By using this site, you agree to our Privacy Policy and our Terms of Use. Close

Forums - Sony - Digital Foundry Performance analysis: inFamous: Second Son

Performance analysis: inFamous: Second Son

 

Following in the wake of technological showcase that is Killzone: Shadow Fall, Sony's first-party studios surprise and delight us once again with a stunning new workout for the next-gen PlayStation 4 hardware - inFamous: Second Son. Unfortunately, owing to a combination of factors (GDC, Project Morpheus, Metal Gear Solid and the late arrival of inFamous code, if you're wondering), we didn't have the time to bring you a full tech analysis at launch, but we couldn't mark the arrival of this beautiful title without a spot of Digital Foundry coverage.

We loaded up the game and played through the first hour, bringing you this initial performance analysis, covering off a range of different gameplay scenarios where we can see how Sucker Punch's brand new PlayStation 4 engine performs. The virtually uninterrupted captures include stunning vistas, detailed cut-scenes, exciting set-pieces and intense combat, spoiling nothing other than establishing the characters, seeing how Delsin gets his powers and witnessing his journey to Seattle - and his first brush with the anti "bio terrorist" forces that have occupied the city. In short, what we have here is a range of scenarios to show how the new engine performs - and the results are rather intriguing.

There's been some discussion about the performance of the game, particularly in terms of a fluctuating frame-rate, and what quickly becomes evident is that Sucker Punch has opted to continue the strategy it used on its PlayStation 3 titles: a solid v-sync working in combination with a completely unlocked frame-rate. The difference here is that while the previous titles in the series would frequently drop beneath the 30fps threshold, it takes a mass of action and GPU-intensive post-processing effects to truly impact inFamous: Second Son's performance. Bearing in mind the high levels of detail, and the overall complexity of the rendering pipeline, that's a stunning achievement.

"This is an absolutely beautiful game - and a strong performer. Across a general run of play, inFamous: Second Son spends most of its time north of 30fps."

 

 

However, the disadvantages of the unlocked frame-rate are pretty clear when looking at the frame-time graph. Here, we study the amount of time each individual frame is on-screen. A locked 30fps or 60fps gives a level of consistency that is considerably easier on the eye, and helps to ensure a level response in terms of controller input lag. inFamous: Second Son spends much of its time between 30-40fps during gameplay - those additional frames over 30fps manifesting more as judder as opposed to a significantly smoother experience. It's hardly a massive issue, but a Killzone-style frame-rate limiting option would be welcome.

Certainly, the game is a visual feast. Similar to Guerrilla Games' latest work, inFamous operates with a materials-based deferred renderer, which not only allows for a multitude of dynamic light-sources, but also lights the scene according to the physical properties of the objects present - for example, reflectivity and the roughness. An energy-conserving model like the one used here treats light as energy, calculating how light spreads across the surface over the material according to its physical properties. The results can be absolutely beautiful to behold - reflections in particular (what looks like an expert blend of pre-baked and full real-time) can look sublime.

Other highlights in the rendering include the realistic, wispy smoke and the multitudes of particles that represent the physical manifestation of Delsin's newly acquired powers. According to this leak, he breaks down into 11,000 'ashbit' particles during a single smoke-dash through the air, with the character itself composed over 60,000 polygons.

Also worthy of note is the implementation of state-of-the-art anti-aliasing, believed to be a variant of SMAA T2X, as found in Crysis 3. This is one of the best post-process anti-aliasing techniques we've seen, combining a new take on MLAA with a temporal element. Edge-smoothing is phenomenal, and while there is some ghosting, it is not any kind of real distraction during gameplay.

We've only just scratched the surface of inFamous: Second Son right now. Indeed, the video above constitutes the entire amount of time we've spent with the game thus far - but what's clear is that as a technological statement, this is exceptionally strong stuff, especially bearing in mind that this is a first-gen PlayStation 4 title.

 

 

Source: http://www.eurogamer.net/articles/digitalfoundry-2014-infamous-second-son-performance-analysis



Around the Network

Bump.



I don't understand why they just didn't lock it at 30 FPS, seems strange to me.



Kinda wierd to just post a copy paste of another article, also bad for eurogamer kinda stealing clicks but anyway i am new here maybe thats normal here.



why the fuck are they defending themselves for a tight schedule? If your not certain don't post an article



 "I think people should define the word crap" - Kirby007

Join the Prediction League http://www.vgchartz.com/predictions

Instead of seeking to convince others, we can be open to changing our own minds, and seek out information that contradicts our own steadfast point of view. Maybe it’ll turn out that those who disagree with you actually have a solid grasp of the facts. There’s a slight possibility that, after all, you’re the one who’s wrong.

Around the Network
ModBod said:
I don't understand why they just didn't lock it at 30 FPS, seems strange to me.

Maybe they didn't feel like doing anything? I don't know. It's pretty weird.



pezus said:
Scarphish said:
Kinda wierd to just post a copy paste of another article, also bad for eurogamer kinda stealing clicks but anyway i am new here maybe thats normal here.

I'd argue that it increases clicks instead of stealing them, if anything. Most here aren't regular viewers of Eurogamer but there are many here who check these forums every day.


I suppose that might be the case but still a sample of the article followed by the article link would be more appropriate.



Even though I feel bad for people who don't like the unlocked frame rate, me And my plasma tv love it!!! My TV already has almost zero latency and with an unlocked framrate I always get a closer to 60fps feeling than a 27-30 fps feeling and my TV handles the jittering really well since it can natively do 74hz.



this game is hands down the best looking and technical game out.



Now that they mention it, the AA really is top notch. I barely noticed it at all. There are some drops to 20 but that really is just for really heavy action and not for long.
They didn't mention the heavy blur though. Not only for distances but also motion. It's not always noticeable but sometimes.



If you demand respect or gratitude for your volunteer work, you're doing volunteering wrong.