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Forums - Nintendo - Xenoblade Chronicles X Tech Analysis (Digital Foundry)

curl-6 said:

Honestly, in most games where Digital Foundry has pointed out low resolution alpha, motion blur, or depth of field, I haven't even noticed while actually playing. Similarly, I think the water looks fine with cubemaps.

As to the quality of it's AA solution, I can't speak to that until I get it on my own TV, but going by Digital Foundry's screens, it's far from the worst I've seen. I half expected them to jettison AA altogether, like Mario Kart 8 and a number of PS3/360 heavy hitters.

Crepuscular rays are a nice touch.

0_0 

Surprise, surprise ... 

They can most definitely make the AA of higher quality when the GPU is capable of custom sample locations so that we can get some good temporal anti-aliasing ...



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fatslob-:O said:
curl-6 said:

Honestly, in most games where Digital Foundry has pointed out low resolution alpha, motion blur, or depth of field, I haven't even noticed while actually playing. Similarly, I think the water looks fine with cubemaps.

As to the quality of it's AA solution, I can't speak to that until I get it on my own TV, but going by Digital Foundry's screens, it's far from the worst I've seen. I half expected them to jettison AA altogether, like Mario Kart 8 and a number of PS3/360 heavy hitters.

Crepuscular rays are a nice touch.

0_0 

Surprise, surprise ... 

They can most definitely make the AA of higher quality when the GPU is capable of custom sample locations so that we can get some good temporal anti-aliasing ...

I noticed low res DOF in Mass Effect 3 for instance, but it wasn't until I read the Digital Foundry articles that it even caught my attention in Call of Duty or Mario 3D World. Most of the time I'm playing, I'm paying more attention to the enemies I am fighting or how to get to my next destination than examining things like alpha and such.

Gonna be honest, I'm not an expert in AA and while I do know what temporal AA is, I don't really know what custom sample locations means or if Wii U supports it.



Zekkyou said:

While i agree that MGS5 and XCX don't make for a perfect comparison, the bolded isn't entirely relevant. How difficult an open world game is to render has little to do with its actual size, but with the size of its various LOD fields and the quality of what's in them. In something like XCX, and even MGS5, everything past a certain distance is being rendered with very low-quality assets (and if it's far enough away often not rendered at all). If an open world game is properly optimized, the majority of its render budget should be focused on the player's local environment.

MGS5 isn't 60fps because it has a segmented world, in-fact i expect that was more of a design decision than a technical one. It's 60fps because of its general focus, and the quality of what's being rendered locally around the player. MGS5 is a pretty nice looking game, but ultimately on a technical level it's mostly just a PS3/360 game that's been polished up (far be it well polished).


It has plenty to do with it in regards to the quality of the final products output you must have ignored or not read the whole debate as the point is about performance and quality. MGSV would not run at 60fps if it wasn't segmented as well as have as much going on as other mentioned games and it would certainly have to make compromises to do that and be seamless like the other mentioned games.

Ofcourse MGS is focused on what's locally that's the whole point, even when something is rendered in low quality at a distance it is still taking up resources, in MGSV's case it loads one segmented area and makes it run at 60fps with detail and less going on then the other games, that's how it focuses on the player locally, you wouldn't get the same result if the game wasn't segmented. We can also factor in that in cases like XCX's and Just Cause that rendering also extends horizontally further then most games.



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Goodnightmoon said:
spemanig said:


MGSV says hi at 60fps. Not even remotely close.

I came here to praise the game, but you just couldn't let me do that.

I said rpg though

Its all about trade offs. They settled with 720p/30 fps, no AA, lots of pop up in some areas, etc. They game was essentially designed to stay at 30 fps, polish be damned.

Where do you wanna draw the line in open world RPGs?

Borderlands is 1080p/60 fps on next gen consoles, Wii U couldn't achieve that.

Dragon Age on X1 is virtually locked at 30 fps according to a DF video.





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Mr Puggsly said:

Its all about trade offs. They settled with 720p/30 fps, no AA, lots of pop up in some areas, etc. They game was essentially designed to stay at 30 fps, polish be damned.

It has AA.

And Digital Foundry certainly thought it was polished: 

"Ultimately, Xenoblade Chronicles X is a beautiful and expansive game. It's also really the only game of its kind on the Wii U right now and it works wonderfully. Even with some of its blemishes, it's hard not to be impressed by what has been achieved on Nintendo's home console. The slick presentation, rich gameplay, and incredible soundtrack all comes together to create one of the most polished open world experiences we've encountered in quite some time - even in the face of obvious technical compromises"



Basically the only bad thing is the pop ins in the city.

Otherwise practically perfect.



 

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curl-6 said:
Mr Puggsly said:

Its all about trade offs. They settled with 720p/30 fps, no AA, lots of pop up in some areas, etc. They game was essentially designed to stay at 30 fps, polish be damned.

It has AA.

And Digital Foundry certainly thought it was polished: 

"Ultimately, Xenoblade Chronicles X is a beautiful and expansive game. It's also really the only game of its kind on the Wii U right now and it works wonderfully. Even with some of its blemishes, it's hard not to be impressed by what has been achieved on Nintendo's home console. The slick presentation, rich gameplay, and incredible soundtrack all comes together to create one of the most polished open world experiences we've encountered in quite some time - even in the face of obvious technical compromises"

Ah, it does have AA. I must have been confused with Splatoon. They seem feel the AA impletned isn't great though.

When I was takling about polish, I'm obviously refferring to 720p, pop in, low quality effects, etc. Halo 5 is a better looking game with trade offs in polish so it could achieve 60 fps.

As it points out in the quote you posted, there were compromises to get that 30 fps virtually locked.



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