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  1. #26
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    Trials Fusion runs at 1080p on PS4 and 900p on Xbox

    Quote Originally Posted by MartyRules View Post
    It was on the Vita
    Trials never was on the Vita.
    A clone called Urban Trial Freestyle is. Nice little game although I enjoyed Trials HD more.
    Last edited by MjW; 04-14-2014 at 06:43.
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    I goota say I cant see what is so technically challenging about this...



    60hz....not the first time I have wondered about 60hz being some sort of limitation, they seem to suffer the most.

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    Quote Originally Posted by mynd View Post
    I goota say I cant see what is so technically challenging about this...



    60hz....not the first time I have wondered about 60hz being some sort of limitation, they seem to suffer the most.
    there's always going to be a variation in skills/budget/time etc. but overall, one thing always sticks out, convenience.

    it's not in their best interest to push for 1080p, regardless of whether X1 is capable or not. all about available resources and how much you'd have to work extra for. again, i'm sure if it were some other developer (more skilled), they could've achieved 1080p on both platforms without issues...so it all depends.

    but yes, ease of development never hurts in any case.

  4. #29
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    Quote Originally Posted by mynd View Post
    I goota say I cant see what is so technically challenging about this...
    60hz....not the first time I have wondered about 60hz being some sort of limitation, they seem to suffer the most.
    They do a lot of impressive stuff considering the 16.6ms limit. (Especially as they drop frames very rarely.)
    Actual gameplay/physics and on top of that lot of lights with shadows, virtual texturing etc.

    There should be more information on tech in few days.
    Sebbi on B3D is coder on graphics and gives a lot of nice information in several threads.

    There was nice rundown on old trials games and techtalk on this gaf post.
    Last edited by jlippone; 04-15-2014 at 10:25.
    -------
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    The Truth on OpenGL Driver Quality
    Things that drive me nuts about OpenGL

  5. #30
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    Quote Originally Posted by jlippone View Post
    They do a lot of impressive stuff considering the 16.6ms limit. (Especially as they drop frames very rarely.)
    Actual gameplay/physics and on top of that lot of lights with shadows, virtual texturing etc.

    There should be more information on tech in few days.
    Sebbi on B3D is coder on graphics and gives a lot of nice information in several threads.

    There was nice rundown on old trials games and techtalk on this gaf post.
    That's a pretty good break down of some of the technology they use, and one would think they went into X1 development with those techniques in mind. Its interesting that they realised they had to by pass going through DX and went for close to hardware programming which probably means a lot more developers go that route. Also that linear lighting, GPGPU and virtual texturing was possible and on the older systems. Puts into perspective that virtual texturing isn't the insta win it sometimes shown as.

  6. #31
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    Quote Originally Posted by Sajuuk Khar View Post
    That's a pretty good break down of some of the technology they use, and one would think they went into X1 development with those techniques in mind. Its interesting that they realised they had to by pass going through DX and went for close to hardware programming which probably means a lot more developers go that route. Also that linear lighting, GPGPU and virtual texturing was possible and on the older systems. Puts into perspective that virtual texturing isn't the insta win it sometimes shown as.
    That's only in relationship to draw calls, which was something MS implemented on on the SDK as an option for devs to use ring buffer techniques, they opened it up to devs as they got to grips with multi-processors, it was implemented by MS for the 360 vs DX9 on PC, so it wasn't really the dev "bypassing it" , as for virtual texturing, well yes, ID used in it RAGE.

    I'll see if I can hunt down the XNA paper I have on those improvements to draw calls for you.

  7. #32
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    Quote Originally Posted by mynd View Post
    That's only in relationship to draw calls, which was something MS implemented on on the SDK as an option for devs to use ring buffer techniques, they opened it up to devs as they got to grips with multi-processors, it was implemented by MS for the 360 vs DX9 on PC, so it wasn't really the dev "bypassing it" , as for virtual texturing, well yes, ID used in it RAGE.

    I'll see if I can hunt down the XNA paper I have on those improvements to draw calls for you.
    hehe dont stress about those papers :P


    The draw calls though, isn't that what so much of the DX12 enhancements are bringing though?

  8. #33
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    Found one of them:

    There are a class of Xbox 360 API extensions which write directly to the ring buffer; these functions are prefixed by the Gpu tag. Gpu functions bypass the shadow state entirely, which has two consequences. First, the application must pass the entire hardware register in its GPU native format, since there is no shadow state to copy untouched fields from. Second, the application must inform Direct3D that the shadow state is being bypassed using the GpuOwn and GpuDisown APIs. When a GPU register is owned by the application, it can only be changed using the Gpu API extensions and not using the regular D3D APIs.
    http://www.microsoft.com/en-us/downl...s.aspx?id=5313

    It wasn't there in the original SDK.

    Multi-processor draw calls could be done on later 360 SDK's, but you were still ultimately asking core 0 to do the actual call.
    So even if you said "draw this $#@!" on core 1, and "draw that $#@!" on core 2, the actual "ok I'll send this to the GPU" was still on core 0.

    DX12 is about spreading that around so you don't get stalls.

  9. #34
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    Quote Originally Posted by Sajuuk Khar View Post
    Puts into perspective that virtual texturing isn't the insta win it sometimes shown as.
    Actually virtual texturing can be huge win for amount of draw calls in addition to constant amount of memory used for textures.
    It also can make texturing a lot faster when used like in Battlefield 3&4. (terrain texture splatting.)

    It also opens up some interesting possibilities like texture space lighting etc. (resolution independent shading and/or reuse of shading.)
    -------
    Couple of nice blog posts about OpenGL.
    The Truth on OpenGL Driver Quality
    Things that drive me nuts about OpenGL

  10. #35
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    another non next game that i wont even consider for my next gen console

    Thanks to Final for the sick sig!

  11. #36
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    So no demo? I see it on the store but I dont see any demo for it.

  12. #37
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    Quote Originally Posted by mistercrow View Post
    So no demo? I see it on the store but I dont see any demo for it.
    so you mean you actually are interested in this game?

  13. #38
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    Quote Originally Posted by Sufi View Post
    so you mean you actually are interested in this game?
    gotta be worth a try out by demo,no?


    Quote Originally Posted by F34R View Post
    Ok... I was wrong. Happy?

  14. Likes mistercrow likes this post
  15. #39
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    Quote Originally Posted by Sufi View Post
    so you mean you actually are interested in this game?
    Of course. Why else would I ask about the demo? I enjoyed the other trials games.

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    Quote Originally Posted by 33x View Post
    another non next game that i wont even consider for my next gen console
    Interesting attitude, probably why I just aint bothered with missing out on next gen at this point.

    At the current rate of indie, and cross-gen games, I really am still hanging out for that game that makes me say "I want one!"
    I'm sure it will arrive sometime, I cant imagine me not wanting a next gen only Mass Effect for example.
    Last edited by mynd; 04-16-2014 at 00:02.

  17. #41
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    Quote Originally Posted by Sufi View Post
    so you mean you actually are interested in this game?
    Trials is a great game.

    My name isn't a misspelled Nazi,god****.

  18. #42
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    The demo is there now. Just started downloading.

  19. #43
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    Thanks for the heads up crow.

    Downloading now, I'm at the gym and fired up the ps app and started it, this app is good stuff.

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    Quote Originally Posted by chrisw26308 View Post
    Thanks for the heads up crow. Downloading now, I'm at the gym and fired up the ps app and started it, this app is good stuff. Sent from my SPH-L720 using Tapatalk
    You're welcome bro. Playing Infamous while I'm downloading. Its almost done.

  21. #45
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    one is 1080p and the other is 900p. It looks like xb1 has the better textures to me.


  22. #46
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    *golf clap*
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    I understand there are texture streaming issues with both, so I dont think that screen shot is indicative of one over the other:

    However, we do notice PS4 and Xbox One struggling to stream segments of the world fast enough from their hard disks, resulting in some pop-in..
    http://www.eurogamer.net/articles/di...usion-face-off

  24. #48
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    Overall, the work RedLynx has put into optimising Trials Fusion across all four platforms is impressive. The PC release stands ahead of the pack by a notable margin thanks to its higher-quality alpha effects, fully v-synced playback and the potential for better texture streaming via SSD, but despite a few small shortcomings, the PS4 and Xbox One versions translate the experience across with little left on the chopping board.

    It falls to resolution to define the better console release - and in this case the PS4's full 1080p native resolution gives it a clear edge. For the most part, the Xbox One's updated 1600x900 framebuffer comes respectably close in motion, but for clinical, bright indoor areas the increased pixel-crawl is a distraction. Both versions suffer from texture pop-in and occasional tearing in different areas, but otherwise they each offer a very strong experience.

    Trailing behind the pack is the 360 release, but it speaks to RedLynx's commitment to 60fps that everything from ambient occlusion and texture quality to background geometry is dialled back or removed to hit this target. Plain as it looks by comparison, then, the core level design is identical to the more lavish releases, leaving us with a solid rendition.
    No sub, PS4 is better than XB1.



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  25. #49
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    Quote Originally Posted by mynd View Post
    I understand there are texture streaming issues with both, so I dont think that screen shot is indicative of one over the other: http://www.eurogamer.net/articles/di...usion-face-off
    Yeah Sub just cherry picked the shot that caught the PS4 side while the textures were still loading (look at the log for example) due to the texture pop in issues that both versions suffer from at one time or another. Pretty weak try. lol I'll go with the DF verdict.
    Last edited by mistercrow; 04-22-2014 at 04:32.

  26. #50
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    Lol

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