Podings said:
I could very well be wrong. It's a little hard to gauge from the video, but the aliasing I'm seeing could really mean something more aching to 720p. |
720p/30fps would be my bet, in order to account for the huge open world.
What will the native resolution of Xenoblade Chronicles X be? | |||
| 1080p | 30 | 21.13% | |
| 720p | 112 | 78.87% | |
| Total: | 142 | ||
Podings said:
I could very well be wrong. It's a little hard to gauge from the video, but the aliasing I'm seeing could really mean something more aching to 720p. |
720p/30fps would be my bet, in order to account for the huge open world.
curl-6 said:
720p/30fps would be my bet, in order to account for the huge open world. |
I don't think the size of the world is going to have much bearing on the framerate in this regard. That would be the amount of game objects, and by far the most of this world is going to be completely static, so giant chunks of it can enter and exit memory as one object.
720p and 30fps to me. The hardware is similar to the ps3 so I'm gonna go with its average for fps and res. If they get any higher for either then hats fucking off to the dev team. I doubt it though.
Podings said:
I don't think the size of the world is going to have much bearing on the framerate in this regard. That would be the amount of game objects, and by far the most of this world is going to be completely static, so giant chunks of it can enter and exit memory as one object. |
Except the world is filled with foliage, characters, all kinds of different elements that you can't just render as a single entity. Big, detailed world = more assets to render = bigger processing load. There's a reason 60fps in an open world game is virtually unheard of on consoles.
There's too much blur and aliasing for it to be 1080p. I'd put my money on 720p with a basic form of AA, but the latter might be due to the video compression. I shall sit here and dream that they'll somehow get it higher by launch though... Now that I've mostly abandoned my PS3 and 360, my tolerance for 720p is somewhat waning ^^;
I expect it'll be fine enough for most WiiU owners though.

curl-6 said:
Except the world is filled with foliage, characters, all kinds of different elements that you can't just render as a single entity. Big, detailed world = more assets to render = bigger processing load. There's a reason 60fps in an open world game is virtually unheard of on consoles. |
The foliage and other set dressing details seem to unload at a certain distance though, leaving just large chunks of relatively simplistic level geometry with normal maps of scalable quality and apparently no shadow generation.
When over world games rarely run 60fps on consoles it is also because many technical directors on productions that also feature crummy art direction (ie. GTA/Crysis/FarCry/Just Cause/Crackdown) don't have a clue about where to hack and slash to optimize.
I could just keep walking backwards in GTAV on 360 until the raytraced shadows from palmtrees started pixellating and miscalculating. Fade that shit out at a reasonable distance where nobody cares anyway, and spend the power on frames, people.
Podings said:
The foliage and other set dressing details seem to unload at a certain distance though, leaving just large chunks of relatively simplistic level geometry with normal maps of scalable quality and apparently no shadow generation. When over world games rarely run 60fps on consoles it is also because many technical directors on productions that also feature crummy art direction (ie. GTA/Crysis/FarCry/Just Cause/Crackdown) don't have a clue about where to hack and slash to optimize. I could just keep walking backwards in GTAV on 360 until the raytraced shadows from palmtrees started pixellating and miscalculating. Fade that shit out at a reasonable distance where nobody cares anyway, and spend the power on frames, people. |
GTA V has to be one of the most optimised games I can actually think of. That level of detail and visual quality in an open world game (Flying high in the sky on a clear day is unbelievable) on a 10 year old machine with 512mb of ram? Come on.
There's only 2 races: White and 'Political Agenda'
2 Genders: Male and 'Political Agenda'
2 Hairstyles for female characters: Long and 'Political Agenda'
2 Sexualities: Straight and 'Political Agenda'
| Podings said: The foliage and other set dressing details seem to unload at a certain distance though, leaving just large chunks of relatively simplistic level geometry with normal maps of scalable quality and apparently no shadow generation. When over world games rarely run 60fps on consoles it is also because many technical directors on productions that also feature crummy art direction (ie. GTA/Crysis/FarCry/Just Cause/Crackdown) don't have a clue about where to hack and slash to optimize. I could just keep walking backwards in GTAV on 360 until the raytraced shadows from palmtrees started pixellating and miscalculating. Fade that shit out at a reasonable distance where nobody cares anyway, and spend the power on frames, people. |
Most open world titles are 30fps because the developers feel that the game benefits more from a more detailed/immersive world than it does from 60fps (and i often agree). It's understandable if you dislike that particular design trend, everyone has preferences, but it's silly to try and credit 30fps as being the inherent result of a lack of optimization. It can but, but it doesn't have to be.
On a side note, i really like FarCry's art style (particularly 4's) :p I'm a real softy for stylized realism.


Podings said:
The foliage and other set dressing details seem to unload at a certain distance though, leaving just large chunks of relatively simplistic level geometry with normal maps of scalable quality and apparently no shadow generation. When over world games rarely run 60fps on consoles it is also because many technical directors on productions that also feature crummy art direction (ie. GTA/Crysis/FarCry/Just Cause/Crackdown) don't have a clue about where to hack and slash to optimize. I could just keep walking backwards in GTAV on 360 until the raytraced shadows from palmtrees started pixellating and miscalculating. Fade that shit out at a reasonable distance where nobody cares anyway, and spend the power on frames, people. |
Every game unloads assets at a certain distance, if everything was rendered always, PS4 would choke on open world PS3 games.
Monolith could have made XCX 60fps, but it would mean they'd have only half as much pixel fillrate per frame. A console is a closed box with a finite amount of rendering power, you have to pick your battles. Detail over framerate is the logical choice to make in a game like this, and a choice I personally agree with.