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    Digital Foundry analyzes Titanfall

    ByThomas MorganPublished Saturday, 6 July 2013With the deluge of next-gen shooters such as Destiny, Killzone: Shadow Fall and The Division content to stick to a 30fps baseline, it's clear that the ramp-up of environmental scale, higher grade effects and online integration perhaps excites developers more than slick frame-rates. However, given the yearly sales domination of 60fps franchises like Call of Duty this isn't necessarily the next-gen reality for which some gamers had hoped - even though luminaries like John Carmack suggested that this may be the case. In response, Respawn Entertainment comes from the shadows with its debut sci-fi first-person shooter, Titanfall. Described as a multiplayer-only experience for Xbox One, Xbox 360 and PC, the team builds on a well-established pedigree in console FPS design by working from a "60fps first" template - adding frills only where it fits around that core ideal.
    Looking at the birth of the project it's a surprise to find that, of all the engines it could pick, Valve's Source engine comes up top of its list - though there are many reasons why this makes sense. Firstly, it has allowed a relatively small team to get production of the game up and running quickly, having begun the project in earnest under three years ago. Advantages of using the engine also include strong support for networked play, low latency controls owing to a streamlined rendering pipeline, compatibility with multi-core setups, and excellent optimisation for x86 platforms.
    This adds to the prospect of an eventual PS4 release, being designed to that very architecture, though currently Respawn remains coy on the point of any Sony-bound ports, only stating that "it's definitely not out of the question" for the future. A timed exclusive is perhaps the likeliest scenario here, so we suspect that it's just a matter of how much sand remains in the hourglass.
    Curiously, the biggest deciding factor in going with Valve's tech now has little bearing on its development. During an interview with Polygon, Respawn software engineer Richard Baker says the original reason the team went with the Source engine had much to do with wanting "an engine that would work with PS3, because that's the riskiest platform in current-gen". The call came following the high quality delivery of Portal 2 on PS3 back in 2011, but with next-gen platforms looming large, the project quickly jumped ship to Xbox One. Since this switch-over, large portions of the code have been rewritten to better suit the idea of subsuming a single-player narrative into a multiplayer-only design, and to also better take advantage of Microsoft's much-vaunted cloud compute features.
    "Respawn initially chose the Source engine owing to the tech's excellent performance on PS3 - ironic, bearing in mind that the game stands revealed as a Microsoft console exclusive."
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    1/8 The Fracture map shown at E3 juggles two scales of play at once. Player count is set to 7v7 here in the interests of maintaining balance - a number that's set to change according to the selected map, though it remains to be seen how drastically.

    Armed with both a trailer and gameplay demo to close Microsoft's E3 conference, Respawn shows off a frantic 7v7 domination match unfolding across a beautifully detailed map called Fracture. The level design is clearly laboured over, balancing three co-existing forces on the battlefield: the human-controlled Pilots, ambient AI characters, and the eponymous Titans. The broad view of the village is certainly impressive by current-gen standards, being surrounded by details such as stepping-stones, trees and cliff ridges - but largely over-shadowed by airship battles raging on the horizon. Draw distances are stand-out, and demonstrate an emphasis on environmental scale in the spirit of Bungie's Destiny. However, it's a more vertical game by nature compared to most shooters, with the squad descending from dropships in jet-packs, and then base-jumping against billboards with snappy animations that should bear exhaustive repetition.
    Perhaps revealing its original inspiration, this opening sequence plays out in the style of Valve's Left 4 Dead series, with a squad of seven dropping into a battlefield following a briefing - the goal being to get to a similar "collection" cinematic by the end. To set the warring scene, significant hero characters bark out commands from Titans and via your HUD, while other AI soldiers engage the battlefield in scripted brawls and skirmishes. These CPU characters are essentially cannon fodder for regular players, but also potential allies who can be converted to your side, if hijacked with a Data Knife. The use of the Xbox One's dedicated servers suits this single-meets-multiplayer design nicely. In theory, it means all AI actions are better synchronised for each player in a party, rather than having every interaction pass through a host and thus incur lag for the client majority.
    However, the actual benefits of Xbox One's cloud computing remain uncertain. The promise is that AI and physics calculations are handled remotely, from the 300,000 servers set up by Microsoft's cloud service, Azure. News that a 360 version is also in the works by adifferent, as-yet unnamed studio, raises many questions as to how such exclusive next-gen features will work for older tech - if it all - and whether the PC version matches up in this sense as well.
    "Titanfall's exact cloud utilisation remains an enigma. The promise is that AI and physics calculations are handled remotely, from the 300,000 servers set up by Microsoft's Azure service."
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    1/87 Titanfall features explosive set-piece moments which roll out in the backgrounds of multiplayer matches, plus cut-scenes unique to each level. Click on the View All button to access 720p versions of these screenshots.

    Looking for practical evidence of it during the demo, the AI element is accounted for by the many CPU players, whose decisions can feasibly be determined by a remote, host machine. On the other hand, physics-based interactions are kept to such a bare minimum in Titanfall that it's not clear where any external influence comes into effect. The demo shows a largely static level by design, with no procedural damage to the environment in the manner of Battlefield 4 or The Division, nor rag-doll physics - everything is set in stone, and not even the grass or trees animate. Even so, the chosen level speaks volumes about Respawn's art direction, eschewing the deep brown and green hues of its Modern Warfare titles for something with a broader, more colourful palette.
    The Spring 2014 release date suggests the fundamentals of Titanfall's design are a lock, but in terms of aesthetics there's plenty to admire already. Despite the map's scale, extra details have been layered across the Fracture stage in multiple passes, down to the rubble of ruined buildings and slanted portraits in higher-end dwellings. The use of colour-coding ties the stage's look together, which in conjunction with high dynamic range, makes both indoor and outdoor areas feel lived-in and organic. Given how the Source engine's last task on console was to realise a simple-but-effective, clinical aesthetic in Portal 2, it's nice to see the tech being put to use with some ambitious backdrops too. From afar, these elements harmonise to produce one of the more astonishing looking games in the next-gen line-up.
    In the pursuit of 60fps, something has to give way though - and it usually comes to light when looking too closely. It's the uncanny facial animations during NPC briefings, the rough-looking textures on Titan interiors and billboards, and what seem like scaling artifacts that betray either Titanfall's early development status, or its commitment to being about gameplay first, appearances second. The jaggies are a curious point in particular; even judged by the high quality feed we have availability direct from the Microsoft E3 conference there's more sub-pixel shimmering and rough edges than any other game on show, which suggests this may not be a full-blown 1080p title in its current state. From what Respawn has announced so far, the 60fps bullet-point is proudly announced, but it remains tight-lipped on what native resolution is intended for the final game.
    "In action, Titanfall plays to the studio's strengths with fluid reload animations, sharp strafing motions while aboard Titans, and rapid twitches to the reticle during close-quarter encounters."
    Titanfall achieves a perfect 60fps reading from start to finish, but it's not clear from which hardware this demo is being played. Repeat frames are totally non-existent throughout, making for faultlessly smooth play even during manic, explosive confrontations between Titans.

    In action, Titanfall plays to the studio's strengths with fluid reload animations, sharp strafing motions while aboard Titans, and rapid twitches to the reticle during close-quarter encounters. The game moves at an intimidating pace for newcomers, though the addition of Titans is hugely relevant to Respawn's efforts in prolonging the average life-span of each player. The smooth animations seen on these mechanical hulks is especially captivating, with all the metallic joints in its arm shifting downwards to scoop a player up and plant him in a mid-riff $#@!pit - a transition from Pilot to Titan that's quick, stylish, and unlikely to get old quickly. Peripheral vision is pared back just a touch while docked in here, but it's made up for by some richly detailed interiors. Having played a demo of mech battler Hawken on Oculus Rift, we can't help but hope for HMD support for the final game.
    Little is held back in the realm of effects work either. To our count, there's full-screen motion blur, lens flares, plus high grade alpha for sparks, smoke plumes trailing behind rockets, and no restraints on particles spraying from ruined Titan foes - though again, physics-based action seems minimal outside of crumbling machinery. All of these tricks let fly once you down an enemy, seemingly bursting in every direction with unfiltered full-res effects that would surely be toned down for current-gen hardware, or else lose out on that 60fps goal. Even current iterations of the Call of Duty series' multiplayer on 360 and PS3 struggle with bursts of likewise 2D sprites used for smoke grenades, and we suspect this will be one area that Titanfall sees some reductions for its 360 port.
    When it comes to that crucial point of performance, Respawn is true to its word in delivering a bridled 60hz response during its E3 demonstration. Not a single frame is repeated over the four minute stretch, producing a monotone reading at the head of the frames-per-second axis. Having double-checked many thousands of these frames by eye after the automated pass, we can confirm that it runs with v-sync engaged at full-blast 60fps regardless of the intensity during battle. It's a hugely promising step forward into the next generation, and starts a movement that is to be followed by the next Halo game and Battlefield 4.
    "It remains unconfirmed whether this is running on bona fide Xbox One hardware, or if the Xbox controller prompts seen on-screen are simply a show of gamepad support for the PC version."
    The trailer sequence shown before the gameplay demo at the Microsoft E3 conference actually shows many more performance dips. In sections involving heavy effects-work, drops to 50fps and lower are very possible.

    However, it remains unconfirmed whether what we're seeing is running on bona fide Xbox One hardware, or if the Xbox controller prompts seen on-screen are simply a show of gamepad support for the PC version. In either case, the game looks impeccably well optimised for 7v7 combat during the chosen stage - a number that may seem on the low side to genre enthusiasts, but immoveable during campaign multiplayer mode given the fine-tuning needed to also balance out AI characters and Titans on the map. However, other stages are set to tweak this number accordingly.
    While 60fps is inevitably a slam-dunk for the Source engine if the active hardware here is indeed a PC, it's curious to see Respawn's shorter two-minute trailer, which precedes the gameplay demo, struggling to reach 50fps in spots and showing clearly the devastating effects of double-buffer v-sync when frame rendering runs over the ultra-tight 16.67ms budget. This trailer cuts together a montage of clips to show off more intensive, cinematic scenes alongside gameplay from new levels, where those featuring heavy effects work and broader draw distances visibly suffer from stutter. With one close-up of a Titan descending to just 40fps, it's plausible that some of these scenes are compiled using a much earlier, unoptimised build.
    Come Titanfall's Spring 2014 launch, the ideal point of entry for many will be on PC - and pleasingly, you won't require Windows 8 to run it. Bearing in mind a long working history with Valve's immensely scalable Source engine, there should be strong compatibility with a range of PC hardware. Having the game play out over two co-existing scales is sure to be a meticulous balancing act for Respawn though, and the chaotic backdrops and foreground effects lead us to wonder in what cut-down state the Xbox 360 port will launch. For the Xbox One version, however, we're much more assured everything will remain intact. However, we'll have to see whether the flawless performance metrics seen here match up to the real deal nearer release.
    Watch Respawn's Titanfall the way it was meant to be seen - at full frame-rate, 60fps - in our recent article on the next-gen 1080p60 dream. It really is quite something.

    http://www.eurogamer.net/articles/di...-tech-analysis


    I report, you decide.

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    There is already a thread about DF analyzing this game. Plus, this is in the wrong section.

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    Quote Originally Posted by Lefein View Post
    What is it your asking people to decide?

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    Quote Originally Posted by Flaw3d Genius View Post
    What is it your asking people to decide?
    it is just a play on a Fox News slogan.
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    Hmm..sounds it looks pretty rough plus maybe not 1080p. I guess graphics and resolution are having to be sacrificed to get that 60fps. Looks like I called it. I knew there would have to be comprises to get 60fps on Xbone games especially with its weaker hardware.

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    Quote Originally Posted by radgamer420 View Post
    Hmm..sounds it looks pretty rough plus maybe not 1080p. I guess graphics and resolution are having to be sacrificed to get that 60fps. Looks like I called it. I knew there would have to be comprises to get 60fps on Xbone games especially with its weaker hardware.
    Comparisons between this and the 360's non-cloudy version might be interesting.
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    This game looks great to me, and it won plenty of E3 awards.
    I downloaded the 1080p feed that was about 1.2 gigs from here-
    http://www.gamersyde.com/download_ti...-30220_en.html

    Im no professional reviewer, but the graphics are quite nice for this kind of game.
    And of course the game play looks fun, thats why it got so much attention at E3.

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    looks good to me, although to me destiny is a likelier choice if i had to choose between the two.



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    Quote Originally Posted by Silver&black_Attack View Post
    This game looks great to me, and it won plenty of E3 awards.
    I downloaded the 1080p feed that was about 1.2 gigs from here-
    http://www.gamersyde.com/download_ti...-30220_en.html

    Im no professional reviewer, but the graphics are quite nice for this kind of game.
    And of course the game play looks fun, thats why it got so much attention at E3.
    Yea, it looks great to me too. Some people are forgetting the fact that this is still a game in development. The release is still about a year away. DF can speculate all they want. They have seen about as much of the game as everyone else. I don't base any of my game purchases on their opinions.
    Last edited by 33x; 07-07-2013 at 10:23.

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    TBH that article was TLR but from the gist of the comments it must not have been all that positive about the games graphics.

    I'm not really sure why the graphics of this game should bear any significance anyways. This isn't the kind of title that yells out to me that it is trying to achieve the bleeding edge of graphics. This is the type of game that would benefit most by being locked at 60fps with a few graphical hits here and there than to be a game that looks amazing running at 30fps. What is going to be most important is weather or not the gameplay is fun and addicting.

    This also brings up my thought of why do some people think that because the hardware is better this gen than last gen, that 30fps will/should be a thing of the past??? Honestly, that has never made any since to me at all. If the developer wants every ounce of performance from the system, 30fps will allow more headroom for better graphics, no matter how strong a system is. Running at 60fps will of course mean the developers will have less room to put in those graphics.
    Last edited by 33x; 07-07-2013 at 10:23.
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    Quote Originally Posted by radgamer420 View Post
    Hmm..sounds it looks pretty rough plus maybe not 1080p. I guess graphics and resolution are having to be sacrificed to get that 60fps. Looks like I called it. I knew there would have to be comprises to get 60fps on Xbone games especially with its weaker hardware.
    Weaker hardware so prove it Rad. The only hing we have to go buy is a bunch of specs on paper and that don't mean a damn thing.

    The game is no where close to being finished they have 8 months to go till it is released.
    Folks are forgetting that all these DF tech analysis are from unfinished product not even close to the final version.
    Last edited by The Sith; 07-07-2013 at 07:40.

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    weaker hardware or not, pushing for 60fps will net lower graphical performance overall versus pushing for 30fps. I would think that is common sense. This is obviously the type of game that would benefit more from being 60fps as with most FPS titles.
    "Bigfoot is blurry, that is the problem...it is not the photographers fault...Bigfoot is blurry and that is extra scary to me because there is an extra large out-of-focus creature roaming the countryside....Run he's fuzzy, get out of here" ~ Mitch Hedburg, RIP you crazy fool

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    Quote Originally Posted by WretchedSoul21 View Post
    weaker hardware or not, pushing for 60fps will net lower graphical performance overall versus pushing for 30fps. I would think that is common sense. This is obviously the type of game that would benefit more from being 60fps as with most FPS titles.
    Did you even read my comment this game is far away from being completed...
    Subjective reading and listening.

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    Quote Originally Posted by The Sith View Post
    Did you even read my comment this game is far away from being completed...
    Subjective reading and listening.
    Did you even read my comment more like it? I am not even knocking this game at all. I'm just stating a fact that games made to run at 60fps will not be able to push out the same graphics of games made to run at 30fps. Dropping the fps will allow devs more room to put in graphics. I also stated before in this thread (which I suppose you didn't read either) that the graphics shouldn't even matter as long as the gameplay is fun and addicting. And being as it looks like its already gaining ground with the CoD group I'm sure it is on the right track.

    I again, also, said that this isn't the a game that's trying to be on the bleeding edge of graphics anyways. Titanfall seems to be trying to push fun and innovative gameplay as its selling point. Titles like Killzone:SF seem to be trying to push graphics as its selling point. If I had my pick, I'd choose the game that is more fun to play that what looks pretty.

    Yet another example of someone who jumps on everything that looks remotely negative toward their system of choice. It really is getting bad here with the fanboyism
    Last edited by WretchedSoul21; 07-07-2013 at 09:40.
    "Bigfoot is blurry, that is the problem...it is not the photographers fault...Bigfoot is blurry and that is extra scary to me because there is an extra large out-of-focus creature roaming the countryside....Run he's fuzzy, get out of here" ~ Mitch Hedburg, RIP you crazy fool

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    This, while its A negative DF article, its not really against the rules, so this can be discussed for now. Its still news at the end of the day

    Oh and imho i think the game looks $#@!ing excellent

    So i will say this, feel free to discuss this, but i will be keeping an eye on this thread and if there is any rule breaking, then dont say i didnt warn ya.

    Oh and stay on topic

    33x
    Last edited by 33x; 07-07-2013 at 10:21.

    Thanks to Final for the sick sig!

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    Quote Originally Posted by WretchedSoul21 View Post
    weaker hardware or not, pushing for 60fps will net lower graphical performance overall versus pushing for 30fps. I would think that is common sense. This is obviously the type of game that would benefit more from being 60fps as with most FPS titles.
    All FPS this gen should be 60fps...no excuses. Any 30fps FPS = fail imo

    Give me lower graphics with superior gameplay every day of the week!

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    Quote Originally Posted by Flaw3d Genius View Post
    All FPS this gen should be 60fps...no excuses. Any 30fps FPS = fail imo

    Give me lower graphics with superior gameplay every day of the week!
    Agreed. I would much rather this game keep it's 60FPS gameplay than have better graphics and end up only 30FPS. Even at it's 60FPS the game still looks fantastic. Still one of , if not the best, shooters at this years E-3.

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    dbl post.

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    Quote Originally Posted by Lefein View Post
    decide what?

    Quote Originally Posted by radgamer420 View Post
    Hmm..sounds it looks pretty rough plus maybe not 1080p. I guess graphics and resolution are having to be sacrificed to get that 60fps. Looks like I called it. I knew there would have to be comprises to get 60fps on Xbone games especially with its weaker hardware.
    plenty E3 awards later and i'm thinking MS won't mind that YOU called it.

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    Quote Originally Posted by Sub-stance1 View Post
    Quote Originally Posted by Flaw3d Genius View Post
    All FPS this gen should be 60fps...no excuses. Any 30fps FPS = fail imo

    Give me lower graphics with superior gameplay every day of the week!
    Agreed. I would much rather this game keep it's 60FPS gameplay than have better graphics and end up only 30FPS. Even at it's 60FPS the game still looks fantastic. Still one of , if not the best, shooters at this years E-3.
    give me 30fps if the game looks better and plays great. if 60fps makes it play better, then yes. 60fps with lower graphics.

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    Quote Originally Posted by The Sith View Post
    Weaker hardware so prove it Rad. The only hing we have to go buy is a bunch of specs on paper and that don't mean a damn thing. The game is no where close to being finished they have 8 months to go till it is released. Folks are forgetting that all these DF tech analysis are from unfinished product not even close to the final version.
    Prove it? Its a documented fact. A quick google search is all it takes. Heres one http://www.digitalspy.co.uk/gaming/n...ys-report.html and heres another http://www.eurogamer.net/articles/di...lysis-xbox-one for examples.

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    Quote Originally Posted by Yungstar 2006 View Post
    give me 30fps if the game looks better and plays great. if 60fps makes it play better, then yes. 60fps with lower graphics.
    Basically, I agree. I don't mind 30fps at all for games But, when it comes to shooters and the like, 60fps is much better.
    "Bigfoot is blurry, that is the problem...it is not the photographers fault...Bigfoot is blurry and that is extra scary to me because there is an extra large out-of-focus creature roaming the countryside....Run he's fuzzy, get out of here" ~ Mitch Hedburg, RIP you crazy fool

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    Quote Originally Posted by radgamer420 View Post
    Prove it? Its a documented fact. A quick google search is all it takes. Heres one http://www.digitalspy.co.uk/gaming/n...ys-report.html and heres another http://www.eurogamer.net/articles/di...lysis-xbox-one for examples.
    The proof will be in the games, and so far neither has proved to be more powerful than the other. It may take years to see a difference.

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    Quote Originally Posted by Sub-stance1 View Post
    The proof will be in the games, and so far neither has proved to be more powerful than the other. It may take years to see a difference.
    or an exclusive that doesn't adhere to the lowest common denominator

    Sony exclusives this gen have been the business!
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  25. #25
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    Quote Originally Posted by Sub-stance1 View Post
    The proof will be in the games, and so far neither has proved to be more powerful than the other. It may take years to see a difference.
    We'll see PS4 pull away in the 2nd and 3rd generation first party titles. The GPU difference alone is pretty huge. http://www.gamechup.com/ps4-and-xbox...tween-the-two/
    Last edited by mistercrow; 07-07-2013 at 20:35.

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