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

Esqueleto

Banned
yeah but killer instinct, cod ghosts, bf4, dead rising are 720p/60, a lot of games are 900p/30 as well. so what if fifa was 1080p/60? just because they're of the same genre? no one calls out some 30fps fps (lol) just 'cause cod is 60fps.

xbox can't so anything. 32mb is the max they can put in and the box looks like a vcr system already.
I'm not to tech savvy but I'm sure that they can use the ddr3 for the frame buffer but at lower frame rates because of the limited bandwidth.
 
except ps3 was arguably more powerful than the 360, evident by the ps3 exclusives. so we got a lot of lazy devs arguments. gran turismo 6 even renders at 1280x1080, which says something when some 3rd party games can't even render at 720p. not to mention, the ps3 architecture was known to be hard to programming for.

now we have ps4 which is the more powerful hardware, so that alone tells you it's possible that they can easily achieve better results on ps4 sdk. ps4 is also easier to program for. so that's double the advantage. xbone should be challenging but it shouldn't be harder than the ps3 given that the xbone is very similar to the 360 setup.

if it were so easy to achieve, how come sub-1080p on xbone is the norm? you can't just blame konami or pull the lazy dev argument when half of xbone games are sub-1080p and they're not even 60 fps.

GT5 was 1280x1080. GT6 was 1440x1080.
 

slapnuts

Junior Member
Misterxmedia is a troll/wind-up blog. Nobody with a sound mind would actually believe the insane things he posts. Maybe there was a question of power differences immediately post-launch but at this point we all know where both consoles stand in terms of power.

Misterx is probably a Sony fan getting a kick out of winding everybody up with his "moon landing truthers" level of crazy.

MisterX is the real deal dude, search your feelings bro lol...seriously, there are plenty of fans of products, brands, things,etc that will go to extreme measures to hold onto their delusions of what they love and defend it as if their own life depended on it.

He's no sony fan getting a kick out of his X1 fanboy blogging...all you need to do is see his reactions to certain things when people refute him or his posts...the passion is there and real.
 

Mr Moose

Member
yeah but killer instinct, cod ghosts, bf4, dead rising are 720p/60, a lot of games are 900p/30 as well. so what if fifa was 1080p/60? just because they're of the same genre? no one calls out some 30fps fps (lol) just 'cause cod is 60fps.

xbox can't so anything. 32mb is the max they can put in and the box looks like a vcr system already.

Dead Rising 3 isn't 60fps (it is 720p though).
 

CLEEK

Member
Doesn't project cars, ryse and alien isolation use deferred rendering?

No, no, don't know.

You can hit 1080p on the Xbone with deferred rendering. You just have to scale back to achieve it. Project Cars is 'aiming' for 1080p on the Xbone. It just means their render target is small enough to fit into 32MB.

http://gamingbolt.com/project-cars-...l-use-mitigates-ps4s-unified-memory-advantage

Edit: Project Cars uses Light Pre-Pass, which isn't Deferred Rendering and has lower memory and bandwidth requirements at the cost of performance. So a better fit for the Xbox architecture than normal Deferred Rendering.

http://gamedevcoder.wordpress.com/2011/04/11/light-pre-pass-vs-deferred-renderer-part-1/
 
Yes, no, don't know.

You can hit 1080p on the Xbone with deferred rendering. You just have to scale back to achieve it. Project Cars is 'aiming' for 1080p on the Xbone. It just means their render target is small enough to fit into 32MB.

http://gamingbolt.com/project-cars-...l-use-mitigates-ps4s-unified-memory-advantage

Ryse uses both deferred as well as forward+ rendering on Xbox One. And it I'm afraid you may have it wrong on one key point. Just because a game is 1080p 60fps, or even 1080p on the Xbox One doesn't necessarily mean that the render targets fit neatly into 32MB. It likely means, especially for more visually advanced titles, that developers are most likely just making really good use of the move engines to asynchronously DMA data in and out of ESRAM as needed. It's all about a very good memory management plan, and having a good working knowledge of the way their game needs to access memory. It likely also means that those better looking titles are also taking advantage of the ability to split specific render targets between DDR3 and ESRAM. A set of render targets, even if they end up quite a bit bigger than 32MB can still work just fine on the Xbox One. A render target doesn't have to be completely inside of the ESRAM's 32MB; they can be spread between the two pools.

According to Microsoft, in an ideal situation, developers should be using asynchronously DMAing data in and out, and should also be splitting render targets between the two pools of memory.
 

CLEEK

Member
According to Microsoft, in an ideal situation, developers should be using asynchronously DMAing data in and out, and should also be splitting render targets between the two pools of memory.

This was from the developer day thing a few months ago, yeah?

IIRC, MS said that only a couple of first party games were using this technique. Which says it's either really hard to implement, or not suited for most types of games. Bodes well for Xbox exclusives, but not so much for multi-platform games. Like the PS3 situation really. First party made the console sing, multi-plats made it groan.
 

Piggus

Member
There is a power gap between PS4 and XBox One but it is not that big. The engine is obviously not very optimized for the XOne.

And you're obviously not very familiar with how a deferred rendering engine works. It's been explained MANY times yet people still don't get it and pass it off as being Konami's fault for actually giving a shit about pushing new (and better) rendering techniques in a forward direction. It's not Konami's fault that MS built a console that can't properly handle a rendering technique that's been around for YEARS and has proven its effectiveness already. So unless devs stick to shitty old forward-based rendering techniques (which significantly limits what they can do with dynamic lighting) then expect more of the same. When it comes to deferred rendering, the power gap between the systems is very significant.
 
This was from the developer day thing a few months ago, yeah?

IIRC, MS said that only a couple of first party games were using this technique. Which says it's either really hard to implement, or not suited for most types of games. Bodes well for Xbox exclusives, but not so much for multi-platform games. Like the PS3 situation really. First party made the console sing, multi-plats made it groan.


it's senjutsu. he's read every beyond3d forum post to arm himself with the "knowledge".

on topic, it could very well be that multisystem engines do not support xbone as much as they can the ps4, given the latter's straightforward architecture; or the xbone just makes it hard to achieve desired results. remember, even exclusives don't necessarily run at 1080, even at stable 30.
 

Robcat

Banned
The game isn't out for a month and a half. There's no way fox engine or not that this game can't run 1080p on xbox one. This is Konami being lazy plain and simple. The game isn't anything special visually judging by the graphics in the demo.
 
This was from the developer day thing a few months ago, yeah?

IIRC, MS said that only a couple of first party games were using this technique. Which says it's either really hard to implement, or not suited for most types of games. Bodes well for Xbox exclusives, but not so much for multi-platform games. Like the PS3 situation really. First party made the console sing, multi-plats made it groan.

They said that launch titles were only using stages 1-2, and that titles now are just now tackling stages 3 and/or 4. They didn't make it sound like something that would be hard to implement, or would only be done by specific first parties. It sounds like something all development studios can do when they plan for it.

Step 1 is statically allocating a small number of render targets in ESRAM

Step 2 is Alias the same memory for re-use later.

(My belief for why ground zeroes and PES are only 720p on Xbox One is because they're still just using steps 1-2, and haven't gotten around to dealing with steps 3 and 7 yet.)

They said 3rd+ wave titles will be really good at steps 3-4.

Step 3 is splitting render targets between the different pools of memory. Place most high priority ones at the time in ESRAM, meanwhile less important ones can stay inside DDR3.

Step 4 is asynchronously DMAing resources in and out of ESRAM using DDR3 as a low latency, super fast cache. (their words, not mine)

it's senjutsu. he's read every beyond3d forum post to arm himself with the "knowledge".

on topic, it could very well be that multisystem engines do not support xbone as much as they can the ps4, given the latter's straightforward architecture; or the xbone just makes it hard to achieve desired results. remember, even exclusives don't necessarily run at 1080, even at stable 30.

Nope, this information comes directly from AMD and Microsoft's Game Developer Day conference in Stockholm from June 2nd of this year. Oh, some pretty damn knowledgeable game programmers post on beyond3D. It isn't a sin to read what they have to say. Just saying. :)

Link to the presentations here.

http://developer.amd.com/resources/documentation-articles/conference-presentations/

Direct link to Inside the Xbox One by Martin Fuller is here. Page 9 tells you about ESRAM, and how launch titles were at 1-2 and titles are just now starting to tackle points 3 and/or 4, and 3rd+ wave games will become really good at it.

http://amd-dev.wpengine.netdna-cdn....012/10/Inside-XBox-One-Martin-Fuller_new.ppsx
 

Conduit

Banned
They said that launch titles were only using stages 1-2, and that titles now are just now tackling stages 3 and/or 4. They didn't make it sound like something that would be hard to implement, or would only be done by specific first parties. It sounds like something all development studios can do when they plan for it.

Step 1 is statically allocating a small number of render targets in ESRAM

Step 2 is Alias the same memory for re-use later.

(My belief for why ground zeroes and PES are only 720p on Xbox One is because they're still just using steps 1-2, and haven't gotten around to dealing with steps 3 and 7 yet.)

They said 3rd+ wave titles will be really good at steps 3-4.

Step 3 is splitting render targets between the different pools of memory. Place most high priority ones at the time in ESRAM, meanwhile less important ones can stay inside DDR3.

Step 4 is asynchronously DMAing resources in and out of ESRAM using DDR3 as a low latency, super fast cache. (their words, not mine)


misterxmedia ‏@misterxmedia

Insider:Ryse is 1st wave game, Quantum Break is 1.5 wave game. 2nd wave holiday 2015 exclusives to use DX12 and will look way better than QB

Got it! :-D I don't put you in the same basket with MrX, but just saying.... .-D
 

CLEEK

Member
The talk about complex stages of adoption for eSRAM usage just validates Mark Cerny's quote about designing the PS4.

"One thing we could have done is drop it down to 128-bit bus, which would drop the bandwidth to 88 gigabytes per second, and then have eDRAM on chip to bring the performance back up again," said Cerny. While that solution initially looked appealing to the team due to its ease of manufacturability, it was abandoned thanks to the complexity it would add for developers. "We did not want to create some kind of puzzle that the development community would have to solve in order to create their games. And so we stayed true to the philosophy of unified memory."

I'm sure over the coming years, devs will get better as juggling between the two RAM pools in the Xbone. But as we saw with the PS3, if a console needs thousands of man hours to get to the point where its quirks and design flaws are known, you'll see a slow transition for 3rd party games to get to grips with coding around the architecture. With only exclusives building games from the ground up around its strengths and limitations.
 

artist

Banned
Yeah, and you'll notice a commonality amongst them. They're launch games.

According to reports the SDK was pretty poor leading up to launch, and the Kinect was taking up 10% of the GPU time. Those two things have now been fixed, which is why 720p games have been so rare since launch.
It's sad that people still believe that MS giving that 10% back equates to doubling the resolution.
 
It's sad that people still believe that MS giving that 10% back equates to doubling the resolution.

It's more like Xbox One starts out being able to push 720p easily with extra power unutilized. Getting 10% back and fixing the SDK pushes it closer to 900p-ish with pretty much everything in the box pushed to its limit. Maybe 1080p with some work.

At least, that's how I view it.
 
The talk about complex stages of adoption for eSRAM usage just validates Mark Cerny's quote about designing the PS4.

I'm sure over the coming years, devs will get better as juggling between the two RAM pools in the Xbone. But as we saw with the PS3, if a console needs thousands of man hours to get to the point where its quirks and design flaws are known, you'll see a slow transition for 3rd party games to get to grips with coding around the architecture. With only exclusives building games from the ground up around its strengths and limitations.

Xbox One is not, and never will be, as complex to develop for as the PS3 was. x86 CPU, no cell processor to deal with, ps4 and xbox one have similar GPUs as well as CPUs, which should obviously help make life easier for developers etc. Even when some xbox one titles are releasing at lower resolutions, the games are still coming out in pretty great, even fantastic, shape. People aren't going "Man, it sucks that I'm playing the xbox one version of this game." That's not the case.

Microsoft has always been pretty damn good in supporting developers, and I doubt it's any different this time around. This is why so many developers are already talking about how quickly Microsoft has been improving the SDKs month after month. You have some games one moment going from 900p to then 1080p just with a bit of help from Microsoft to the developer. The task of getting better with both pools isn't something being left entirely up to developers. Microsoft are also clearly actively helping devs get this right, and are even sending people there directly (they have the resources) to do this. So while developers are busy working out their own solutions, Microsoft also has teams of people working out the best ways to do things also, which will only make things easier for the developers. It's not a coincidence that more and more devs have been getting impressive results across both consoles, to the point that nobody essentially got shafted. One might say that this PES situation is one such case, but then I suppose that's a different matter altogether. They're clearly having some issues even if the game still turns out solid, which I suspect it may. They should, however, be able to do better. I mean, look at FIFA 15. That thing plays every bit as amazingly as it looks.
 

CLEEK

Member
People aren't going "Man, it sucks that I'm playing the xbox one version of this game." That's not the case.

Hmm.

There has been plenty of fallout from all the XB1 versions of games with low resolution or half the frame rate. Even just on GAF, let alone in the wider world.
 

barit

Member
Are there any real 1080p current-gen only games on Xbone? All the games that were listed in this thread are cross-gen titles. Ofc Diablo3 is 1080p, this game is already 2 years old. It would be a desaster if it's not 1080p on the Xbone. But whats with the Xbone only games? Halo 5 1080p confirmed? QB in 1080p confirmed? I think in the future we'll see less 1080p titles on Xbone cuz crossgen will dying out and current gen games will aim at more details then higher resolutions.
 
Are there any real 1080p current-gen only games on Xbone? All the games that were listed in this thread are cross-gen titles. Ofc Diablo3 is 1080p, this game is already 2 years old. It would be a desaster if it's not 1080p on the Xbone. But whats with the Xbone only games? Halo 5 1080p confirmed? QB in 1080p confirmed? I think in the future we'll see less 1080p titles on Xbone cuz crossgen will dying out and current gen games will aim at more details then higher resolutions.

Crossgen doesn't mean anything. BF4 was crossgen and 900p on PS4. Watch Dogs was crossgen and 900p on PS4, too.

And to answer your question, Sniper Elite 3, and Forza 5 are the first games that come to mind that are 1080p on XB1. Of course, there are games like FH2 and Destiny that are 1080p on XB1 designed for current gen and back ported to last gen afterwards but by your definition they don't count because there's last gen versions.
 

Biker19

Banned
The talk about complex stages of adoption for eSRAM usage just validates Mark Cerny's quote about designing the PS4.

I'm sure over the coming years, devs will get better as juggling between the two RAM pools in the Xbone. But as we saw with the PS3, if a console needs thousands of man hours to get to the point where its quirks and design flaws are known, you'll see a slow transition for 3rd party games to get to grips with coding around the architecture. With only exclusives building games from the ground up around its strengths and limitations.

IMO, Mark made the correct choice not to go through with what he originally thought. Not only that, but 3rd party publishers were begging Sony not to use eSRAM in order to have easier development.
 

Sayad

Member
Are there any real 1080p current-gen only games on Xbone? All the games that were listed in this thread are cross-gen titles. Ofc Diablo3 is 1080p, this game is already 2 years old. It would be a desaster if it's not 1080p on the Xbone. But whats with the Xbone only games? Halo 5 1080p confirmed? QB in 1080p confirmed? I think in the future we'll see less 1080p titles on Xbone cuz crossgen will dying out and current gen games will aim at more details then higher resolutions.
Forza 5 is 1080p 60fps, Halo 5 should be too and the Halo 2 remake is 1080p 60fps while(in my opinion) looking a lot better than Destiny. There were also rumors that KI will receive a res upgrade.

IMO, Mark made the correct choice not to include eSRAM inside of the console. Not only that, but 3rd party publishers were begging Sony not to use eSRAM in order to have easier development.
They were, umm... Begging the wrong horse!

Sorry :(
 

Jack cw

Member
To keep this on topic, yes they are, some X1 owners were complaining about the game's res on Adam Bhatti's(PES community manager) twitter feed:
http://www.gamepur.com/news/16390-d...olution-doesnt-mean-visuals-will-be-same.html

We had that yesterday and to be honest, he only uses "communication" in that tweet. Konami took down the spec sheet for the game and its only 4 weeks away from being gold. The game is developed in Japan and even sending out "engineers" would take some time to get used to the language and the documentation for the games code in Japanese.

Trying to get the resolution up and keep the framerate and effects at the same time isn't something that you do in a few minutes and not at this stage of development. It's not a checkbox or a slider that you can simply enable to make it magically run in higher res. THis will be either patched after release or never touched again, but Konami giving the PR work into Microsofts hands.
 

Conduit

Banned
Halo 5 should be too and the Halo 2 remake is 1080p 60fps while(in my opinion) looking a lot better than Destiny.

I think only H2 MP is 1080p/60fps, SP is not for now either 1080p, either 60fps. If H2 doesn't reach 1080p/60fps i doubt H5 will be 1080p/60fps also.
 
I think only H2 MP is 1080p/60fps, SP is not for now either 1080p, either 60fps. If H2 doesn't reach 1080p/60fps i doubt H5 will be 1080p/60fps also.

It's 60 fps but might not be 1080p according to info from back in June. It sounded like they were planning to get it to 1080p by release date.

Classic
1. All MP will be 1080p, 60fps, including H2 and H2 anniversary.
2. There's a chance that H2 Anniversary campaign could run at a different resolution to accommodate the second frame buffer. But the intent is to overcome that hurdle.
3. The H2 Anniversary graphics are from relatively early WIP.
4. We'll keep showing progress throughout the year using a process we call "game development."
5. This or its opposite will still make certain posters mad, because they're already mad and are looking for things to confirm that rage.
 

Sayad

Member
I think only H2 MP is 1080p/60fps, SP is not for now either 1080p, either 60fps. If H2 doesn't reach 1080p/60fps i doubt H5 will be 1080p/60fps also.
Interesting, I was expecting them to back down on what they said about H5 during E3 2013(1080p 60fps), but when they doubled down on it during this year's E3, I thought they must be sure they could make it. There's going to be a huge backlash if don't.
 

Jrs3000

Member
I think only H2 MP is 1080p/60fps, SP is not for now either 1080p, either 60fps. If H2 doesn't reach 1080p/60fps i doubt H5 will be 1080p/60fps also.

Halo MCC is going to be 1080p 60fps for everything. They only commented of an issue with halo 2 campaign and that was due to the graphic switching to use the old or new on the fly. They haven't said anything else since so that remains to be seen on resolution for halo 2 campaign but it will be 60fps.
 

Vaga

Member
There is a power gap between PS4 and XBox One but it is not that big.

The gap is way bigger than you think. This is not 360vsPS3 era.

FarIncompatibleAmericanbadger.gif
 

Feindflug

Member
Interesting, I was expecting them to back down on what they said about H5 during E3 2013(1080p 60fps), but when they doubled down on it during this year's E3, I thought they must be sure they could make it. There's going to be a huge backlash if don't.

IIRC they mentioned 60fps but not 1080p.

My guess is 900p/60fps at best if 343i wants to have competent visuals, 60hz is definitely a big challenge for 343i.
 

mocoworm

Member
IIRC they mentioned 60fps but not 1080p.

My guess is 900p/60fps at best if 343i wants to have competent visuals, 60hz is definitely a big challenge for 343i.

Is this not it?

http://www.eurogamer.net/articles/2013-06-10-next-halo-to-run-at-60-frames-per-second

Eurogamer said:
"Halo Xbox One" due next year, runs in 1080p at 60fps - First screenshots and video shown.

http://www.examiner.com/article/halo-5-publisher-talks-1080p-resolution-support-for-upcoming-xbox-one-games

Gamespot said:
‘Halo 5’ publisher talks 1080p resolution support for upcoming Xbox One games
 

onQ123

Member
The gap is way bigger than you think. This is not 360vsPS3 era.

FarIncompatibleAmericanbadger.gif


In raw power the gap between Xbox One & PS4 isn't big enough for Xbox One to have to run a game that's 1080P 60FPS on the PS4 at 720P 60FPS. but there could be some design choices that could cause something like this to happen.
 
So I was playing Ryse again yesterday because my brother in law loves the game and I am slowwwwly starting to like it a bit more. Anyway I was thinking of all the future games I have seen footage for in the X1's coming year - Quantum Break, Sunset, ect. None of them look better than Ryse to me.

Kind of a bummer
 

Vaga

Member
In raw power the gap between Xbox One & PS4 isn't big enough for Xbox One to have to run a game that's 1080P 60FPS on the PS4 at 720P 60FPS. but there could be some design choices that could cause something like this to happen.

In this case in particular, I would guess the devs aimed for locked 60fps on Xbox without sacrificing details like AA, shaders etc. and they could only achieve this at 720p.
 

funkypie

Banned
Xbox One is not, and never will be, as complex to develop for as the PS3 was. x86 CPU, no cell processor to deal with, ps4 and xbox one have similar GPUs as well as CPUs, which should obviously help make life easier for developers etc. Even when some xbox one titles are releasing at lower resolutions, the games are still coming out in pretty great, even fantastic, shape. People aren't going "Man, it sucks that I'm playing the xbox one version of this game." That's not the case.

Microsoft has always been pretty damn good in supporting developers, and I doubt it's any different this time around. This is why so many developers are already talking about how quickly Microsoft has been improving the SDKs month after month. You have some games one moment going from 900p to then 1080p just with a bit of help from Microsoft to the developer. The task of getting better with both pools isn't something being left entirely up to developers. Microsoft are also clearly actively helping devs get this right, and are even sending people there directly (they have the resources) to do this. So while developers are busy working out their own solutions, Microsoft also has teams of people working out the best ways to do things also, which will only make things easier for the developers. It's not a coincidence that more and more devs have been getting impressive results across both consoles, to the point that nobody essentially got shafted. One might say that this PES situation is one such case, but then I suppose that's a different matter altogether. They're clearly having some issues even if the game still turns out solid, which I suspect it may. They should, however, be able to do better. I mean, look at FIFA 15. That thing plays every bit as amazingly as it looks.

I disagree on ms being fantastic on supporting Devs. They have only been great because of falling behind Sony. What about that indie game from the maker of deadly premonition? They gave great support to that haven't they.
 
Wasn't MGS2, a Konami game, gimped on the first XBOX even though it was a hell of a lot more powerful than the PS2? I think we all know the PS4 has stronger hardware but I'm not sure using PES for a benchmark between the two is a good idea. Something like The Witcher 3 would be better, wouldn't it? A game that is likely built by a better studio and one that hasn't been rushed, while also likely taking advantage of the Kinectless XBOX One's extra resources.
 
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