By using this site, you agree to our Privacy Policy and our Terms of Use. Close
captain carot said:
The engine is the same Madness engine already used for SHIFT, Test Drive Ferrari and SHIFT 2.

Occlusion culling is really nothing new. It was in the early 2000's. AFAIK most (bigger) PC games use it.
Hell, Cry Engine uses multiple culling techniques by default, though some have to be optimiesed at hand for the best performance.
So i'd basically bet they have culling techniques. Without reading through their tech docs in the WMD forum.

For the fps side, you are missing something. They actually need more than 7 fps. Which would be a 30% increase.
They have an average 23fps. With much lower framerates as well. They'll need to not drop under 30fps for a at least good playable racing game.

That might look as good or better than SHIFT 2. But it still wouldn't work with SETA and other demanding stuff.

So no leaderboards for Wii U. Probably no weather or at least no dynamic weather. Less cars offline and probably online. This is a real current gen game and though Wii U has a current gen feature set it has far less power than the other devices.
Then there's still the question who would really buy that.

Batching isnt actually new either.

and fixed shaders are new?

How many people still use them?

If there is something we have learned this generation is that companies wnat to laucnh a game as fast as possible without doing to many optimizations to earn the best profit possible(look at all those games with bug, even the acclaimed witcher 3 is facing many troubles). Even if the engine supports it developers still have to do tests and improve the occlussion culling in certain areas, not everything is automatic, and if its is normally is inefficient compared to doing manual adjustments. The concept is the same as low level programming vs high level programming, the first giving best performance possible and the other making life easier for the developers in exchange for performance.

And is not 30% increase, its 23.33%

look

30fps = 100%

7fps= x

x= 7fps*100 / 30fps

x= 23.33%

 

By looking at the benchmarks(even with worse escenarios than the examples) we can see that some optimizations with the occlusion culling here and there and some batching then they could indeed reach the 30fps, and if they are in a hurry they can always mix these solutions with the last one i mentiond, the variable resolution used in Wipe Out HD, that way even if there are occassion with bad framerate the resolution will be the one that would drop instead