@ellos said:
@ronvalencia said:
@Zero_epyon said:
@gamecubepad said:
@Zero_epyon:
This is the 2nd time in the past hour you have misread a chart...
Getting to native 4k would be very hard with a straight port of AC for multiple reasons:
1. Ubisoft.
2. Parity. AC Origins was 900p on both XO and PS4. In fact sub-30fps as well going by the DF PiX chart.
3. As I linked to you previously, Ubisoft has been on the forefront of what they call 'Temporal Filtering', otherwise known as checkboard rendering and temporal anti-aliasing. Combine with PS4 Pro's use/need of CBR and reason #2...
I haven't misread any charts.
AC Origins hasn't released yet. The DF chart claims that at the time of the benchmark reveals, the game was in development. DF are assuming that this is AC: Origins because it's an open world action game running at 900p/30 just like all AC games in the past. This makes sense because we know that AC Origins won't be native 4K but use checkerboard and dynamic scaling to output 4K.
Watch the video at about 5:25.
They make the typo again when they bring up Battlefront. It ran at 720p/60 bu t in their chart they list it as 1080p/60. But when Richard talks about it, he gives the correct resolutions.
This has nothing to do with Pro's ability to do 4K or not. It has all to do with Xbox One S being too weak to do 1080p for AC. And it's much harder to scale from sub 1080p to 4K.
Title C refers to Gears of War 4.
X1X's Gears of War 4 4K has about 36 fps.
https://gearsofwar.com/en-gb/community/gears-4-xbox-one-x
The bench marks are not ultra preset though Ron are they? Barebone ports, for some of the games they show head room from xbox one to which developer could up the settings. Seems like if we str8 up read the bench marks Gears of War 4 would lose once devs start to crank things up to match your graphs. X1X for most of these games looks like it will be just under 1070 level. Which is mighty impressive actually.
As mentioned by DF, the benchmark is old.
https://gearsofwar.com/en-gb/community/gears-4-xbox-one-x
Mike Rayner: The first and probably most noticeable improvement is, of course, that we render the game at native 4K resolution. Not only does that mean a 4x increase in our native rendering resolution compared to 1080p on Xbox One, but it also means much higher resolution textures across the board – from characters to environments, visual effects, everything! Bringing that incredible level fidelity to the console for the first time, which so far has really been limited to top-spec PC rigs, has been incredibly exciting for us.
Mike Rayner: Our team have set out to really push what we can achieve at a native 4K resolution while maintaining a rock solid framerate – and all in time for our Day One Update so fans can experience Gears of War 4 running with the power of Xbox One X on release day.
With that being our focus, we’re running at 4K 30FPS for Campaign/Horde and 4K 60FPS for Versus with adaptive scaling to ensure a rock-solid frame rate that fans expect from our head to head multiplayer. Many of the improvements to Campaign also make it to Versus and Horde, including 4K, HDR, higher resolution textures, improved draw distances, and Dolby Atmos Support.
....
Octus: Honestly, I may have died a few times defending the Outsider Village because I was too busy gawping at the visuals! What else is going on from a technical perspective that makes it look so good?
Mike Rayner: I guess that means we’re doing our job well!
We’ve worked on bringing a number of additional technical improvements that really bring our world to life more than ever before that are exclusive to Xbox One X. We have fully dynamic shadows now – so for example, if a tree is blowing in the wind, on the ground you’ll see that shadow of that tree dynamically move as you’d expect it to. We’ve also enhanced the detail in these shadows so they’ll look crisper and more detailed. The new Shadow improvements really add a lot to the feel of our environments.
One of the things you were probably gawping at (while you were busy dying, let’s not forget) in the Outsider Village are our real time light shafts – sometimes referred to as ‘God Rays’. You’ll now see shafts of sunlight or moonlight poking through statues, moving helicopter blades, the branches of trees and so on as they would in real life. It’s one of my personal favorite features because it’s just so visually eye catching and atmospheric.
We also have other features like improved reflections, longer draw distances and higher poly counts to further bump up the fidelity of our world.
http://www.eurogamer.net/articles/digitalfoundry-2016-gears-of-war-4-face-off
All settings retain the same level of edge coverage which can be modified instead by the temporal AA sharpening option. These settings have a minimal impact on performance and, as such, we recommend using the highest possible anti-aliasing quality with your own desired level of temporal sharpening. The differences are extremely subtle to the point where it's not clear where Xbox One falls but it does appear to at least match the high setting.
...
Character level of detail determines the complexity of characters within the scene. Modifying this setting impacts how many on-screen characters will be displayed at full detail. At the lowest setting, for instance, only the player character is displayed at full detail. That said, in practice, the difference is incredibly subtle as is the performance cost. The final setting in this group is foliage draw distance which controls, of course, how much visible foliage is presented on screen. Interestingly, Xbox One seems to use a custom value here with results closer to the high setting but still falling short in a few areas.
....
Lighting and shadows
The first half of this cluster focuses on lighting the game world with options such as light shaft quality, light scattering quality and bloom quality. Gears 4 sports both screen-space style light shafts and true volume lights. The quality of the light shafts, often referred to as crepuscular rays, are used at various junctions throughout the game and can be completely disabled if desired. Increasing this setting simply improves the depth and quality of the individual rays and, on Xbox One, we're looking at the high setting once again.
Then we have light scattering quality, which controls the volumetric lighting used in various portions of the game. Increasing this option improves the precision of the effect resulting in cleaner results without additional artefacting along its edges. Xbox One actually appears to use the medium option here, which still looks quite nice, but lacks some of the precision of the higher quality settings. Bloom and lens flare quality are two rather subtle options, then, that influence the intensity of said effects and both of these appear to operate at the high setting on Xbox One.
When it comes to shadows, Gears 4 leverages the strengths of Unreal Engine 4 in order to present very high quality shadow representation, even on Xbox One. The first setting focuses on the resolution of the shadow maps and the number of dynamic shadows used throughout the game and is pretty typical for a modern release. Impressively, the Xbox One version is actually a match for the ultra settings on PC which was an unexpected surprise but there is a reason for it, as we'll touch on shortly.
Capsule shadows are another nice feature and something that was introduced in Unreal Engine 4.11. Essentially, these act as indirect shadows which help root characters more firmly in the scene. The high and ultra settings produce the same quality of capsule shadows but the former limits the number of characters per scene using the higher quality effect. Xbox One appears to be a match for the high setting.
...
We believe that this technique has allowed the team to make use of higher quality shadow maps on Xbox One.
Lastly, we have the all-important ambient occlusion which is designed to handle contact shadows throughout the scene... Xbox One is interesting in that it doesn't appear to completely match any of these results on the PC with very subtle differences in coverage. We'd peg it somewhere between high and medium but it's not entirely clear.
Advanced visuals
Screen space reflections have become a common method for displaying scene accurate reflections with a reasonable performance cost by utilising screen space information. The downside is that, when relevant data is occluded from view, the reflections lose the detail as well. We see this same behavior up through the ultra setting as higher settings simply display more refined, complex reflections. After examining a number of different areas, Xbox One appears to fall around the medium quality for this setting.
Real-time cinematics and advanced settings
There are just two options in this category - depth of field and sub-surface scattering. Depth of field controls the quality of the associated effect and is used exclusively in real-time cut-scenes. Xbox One appears to fall around the high setting
Sub-surface scattering, then, simply determines the quality of light playing off of skin and other fleshy materials. Xbox One appears to utilise the high setting here and the results do look excellent during the real-time cutscenes...
With that being said, I’m not going to sit here and pretend to know exactly how many frames X1X is going to get in game A or game Z, nor am I going to claim that this benchmark can come close to painting a full picture of how well or otherwise X1X, or any other PC graphics card for that matter, performs in the wide array of applications available out there. It does however, give us a fairly good idea of where X1X generally fits in the market, especially in the context of NVIDIA’s GPU offerings.
Log in to comment