Krteq
Senior member
- May 22, 2015
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Exactly!Guess thats what happens when you hack features into an already existing pipeline......
Exactly!Guess thats what happens when you hack features into an already existing pipeline......
I think its more like "thats what happens when you dont cull out of frustum objects or reduce LOD on extremely high cost objects" like the hairworks buffalo. Theres still a massive performance penalty being paid because all the geometry in the entire benchmark is being rendered every frame.
All those problems exist in standard settings as well, but don't drag down performance disproportionately on AMD or bring 1% and 0.1% low frametimes down by 50%. The fact that they're being drawn when they shouldn't be is important, but the effects themselves make performance bad enough on their own. The lack of culling just amplifies the problem.This has been stated multiple times throughout the thread, yet people are still blaming Gameworks. How typical!
This has been stated multiple times throughout the thread, yet people are still blaming Gameworks. How typical!
Guess thats what happens when you hack features into an already existing pipeline......
Game runs perfectly fine without Gameworks
Game runs significantly worse with Gameworks
You can complain about existing implementation but if the performance difference is irreverent ( i have over 130 hours in FFXV on PS4 and i never experienced major performance problems ) then is it a problem? Only when gameworks comes along.
Did you watch any of GN's videos? If you did, you would already have an answer to these questions. The engine currently has an issue with culling objects. This problem exists whether or not Gameworks is enabled or disabled. Gameworks just exacerbates the issue due to more objects being rendered, but it's the engine itself that is the source of the problem. This will certainly be fixed by the time the game is released.
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Yes i did, your missing the point, everything has a cost ( dev time, performance etc) on normal or high without gameworks results in respectable performance for the hardware in question based on the visible IQ. Only when gameworks feature are turned on does it all go south, thus to quote myself again:
Guess thats what happens when you hack features into an already existing pipeline......
The PC version isn't remotely comparable to the console version. The PC version is a full generation ahead of the console versions, and that includes the Xbox One X and PS4 Pro.
A generation of what? based on what? Who decided this, you? It looks completely comparable to me, im sure 18 months of extra development time would have improved the console release as well.
But let be honest here, this is nothing but you trying to dodge and deflect, Because the stutter issues are gone on high without gameworks, stutter issues don't exsist on my PS4 pro ( cant remember what is was like on org PS4).
Yes i did, your missing the point, everything has a cost ( dev time, performance etc) on normal or high without gameworks results in respectable performance for the hardware in question based on the visible IQ. Only when gameworks feature are turned on does it all go south, thus to quote myself again
A generation of what? based on what? Who decided this, you? It looks completely comparable to me, im sure 18 months of extra development time would have improved the console release as well.
But let be honest here, this is nothing but you trying to dodge and deflect, Because the stutter issues are gone on high without gameworks, stutter issues don't exsist on my PS4 pro ( cant remember what is was like on org PS4).
How about we just agree that it might be prudent to wait until the game actually ships before we come to a conclusion on the Gameworks implementation in FF XV?
This is based on comments from the Game Director:
If I'm trying to dodge and deflect, you are trying to cast premature aspersions on the game before it's even released. If these issues persist after the game is released, then I will agree that Gameworks is a problem and I will recommend disabling it.
GameWorks feature enhance the IQ at the cost of fps, it's not rocket science. Hair, Shadow, grass, ground, fire and particles all receive extra details, higher resolution and simulation. We've seen this in countless other games. Ultra effects always cost a lot of fps.I dont know how much you have played with the benchmark ( i have a fair bit with my vega56) but just turning on any of the gameworks features has an impact. Turning on Tessellation/turf and then hard limiting tessellation has an impact
GameWorks feature enhance the IQ at the cost of fps, it's not rocket science. Hair, Shadow, grass, ground, fire and particles all receive extra details, higher resolution and simulation. We've seen this in countless other games. Ultra effects always cost a lot of fps.
No need to omit all the IQ enhancements present on the video to focus on this part. Also, Turf has better interactivity in Ghost Recon Wildlands, they will likely have the same effect in the full game.New Also from the Digital Foundry video it looks like TurfWorks does nothing but draw extra long grass with very little interactivity, while the non-GameWorks 'high' setting has better interactivity.
I've seen it in action, for example in this video. Hardly special. Except for higher resolution and longer blades in the first two scenes, the base game just seems to have different collision values for the taller grass in the last scene. I refuse to believe Ubisoft couldn't have come up with the same thing on their own accord.No need to omit all the IQ enhancements present on the video to focus on this part. Also, Turf has better interactivity in Ghost Recon Wildlands, they will likely have the same effect in the full game.