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Xbox One Thread

Discussion in 'BBS Hangout' started by ItsMyFault, Jun 11, 2013.

  1. RC Cola

    RC Cola Member

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    What makes you think Dark Sorcerer will be vastly superior to other games (more so than say Beyond anyway)? I don't think that will be the case. It looks much better than these cross-generational launch games, but that's to be expected (especially since most of those are open world).

    What are the technical reasons for why a tech demo running in real-time on PS3 in 2006 is more reasonable than a tech demo running in real-time on PS4 in 2013?

    DS didn't even really push the PS4 that hard. Only using 4GB and PS3 tools developed for Beyond. Got up to 90 FPS at points (not worried about optimizing for framerate). There's no technical reason why QD's PS4 game wouldn't look like that...unless you know of something? Other than "it looks to good to be true" anyway. That's pretty much always the case for these early tech demos (then we all laugh at what we thought 5-6 years later...like with The Casting).
     
  2. Xsatyr

    Xsatyr Member

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    I'll let time settle this issue. Like I said earlier, bookmarked for future discussion.
     
  3. RC Cola

    RC Cola Member

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    Fair enough. Though I'm guessing it will be a pretty long while before QD's PS4 game is unveiled (though maybe ND or someone of equal technical prowess will reveal something on par before that).
     
  4. A00man

    A00man Member

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    They release tech demos and usually follow up with a game based on the same concept, but the final game looks better than the tech demo. Quite frankly, Beyond looks much better than most other games. I don't see why we'd expect them to not follow their track record this time.

    In fact, here is a quote from Quantic Dreams directly which states that their next game should look even better than this tech demo.

    "The PS4 engine used for Dark Sorcerer is only in its first iteration, and most of the features scheduled for the final version of the engine haven’t yet been implemented. This demo is only a first test that is well below the visual quality we hope to achieve in our next game. The next game will not be based on this demo, obviously (I know, we’re a bit weird), but on an idea that is completely different from what we’ve done to date. It’s incredibly exciting, and I wish I could tell you more… but I can’t."

    <iframe width="560" height="315" src="http://www.youtube.com/embed/4i6TiYLwHW4" frameborder="0" allowfullscreen></iframe>
     
  5. RC Cola

    RC Cola Member

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    To be fair, QD's games are very cinematic...maybe even described as glorified tech demos by some people (add some QTEs to Dark Sorcerer, and it is pretty close to a QD gameplay sequence). No complex AI, controlled camera, very scripted, generally very little happening on screen (though they'll put a lot of characters/particles/etc. on screen at times), 30 FPS or less, etc. They can focus a lot of resources on graphics, while other games (more "traditional" games) cannot. Also makes these tech demos a little more accurate (if this was a GTA demo, I might be a bit skeptical).

    Plus, as mentioned, QD has a great track record. I was pretty skeptical of them with The Casting (I loved that demo so much at the time...I went back to it whenever I saw crap like GUN and Untold Legends), but they've proven to me that they can really blow you away with real-time graphics in their games.

    So...to tie this back to the Xbox One....I think we'll see some fantastic looking Xbox One games over time. Quantum Break looks really stunning too IMO.

    Side-note: Sounds like the family sharing plan wasn't that great. You'd be limited to 45-60 minutes of play (like a trial/demo). So for those of you mad that this DRM policy change killed family sharing...don't be.
     
  6. kaleidosky

    kaleidosky Member

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  7. DaDakota

    DaDakota Balance wins
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    Star Citizen has 100k poly counts on characters and up to 7 milloion on our biggest ships.

    DD
     
  8. Xsatyr

    Xsatyr Member

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    I've read all of those, more than you. I've been all Neogaf, GS, Giantbomb, etc. I am not convince when PS4 is struggling with performance as is.
     
  9. rezdawg

    rezdawg Member

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  10. Drexlerfan22

    Drexlerfan22 Member

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    Good satire.

    And though it's amusing, it highlights some of the places MS was missing the point.

    After all in their original model you could already sell things back to "participating retailers" for "$7." I think the bigger problem was you couldn't sell to friends, or on eBay/Craigslist/Amazon/whatever, seeing as you get a lot more money back that way.

    Secondly, the XBone = Steam thing? No. Just... just no. But that's been covered already in this thread, so I won't belabor it.
     
  11. A00man

    A00man Member

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    In that case, when someone actually listens to the devs of a game and forms an opinion based off the track record of the dev, they are not the ones that are delusional...

     
  12. josephnicks

    josephnicks Member

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    you could find a NES for around $50. since we all know playing 20+ year old games is what we all really want..
     
  13. Raven

    Raven Member

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  14. Xsatyr

    Xsatyr Member

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    The examples given are not superior the current gen games. Dark Sorcerer is vastly superior to ps4 games shown at E3. And those games struggled with performance.
     
  15. rezdawg

    rezdawg Member

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    You keep saying that, but you need a capable gaming computer to use Steam. I'd love to find a very good gaming PC for free.
     
  16. RC Cola

    RC Cola Member

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    But do you have Ellen Page? ;)

    Good to see games with higher polygon counts that aren't restricted to what 7-8 year old GPUs can do. I don't remember some of the polygon counts for some of these other next-gen games, but I think I've seen numbers around that. And we used to think the 15K used in Heavy Rain was pretty good...

    Are you going to call all the people on those sites delusional who agree with me as well (including the graphics programmers)?

    If I knew you read all that already, I wouldn't have bothered to post some of the things I already did (reading NeoGAF thread is basically a repeat of what I posted).

    Examples? Talking about The Casting and Kara? The Casting, IMO, was much better than most all of the early PS3 games shown. Remember Untold Legends?
    <iframe width="560" height="315" src="http://www.youtube.com/embed/pypMf2ZUKfg" frameborder="0" allowfullscreen></iframe>
    Or even Resistance (and I love the game):
    <iframe width="560" height="315" src="http://www.youtube.com/embed/KZw5jBFhfHc" frameborder="0" allowfullscreen></iframe>

    What you're essentially saying is "The Casting looks WAY better than Untold Legends/Resistance FoM, which the PS3 is barely able to handle. No way is The Casting possible in a PS3 game." The demo is supposed to be an example of what's possible 2-3 years from now, so of course it will look MUCH better than launch games.

    Also, what do you mean exactly by PS4 struggling with performance?

    I kind of know, but I want you to fully articulate yourself on these technical matters...and why unfinished, unoptimized launch games are an indication of what QD could one day do on PS4 (more so than an actual tech demo created by the team). FWIW, one of the few non-launch PS4 exclusives, The Order, didn't look vastly inferior to Dark Sorcerer IMO.
     
  17. Xsatyr

    Xsatyr Member

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    Heavy Rain was not that impressive graphically considering the genre. I wouldn't even call console graphics king despite it's lack of actual gameplay. I am not convinced with Dark Sorcerer.

    PS4 performance issues at E3
    Killzone

    When it comes to the tricky issue of control and response, Killzone: Shadow Fall currently delivers a largely 25-30FPS experience with v-sync engaged, where a long overview of the forest tests the hardware most. A strong trace of input lag is felt when turning the analogue sticks - a quirk that hangs over from the Killzone 2 days. It's a delay in response that is impossible to ignore after playing snappier low-latency shooters, and at the default 50 per cent sensitivity for the X and Y axis proved tricky to adapt to. Migrating to the new and more shooter-friendly Dual Shock 4 controller isn't the cause here, as this is the only game we test with such problems. Rather, the issue is likely to be the result of latency being built up over the course of a long and complex rendering pipeline.

    DriveClub

    When questioned, Evolution Studios confirms that it's pushed for a full-fat 1080p presentation, falling in line with all Sony's other leading PS4 titles. Unfortunately, this higher resolution only amplifies the low quality, blurry, flat-looking textures used across this level, which would easily look at home on current-gen hardware. It's also a shame that, while the scenery draw distance is broad, there's an incredible amount of pop-in for trees and waving NPCs as we approach at high speeds...With regards to performance, we're surprised to find DriveClub is running at 30fps with permanent v-sync - an unusual step for any modern-day racer putting heavy emphasis on shaving seconds from lap times. It is noted that 60fps is something the team strives for, but no promises can be made; in the interest of providing a smooth E3 experience it remains decidedly locked at 30fps for now. Alas, even this number isn't held convincingly during our play-testing, and the game dips noticeably below this point - a feeling of 20fps being achieved during doughnut-turns, where lots of tyre friction smoke is produced. Bearing in mind the PS4's next-gen tech (not to mention its 32 ROPs), we're somewhat surprised to see alpha transparency effects still having such an obvious impact on performance.

    Knack

    That's the next-gen hook, but little else is in place to enthrall. The Pixar aesthetic is let down by some muddy image quality, and heavily dithered shadows. We're promised 1080p native resolution here, but Knack doesn't look as crystal clear as we'd expect from such a pixel count - perhaps in part owing to the HDTV settings being used at the exhibition. It's a real disappointment on the grounds of image quality, and while the transparency effect on Knack and the big, beautiful ocean view during the first stage are visual treats, there isn't a whole lot to the rest of stages shown. Certainly, the physics are impressive and technically taxing. All the bits and pieces that whip around Knack indeed feel like individual objects, taking advantage of the game's per-object motion blur. The only problem here is that, despite being a 30fps game in target, we see dramatic frame-rate drops when too many of these pieces go zooming across the screen to form a shell around Knack. To achieve this bullet-point trick, the performance has to take a noticeable hit in the current build. Excluding this effect, the frame-rate isn't smooth for the current built in general, and it stutters even as Knack trots through empty streets unengaged. There's no evidence of tearing, but this choppy motion is surprising given its overtly simplistic visual style. Fortunately it evens out during the later interior stages based around the mansion and cave, but some optimisation is still clearly needed on the game before the PS4's launch.

    Thief

    When it comes to performance, the game is v-synced, but very jittery in the frame-rate stakes for transitions into new areas, and throughout an entire sequence where a bridge burns to cinders. It also appears to run at native 1080p, though there's little being achieved here visually which we haven't already seen before, likely showing its prior development history on weaker platforms. That is, with the exception of its impeccable lighting - a striking feature as lamp-light streams through the city's fogged archways, and one which feeds into a gameplay design predicated on hiding in shadows. A curious trend among other next-gen game we've seen - such as Killer Instinct - is the decision to ramp up the particle count to dazzling degrees for explosions. That's true here, where lighting on particles is truly striking as flaming debris crumbles down from a bridge during one later segment. It's only a shame that surrounding texture-work and alpha effects appear so mismatched with these more "next-gen" elements in this current build, and we hope to see everything ramped up to an even level for the final release.

    Conclusion

    We leave Sony's E3 booth undoubtedly impressed, with two key takeaways in light of the Xbox One's rivalling offerings. Firstly, though almost all launch titles on show appear to be running directly from PS4 hardware, it's a touch disappointing to discover the likes of Thief and Assassin's Creed IV: Black Flag are only currently being demonstrated by proxy of an on-hand developer. This was a very closely guarded event indeed, suggesting a lack of confidence in the progress of development for some of these titles. Even so, Knack, DriveClub and Warframe do give us absolute, no-holds barred freedom to toy with the most current builds as long as we please...When it comes to the state of software development on PS4, the situation as it stands is surprising. On the one hand, freely playable first-party titles such as Knack and DriveClub suffer from noticeable frame-rate stutters down from 30fps, while on the other, "hands off" demos for the new Infamous and Assassin's Creed games appear to run without a perceptible hitch. This is in stark contrast to the playable software confirmed to be running direct from Xbox One hardware, such as Forza Motorsport 5 and Killer Instinct, which benefit to no end for targeting the 1080p60 gold standard, and largely succeed in doing so.

    Such a disparity in performance is far from the outcome we had expected going in to E3, but Sony's agenda with this initial wave of games is clearly hinging on visual fireworks rather than maximising frame-rates to the full 60Hz refresh.

    They have plenty of time to correct these issue. But the graphical leap people are expecting exceed actuality when looking at hardware specs.
     
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  18. Salvy

    Salvy Member

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    This is exactly how I felt before but when I said it... Nobody cared.... I hope this does not ruin what Xbox had planned with cloud. That was something that was going to really change things up with consoles..... I'm glad they change some things for those crying but this will suck if no more cloud.... Crap......... :/
     
  19. JayGoogle

    JayGoogle Member

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    Well...that wasn't a overreaction at all when you have members of the military complaining about it. So I don't see how that was nonsense at all.
     
  20. rezdawg

    rezdawg Member

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    They shouldnt be complaining either...there are a ton of alternatives. Why not go for gaming PCs? Arent PCs more fun for first person shooters anyways? Or, any game for that matter?

    Not everything has to be made with everyone in mind. And in this case, the military has more than a handful of options...so to complain about one of them is truly silly and unnecessary.
     

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