iceatcs
Junior Member
Aye, it squeak and shake when resting on it.The Bone's triggers aren't great. 360 triggers and PS4 triggers are much much better.
Aye, it squeak and shake when resting on it.The Bone's triggers aren't great. 360 triggers and PS4 triggers are much much better.
You don't think it's odd that this game hasn't engendered much of a response on gaf before this thread?
Agreed. I don't for the life of me understand how anybody would think the PS4 triggers are better than the Xbox One triggers. DS4's triggers are definitely better than DS3 but are still far below both Xbox controllers imo. Opinions and such...cant agree to that. even 360's triggers feel second class to xbone's. let alone ps4 ones.
The Bone's triggers aren't great. 360 triggers and PS4 triggers are much much better.
You don't think it's odd that this game hasn't engendered much of a response on gaf before this thread?
Nope XB1 triggers are the best. What's bad about them?
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Kinda funny people care more about the resolution than the game itself.
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Kinda funny people care more about the resolution than the game itself.
It's perfectly understandable. Cats that haven't played Trials on PC probably don't understand how demanding it is, hence the lowered resolution seems like a big deal.![]()
Kinda funny people care more about the resolution than the game itself.
![]()
Kinda funny people care more about the resolution than the game itself.
At least we get sizeable differences to discuss this time! Last gen we'd have the same huge threads, but much less meat to chew on.That thread is literally the same thread that appears every time an Xbox game is revealed as being 900p though. The actual game has little bearing on the size of the thread
Apologies if this has been asked numerous times before, but is there a breakdown of the differences with the Xbox 360 version or at least some videos of it? I might be getting that one if it doesn't include uPlay, since I won't be getting an X-Bone or a PS4 any time soon either.
Trials is intrinsically connected to the Xbox (yes I know about the flash versions before that)
The shadows and lighting were changed the most. Now we have universal real-time soft shadows cast from each object, including translucent shadows (windows, fences, glass, etc). All object materials are modelled with pixel-perfect precision, and we have parallax mapping on each surface adding the highly needed extra bit of detail to the rough warehouse surfaces.
we achieve a constant full 60 frames-per-second representation all the time. The game rendering is also vertical-refresh-locked to produce absolutely tearless graphics output - a thing we rarely see even in current generation retail console games.
All our materials have per-pixel control for base colour, diffuse lighting, specularity, glossiness, ambient lighting (ambient occlusion), normal (compressed two-channel normal), height (for parallax mapping), opacity and emissive components (for self-illuminating surfaces).
We have compressed all this info into two or three DXT5 textures in a way that causes the least compression artifacts. The DXT5 format alpha channel is much higher quality compared to the other three channels (RGB). And the RGB channels are also tied together (same end values and interpolator). The green channel also offers slightly increased bit depth compared to the red and blue channels.
Increasing the draw distance from 40 metres to 2000 metres meant that we had to render over five times more objects per frame than we did in Trials HD. Many things in the engine got completely overhauled to cope with the vastly increased object count. For example, our graphics engine now uses a 'close to hardware' low-level GPU interface instead of the higher-level DirectX API to submit draw calls and the GPU state.
We fully optimised our particle engine with VMX128 instructions, and this freed up one of the six hardware threads just for visibility culling purposes, while still allowing us to double our particle counts. We now have a dynamic depth buffer pyramid-based occlusion culling system that discards all occluded objects very quickly, and gives a nice boost of performance for complex scenes. We also implemented object and terrain geometry LOD (level of detail) systems to scale down polygon counts based on distance to the camera.
The shadow mapping system was also improved. The new system calculates very tight bounds for shadow map cascades based on depth buffer analysis (inspired by the SDSM algorithm by Lauritzen, Salvi and Lefohn), and allowed us to reach the required shadow map quality for the large-scale terrain without much extra cost.
Virtual texturing has really changed the way we deal with textures. The system does fine-grained analysis of the visible scene and determines which texture areas should be loaded to the memory. It is designed to keep only the texture pixels in memory that are actually required to render the current scene. Because there's always a constant amount of pixels in screen (720p = 921K pixels), the memory footprint of virtual texturing is always the same, no matter how many and how large textures the game world contains. This has allowed us to texture many of our objects with very large 2048x2048 (and some even with 4096x4096) textures and has completely freed our artists of any texture memory budgets when designing the game world.
We now have a fully gamma-correct (linear space) lighting pipeline, so the rendering looks much more natural compared to the old pipeline. We have also added a fully artist-controlled colour grading system that allows them to pile up any amount of Photoshop filters and bake the filters to one big 3D texture lookup table that is sampled at the end of our post-processing pipeline. This lookup also includes an Xbox PWL gamma repair ramp (to make the image look as much like real sRGB as possible).
The smoke and dust are basically just alpha-blended particles with slight background blurring enabled (a new feature). Our newly optimised particle system is able to run more particles, so we utilised it as much as possible. We also added proper physically correct exponential fog and a post-process 'god ray' filter that adds a slight volumetric feeling to the lighting and fog effects.
In Trials Evolution we do terrain foliage generation, particle processing and texture compression using the GPU. Our deferred lighting and anti-aliasing shaders use Xbox-specific GPU microcode for "warp wide" branching. This technique can be used to reduce cost of incoherent dynamic branching (but depends on GPU warp size and is thus not available on most PC GPGPU platforms except for CUDA).
We use a modified version of FXAA. It's originated from FXAA 2, but our version causes significantly less blurring to textures. We again use the Xbox-specific microcode branching trick to get extra performance out of the shader (limiting the effect to areas that have high-contrast edges). Our version runs at 0.8ms, less than five per cent of the 16.6ms frame.
Sad to see no Platinum for it though.
Not sure how it works on MS's side but I really don't get how Sony decides what can have a platinum and what can't. If Guacamelee has one I don't see why Trails couldn't.
The main thing that's been saddening me about this thread is seeing people dump on Red Lynx, as if they're some average indie developers. Trials HD and Trials Fusion pushed a lot of really advanced technology, and I see no one is reading the Eurogamer links that myself and JaseC posted, so I'm going to try and help people out by quoting from them this time.
No doubt some people came in here just to crow, but I'm super excited about this game and have the deluxe digital edition preordered on PSN. =DYikes. Not good news at all for the XBO. I wonder how they can achieve 1080p on Forza 5 but not Trials. Crazy stuff.
On a side note, all the people writing "Good thing I'll be getting this on the PS4", are you actually planning on getting this game? Because this thread makes it seem like Trials Fusion is hugely anticipated, and I'm sceptical that that is the case.
Thanks for posting that. I remember reading those articles. Their engine is really impressive when you see everything it's rendering and at 60fps.
I'm not the least bit surprised it's running at 900p on XB1. In fact, I predicted just that in the OT a couple days ago.
I'm really curious to see how the performance is on each console though. Does one have more screen testing than the other, etc?
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Kinda funny people care more about the resolution than the game itself.
The game isn't out yet. And a controversial or shocking news thread is going to get more posts due to the heated nature of the discussion. If this thread announced that both current gen consoles ran Trials at 1080p it wouldn't make it past 2 pages either, because it wouldn't be as surprising. That wouldn't mean that IQ is something that people on GAF don't care about.![]()
Kinda funny people care more about the resolution than the game itself.
The game isn't out yet. And a controversial or shocking news thread is going to get more posts due to the heated nature of the discussion. If this thread announced that both current gen consoles ran Trials at 1080p it wouldn't make it past 2 pages either, because it wouldn't be as surprising. That wouldn't mean that IQ is something that people on GAF don't care about.
Did Microsoft knowingly build a console that wasn't good enough for native 1080p gaming?
Surely the numbers wouldn't have added up when they designed it so why did they continue down that road?
Who made these decisions, Mattrick, Greenberg?
How did they get it so wrong unless it was deliberate.
They admitted to building a machine that focused more on being a media box than a high end games machine, well before the system launched. They made their bed and now they have to lay in it.Did Microsoft knowingly build a console that wasn't good enough for native 1080p gaming?
Surely the numbers wouldn't have added up when they designed it so why did they continue down that road?
Who made these decisions, Mattrick, Greenberg?
How did they get it so wrong unless it was deliberate.
The main thing that's been saddening me about this thread is seeing people dump on Red Lynx, as if they're some average indie developers. Trials HD and Trials Fusion pushed a lot of really advanced technology, and I see no one is reading the Eurogamer links that myself and JaseC posted, so I'm going to try and help people out by quoting from them this time.
On Trials HD:
On Trials Evolution:
So there you have it. Don't think that just because the game is only doing motorbikes through a 2 dimensional path that it can't be strenuous on the system. In the last game in the series Red Lynx were rendering draw distances of 2 kilometers, with a fully real time deferred lighting and shadowing engine, with virtual texturing (that looked far better than what we saw in Rage) and they were already using GPU compute.
The level editor is the key thing here. Not only do you have those large backdrops to put all your pieces into, the fact that you are able to stick geometry in wherever means that the game has to do much more in real time than Forza 5.
Deferred rendering + 60 fps = less than 1080p on Xbox One, at least so far. I asked this before, does anyone know of any other games that use deferred lighting, run at 60 fps and run at 900p or higher?
I don't know of any though I might be forgetting one. That's a technical *achievement* from a developer that coded some of the best technology on Xbox 360.
Again, for anyone going 'It can't even run Trials at 1080p???' please find me a game running at 60 fps with deferred lighting running at a higher (or even the same) resolution.
Did Microsoft knowingly build a console that wasn't good enough for native 1080p gaming?
Surely the numbers wouldn't have added up when they designed it so why did they continue down that road?
Who made these decisions, Mattrick, Greenberg?
How did they get it so wrong unless it was deliberate.
Did Microsoft knowingly build a console that wasn't good enough for native 1080p gaming?
Surely the numbers wouldn't have added up when they designed it so why did they continue down that road?
Who made these decisions, Mattrick, Greenberg?
How did they get it so wrong unless it was deliberate.
Did Microsoft knowingly build a console that wasn't good enough for native 1080p gaming?
Surely the numbers wouldn't have added up when they designed it so why did they continue down that road?
Who made these decisions, Mattrick, Greenberg?
How did they get it so wrong unless it was deliberate.
Did Microsoft knowingly build a console that wasn't good enough for native 1080p gaming?
Surely the numbers wouldn't have added up when they designed it so why did they continue down that road?
Who made these decisions, Mattrick, Greenberg?
How did they get it so wrong unless it was deliberate.
Their thinking was that it all outputs at 1080p anyway. Also they needed to make a profit on the box.
Did Microsoft knowingly build a console that wasn't good enough for native 1080p gaming?
Surely the numbers wouldn't have added up when they designed it so why did they continue down that road?
Who made these decisions, Mattrick, Greenberg?
How did they get it so wrong unless it was deliberate.
I'm really curious to see how the performance is on each console though. Does one have more screen testing than the other, etc?
Neither console has any advantage in frame rate (vsync locked 60 fps on both). Xbox 360 is also vsync locked 60 fps. All three are butter smooth and offer the same high quality Trials game play.
For our game, stable 60 fps is the most important thing. Pushing twice as many frames requires twice as many GPU and CPU cycles. This makes our game very demanding to the hardware.
There aren't many 60 fps locked games on next gen consoles. We are locked 60 fps all the time, not fluctuating between 30-50 fps (when things start to happen) like most of the other "60 fps" games do. Also our rendering resolutions are higher compared to these games.
The dev Sebbi at B3D says they drop a frame, that was a design decision.
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Kinda funny people care more about the resolution than the game itself.
Will people see a huge difference between the way the two of these look, but also see no difference when they see TF on 360 vs the X1.![]()
I'm sure that it will be possible to arrange conditions by which you can get the game to drop. Almost no game *never* drops... but I'm sure they'll be much closer locked to 60 than most on at least Xbox One and PS4.
The game has a fixed camera and a fixed number of players on screen. I think of any game made, they have almost complete control of what is on screen at any given time.
There s no such thing as a "console build for 1080p", neither 60fps or anything else. If the consoles had titans, most of the game would run at 30 as well, the games would be built for it, some would be subhd too.
Obviously some parts of the hardware can help moving towards some specific "goals" (ROPs for ex) but nothing is set in stone with resolution.
This part of the trailer looks like 360 footage.
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There s no such thing as a "console build for 1080p", neither 60fps or anything else. If the consoles had titans, most of the game would run at 30 as well, the games would be built for it, some would be subhd too.
Obviously some parts of the hardware can help moving towards some specific "goals" (ROPs for ex) but nothing is set in stone with resolution.
exactly. on Red Lynx's tracks I expect locked 60 fps in almost all circumstances, but once you hand control over to players it's going to be easy to strain the engine well beyond anything Red Lynx do in their tracks, and I believe the level designers will have full camera control too.Not on user-created tracks. All kind of crazy shit can be going on on those. And I do expect frame drops when things get extra hectic.
Honestly, I think word of mouth has had an amplifying effect after the hardcore early adopters purchased these consoles and started spreading gospel about the power differences. I doubt most people have even seen the differences for themselves. But when you have a majority of your more hardcore gaming friends and family saying PS4 is clearly better than Xbone, you just accept it as fact and even start spreading that message yourself. It just becomes a universally accepted truth that Microsoft can no longer fight with people like Penello. Thus, they just need to continue competing on lower prices like they've been aggressively doing, and simply bringing the games.And who can tell the difference between native 1080p and some lower resolution upscaled with a sharpening filter applied, anyway, right? I think they really did think that Joe Average wouldn't be able to tell the difference. And maybe he can't, I don't know. But enough people definitely can for this to have become a problem for them. (I know the sharpening filter has since been removed.)
Trials is hugely anticipated. Trials HD and evo were two of the biggest xbla games last gen. It's my 2nd most anticipated game in h1 2014 behind titanYikes. Not good news at all for the XBO. I wonder how they can achieve 1080p on Forza 5 but not Trials. Crazy stuff.
On a side note, all the people writing "Good thing I'll be getting this on the PS4", are you actually planning on getting this game? Because this thread makes it seem like Trials Fusion is hugely anticipated, and I'm sceptical that that is the case.
![]()
Kinda funny people care more about the resolution than the game itself.
The main thing that's been saddening me about this thread is seeing people dump on Red Lynx, as if they're some average indie developers. Trials HD and Trials Fusion pushed a lot of really advanced technology, and I see no one is reading the Eurogamer links that myself and JaseC posted, so I'm going to try and help people out by quoting from them this time.