dragonelite
Member
Dam i expected like 50 fps minimal drop but 29 fps on X1, kinda dissapointed
PS4 looks like it is using hardware jitter sampling for shadows, while xb1 is just filtering.
Hence the stipled look on PS4 and the... welll. pixelly look on xb1
Surely you mean "Under 60fps? Bleh!"
It is a racer!
-_-
I dont know if it's a matter of rendering it properly or not, just saying that a screen display being affected by shadows just like every other material is weird.
Surely you mean "Under 60fps? Bleh!"
It is a racer!
They can probably do weather... just without reflections or any other weather effect Slippery road mode I guess.
Indicates frame tears.
EDIT: I think...
This is not getting Project Morpheus support, quite clearly.
Both Oculus and Valve think that 90 frames per second is enough to alleviate any sense of motion sickness, but Sony isnt taking any chances theyre pushing for a steady 120 fps at all times. And theyll achieve this with reprojection and a very low latency (under 18ms).
Reprojection creates an additional frame between the first and second frame, this way, 60 fps becomes smoother 120 fps. In fact, Sony has confirmed that reprojection will always be on, even if the game runs at 120 fps natively. This is to ensure that its always 120 fps no matter what.
Sonys Shuhei Yoshida said that reporjection wont require too much from the system to run. As he puts it, It runs right at the very end, just before the frame is going to be displayed. It interrupts the GPU and does this little bit of work.
Sonys reprojection software takes data from the first and second frame, and creates an average of the two, putting it in between. Since the images are moving so fast 120 times per second its hard to tell the difference. It would be more pronounced if reprojection was used to bump a 30 fps game to 60 fps.
The main benefit of reprojection is that developers dont have to scale down on image quality in order to hunt higher frame rates.
It still needs to hit a constant 60fps first. With barrel distortion and 3d stereoscopy as well...
They can probably do weather... just without reflections or any other weather effect Slippery road mode I guess.
I don't know if it's an agenda necessarily, but I'm pretty sure the people arguing that 30fps is fine for a sim racer(or that it doesn't hurt it more than it would an arcade racer) aren't sim racers themselves. Probably more ignorance than agenda.
Oh well. That's weird too. Yeah they may be being lit incoirrectly.....I'm not talking about the screen display. I'm talking about the buttons
I don't know if it's an agenda necessarily, but I'm pretty sure the people arguing that 30fps is fine for a sim racer(or that it doesn't hurt it more than it would an arcade racer) aren't sim racers themselves. Probably more ignorance than agenda.
It still needs to hit a constant 60fps first. With barrel distortion and 3d stereoscopy as well...
That's not going to be any short order for this game by the looks of it.
Ouch, I saw a couple sub-30 fps drops on Xbox One during the rain footage. On PS4, the framerate is also wildly unstable in the rain, but consistently higher than Xbox One.
In dry weather, PS4 seems like a nice almost locked 60 fps, with Xbox One seeing more frequent dips below 60.
Not good when it's only 900p compared to 1080p on PS4.
Hmm, I just read in the comments of this article that the build is from February and that SMS are not happy that Digital Foundry made this analysis on an old build.
But that part in the OP is referring to gameplay options. The rest of the paragraph provides the context:
I don't quite understand, are you saying the buttons themselves have LEDs in them and PS4 is rendering that properly?
....I'm not talking about the screen display. I'm talking about the buttons
The performance shown here is around what I was expecting. Some comments on what I saw and read:
1. This is not the final build, so an analysis doesn't make much sense to me at this stage?
2. All tests seem to be done with max cars, which is a bit misleading. I mean, most races are not against 43 AIs. In fact, a little amount of them are. Yes, you can create them, but I doubt many people will want to race 43 AIs every single time.
3. This is something that hasn't been commented, but it's also important: It's not only that there're 44 cars, but there're a lot of different types of cars. This means that the stress put on the hardware is even bigger because the hardware needs to deal with more different models.
4. Performance seems to be pretty solid in all conditions. I mean, there're no sudden drops from what I've seen. There're relative drops, which is far better than sudden drops.
5. Performance on PS4 seems to be quite good. 45 fps in rain conditionss with so many cars sounds right to me. XO performance ranges from okay to ugly.
6. 35fps at night with thunderstorm conditions is something people shouldn't take much into account. I have the game since 2011, have clocked more than 570h (not counting the time spent on builds before the game was Steamworks) and probably have raced one or two times in those conditions. As exciting as it may sound, this is a sim, racing in thunderstorm conditions is not fun.
All in all, I think the PS4 versions is very, very solid. The XO not so much.
Hmm, I just read in the comments of this article that the build is from February and that SMS are not happy that Digital Foundry made this analysis on an old build.
Be happy to drop PS4 to 900p to help frame rate. Sod the 1080p
Both are crappy drops regardless
Yes the buttons have lights in them and the PS4 is rendering it properly.
The XB1 version is missing the lights in that shot but whether that is a graphical issue on the XB1 remains to be seen.
Be happy to drop PS4 to 900p to help frame rate. Sod the 1080p
Hmm, I just read in the comments of this article that the build is from February and that SMS are not happy that Digital Foundry made this analysis on an old build.
SMS are the ones making this claim?
Is there a source?
Quote from SMS dev: "It's an old build. I'm disappointed (and that's putting it very mildly) that this has happened, not so much with Eurogamer, but more that they were allowed to do this "analysis" at this stage with an old build."
Well I've been informed by some WMD members that the SMS devs are not happy at all with this "analysis". The build they had was from February and was still in a period of optimization. Maybe wait until you have release versions before posting your "analysis"
I'll just race in the dry then. 900p is acceptable to me if it improves performance.No thanks!
The PS4 version has no problems with 60 fps in dry weather, and on top of that it's an old build from February, so the rain gameplay should be much closer to 60 fps in the final build.
.Is still a racing game with hot laps and leaderboards, and they work.
DC proves 30 fps can work, doesnt matter how angry the elitists gets at that.
"For a racing game, 60fps is hugely important," Tudor continued. "What people don't know is that the physics underneath runs at 600 times a second. We measure the input you're doing on the controller 250 times per second. Project Cars does that way more than any other game - they're all doing that significantly lower. The screen refreshes 60 times per second - we're measuring the tires, the physics, the suspension, all that stuff, 600 times."
If it's a CPU limitation, that won't help I thinkBe happy to drop PS4 to 900p to help frame rate. Sod the 1080p
No thanks!
The PS4 version has no problems with 60 fps in dry weather, and on top of that it's an old build from February, so the rain gameplay should be much closer to 60 fps in the final build.
I just saw the two top voted comments.
No thanks!
The PS4 version has no problems with 60 fps in dry weather, and on top of that it's an old build from February, so the rain gameplay should be much closer to 60 fps in the final build.
I'm not an expert but woudn't a dynamic resolution be the way to go here?
I remember Wipeout altering the resolution dynamicly to keep a steady framerate.
SO we can have 1080p during untaxing condistions and once the framerate would start to tank the resulution goes down a bit, to keep it steady.
Should be mentioned that it was not the gold build tested there, but an older one according to the development director at SMS.
To be up front - even in the latest version, there are occasional framerate drops in worst case scenarios. The vast majority of the time though it's a smooth 60fps. The article neatly ignores that and focuses hard on those worst case scenarios. The recent camera and render bridge changes (which aren't in the EG build of course) make a significant difference to perceived smoothness, as well as improving control/gameplay when FPS does drop.
The problem is if they have gotten rid of constant screan tearing in rainy weather. Thats the main problem i see here.
Considering the fact that the game doesn't run at 60 unless you meet certain criteria, I don't think it's sad to have a frame limiter. I don't want my game to yoyo up and down. If the game can't fucking handle 60 fps, at least offer opportunity for a consistent experience.It's sad that this should even be considered.
I don't think they should do it. The game will still feel a ton better when you're not in more extreme conditions with huge grids. A racing sim should not be played at 30fps.
Here's what Andy Garton, Development Director on pCars had to say about this on the members forum (link for those with access)
That's dependent on whether the game is CPU or GPU bound.
If it's CPU bound, it will not help.