yes I know about those raw numbers - but there is more to it than just raw numbers - but I can see this is a pointless discussion and is going nowhere

I'm guessing you mean SDK updates, The Cloud and secret sauce? There's just so much they can squeeze out of the hardware with SDK updates....
 
I thought cloud jokes were played out

It's not even started, 10 year cycle!!

That mean Xbox One GPU is 2.6TF. The whole systems is lot higher because GPU tasks can be offloaded to special hardware MS did not ever talked about in details. That adds 2TF at minimum - making it 4-5 TF whole system at minimum...Plus console close system 2x multiplicator...BOOM...10 years cycle...+1TF per year by SDK update..+ CLOUD offloading....."AVATAR quality on Xbox One" (c) AMD sure could be possible with 5TF closed system with CLOUD..
 

xkramz

Member
It's not even started, 10 year cycle!!
Lol oh man. I'm happy with both system....well actually I traded my Xbox one for an iPad air.

I'll get the new revision xbo hopefully some secret sauce gets unlocked with the so called 2015-2016 DX12?

With that said. Resolution isn't everything.
 
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