Digital Foundry: Hands-on with the Forza Horizon 2 demo

Bandwidth is not really an issue for the X1, especially with regards to its gpu. The size of the ESRAM is the issue, but it can be worked around, although that requires a bit of effort.

At least it seems to work better/easier now than with launch games.
 
IIRC Forza 5 had no AA at all.

About the analysis some really impressive stuff from Playground once again, they certainly put a lot of emphasis on clean IQ. The inclusion of 4xMSAA is surprising to say the least & seeing the frame-rate analysis not dropping a single frame is great news as well.

Can't wait to see how the engine will evolve for Forza 6 after Playground's involvement/improvements.
Forza 5 had Msaa2x, but apparently it was later borked by some stuff done to the frame buffer so the game had way more jaggies than it should.

Hope mainline Forza switches to foward+ too, do they can have dynamics lights without impacting the frame rate.
 
Open world, so I can't really fault them on that, I guess.

Not on the quality, but I wish they had some more variations in the foliage, or at least some different colors. Looks a little dull sometimes.
But its really a minor thing.
Still best looking racer I've played so far.
 
Stop what? Pointing out that devs make stupid IQ choices all the time. UFC at 900p + 4x MSAA is worse than 1080p + 2xMSAA but that did not stop EA from going for the objectively worse option on the PS4 version.

AF is simple and if the devs need source code there are plenty of places to get it from that will be practically plug and play with the API. If you have a 0xAF screenshot compared to a 16xAF screenshot you will notice the IQ differences immediately yet if you benchmark the difference will be at worst 2 FPS even on cards that are behind what the XBox One has.

As far as how much effort it requires, chances are it is practically nil since it is not some new or fancy graphics technique, it has existed for decades. Hell 10 or so years ago ATi and Nvidia were one upping each other for true angle independent AF so that it worked on even odd surface angles. This is back in the time of the Radeon 9700 Pro.

I think it's pretty arrogant to say that devs make bad IQ decisions if you don't know their code, their objectives and so on. That's all. You can be upset, of course. But saying that rendering engineers make stupid decisions is way too off for people not even remotely close to the magic devs are doing out there.
 
Ryse showed the console has grunt. The cross-gen stuff has been hiding these machines' potential.

This is the next-gen game I've been waiting for.
 
This is my biggest complaint. I wish more priority was given to AF. Lack of it, for me, can completely destroy all the other efforts to get a clean and crisp image and is something we've suffered quite a bit of this gen, though people seem to suggest it is computationally cheap to do?

Whats with this generation and no AF?

AF is supposed to be really cheap.

Maybe since it's a racer and your driving fast there is no need for AF.
 
I loved the demo, such an eye-candy game.

This is one of the first games where you can't tell the difference between photo-mode or the actual game-play thanks to the very advanced AA.

And we are talking about an open-world game in the same time, so impressive work playground.
 
My favorite thing in Forza was driving backwards and absolutely clattering into people driving the right way. Can you still do that?

kingpin-o.gif


So you're the culprit ! I'm coming for you

;-)
 
I think it's pretty arrogant to say that devs make bad IQ decisions if you don't know their code, their objectives and so on. That's all. You can be upset, of course. But saying that rendering engineers make stupid decisions is way too off for people not even remotely close to the magic devs are doing out there.

Devs make bad IQ decisions all of the time, especially with regards to resolution, AA and AF. It is not arrogant to point it out when it is staring us in the face. Sometimes there are reasons why the devs made the choices they did and that is understandable, not all rendering techniques work well with all AA techniques. Some engines do not even support specific AA techniques so cannot be used without writing it yourself and so on. AF is not one of those things though. From the screen shots it looks like they have some level of AF so increasing it is just the case of changing a number in a config file somewhere (if it is sensibly coded that is).

Now this is the demo so it is possibly an old build and the AF in the final game will be higher, considering how little that technique costs for how much it adds I would definitely hope so.

That said the rest of the IQ looks good and it does look like a fun game to play as well as being a great show case for what can be achieved on the Xbox One.
 
I was gonna grab this on 360, but as time passes I'm starting to think I'll just wait until I've got an XBone (can't imagine it'll be too long). Eh, we'll see.
 
Whats with this generation and no AF?

AF is supposed to be really cheap.

Maybe since it's a racer and your driving fast there is no need for AF.

It is cheap and there is no reason not to have it IMO.

I cannot think of a scenario where turning the AF down will even make a performance difference, you might get a 1-2 FPS boost going from 16xAF to 0xAF but the IQ will take a very noticeable hit and there are other things you could turn down first that will have a bigger performance impact and a lower IQ impact.
 
It is cheap and there is no reason not to have it IMO.

I cannot think of a scenario where turning the AF down will even make a performance difference, you might get a 1-2 FPS boost going from 16xAF to 0xAF but the IQ will take a very noticeable hit and there are other things you could turn down first that will have a bigger performance impact and a lower IQ impact.

I think it'd be better if you ask devs personally but IF it is that easy I strongly believe devs would do it. They are implementing way harder algorithms all the time.
 
Playground should handle mainline forza.
What Turn 10 does is also usually quite impressive. They prioritize a rock solid 60fps, so that inevitably calls for compromises elsewhere(often seen in the lack of anti-aliasing), but they still tend to end up with some of the better looking games on the system.
 
Playground should handle mainline forza.
I think that statement is simply not fair. Turn10 pretty much developed the engine and they also assisted Playground in developing Horizon 2. The Motorsport IP runs at 60fps which obviously makes everything even harder.
 
Playground should handle mainline forza.

This is just silly. Turn10 created a great engine with Forza Motorsport 5, with fabulous graphics and physics simulation. Horizon 2 uses this engine.

Do you think T10 are a bunch of amateurs to create such an engine? XB1 was clearly released early - and T10 had to get its flagship game ready for that early launch, but still managed to get a 1080p60 game out of the gate on launch day.

Playground has done a great job with Horizon 2 - but it has done so building on the work of T10.
 
Death³;130573541 said:
Sorry, 30 FPS racing games might as well not exist as far as I am concerned. They are immediately disqualified.

No need to apologise dude, you're the one that's missing out.
 
You are free to miss out on great racing games then.

What actually hurts most is not that he's dissing the frame rate, I would too. But PLAYING this game, I don't know how, but the 30FPS is so goddamn buttery smooth that it may as well be 60FPS for me. Also I love how they made the controls at a different refresh rate. 30FPS games usually have the slow/heavy control response but this is somewhere in between 30FPS and 60FPS games.

Seriously if this game isn't even nominated for GOTY then all hope is lost. It's not just a technical marvel, it also looks to be one of the funnest racing games to play on the new generation.
 
I think it'd be better if you ask devs personally but IF it is that easy I strongly believe devs would do it. They are implementing way harder algorithms all the time.

These are GCN GPUs so just do the following. Load up a PC game at settings that run well with 0xAF (30fps, 60fps whatever you want just keep everything the same apart from AF), run a benchmark and then do it again with 16xAF. Look at the difference, at most it will be 2 FPS. I have tried to find performance benchmarks of various AF settings but other than a Skyrim benchmark from Nvidia (does not disclose the GPU) where 0 - 16xAF was ~ 2FPS, the only ones I can find are 5+ years old.

It really is that easy, that devs are not doing it is a total mystery to me.
 
These are GCN GPUs so just do the following. Load up a PC game at settings that run well with 0xAF (30fps, 60fps whatever you want just keep everything the same apart from AF), run a benchmark and then do it again with 16xAF. Look at the difference, at most it will be 2 FPS. I have tried to find performance benchmarks of various AF settings but other than a Skyrim benchmark from Nvidia (does not disclose the GPU) where 0 - 16xAF was ~ 2FPS, the only ones I can find are 5+ years old.

It really is that easy, that devs are not doing it is a total mystery to me.

Which could potentially drop the framerate down to a stable 28fps instead. Consoles have a ceiling and if you're at 100%, adding AF isn't as trivial as you're making out. A concession would have to be made elsewhere
 
These are GCN GPUs so just do the following. Load up a PC game at settings that run well with 0xAF (30fps, 60fps whatever you want just keep everything the same apart from AF), run a benchmark and then do it again with 16xAF. Look at the difference, at most it will be 2 FPS. I have tried to find performance benchmarks of various AF settings but other than a Skyrim benchmark from Nvidia (does not disclose the GPU) where 0 - 16xAF was ~ 2FPS, the only ones I can find are 5+ years old.

It really is that easy, that devs are not doing it is a total mystery to me.

Yes, it's a total mystery to you and it will continue to be if you don't happen to be a rendering engineer in the near future as you just don't know the acutal details about the rendering engine being used but stop using "sense" or "logic" based on anecdotal reference as "hey, I just flip a switch! No impact! Devs, do the same! It's really easy!".
Each game renders differently. Again, if you want to complain, go to devs. Try asking at beyond3d, twitter to devs, write email... but this place isn't the right place to complain or to even say how easy it is to implement AF.
 
These are GCN GPUs so just do the following. Load up a PC game at settings that run well with 0xAF (30fps, 60fps whatever you want just keep everything the same apart from AF), run a benchmark and then do it again with 16xAF. Look at the difference, at most it will be 2 FPS. I have tried to find performance benchmarks of various AF settings but other than a Skyrim benchmark from Nvidia (does not disclose the GPU) where 0 - 16xAF was ~ 2FPS, the only ones I can find are 5+ years old.

It really is that easy, that devs are not doing it is a total mystery to me.

It wont even be that. AF is literally no cost as long as you get GPU RAM. It's the same as textures. If you have 2GB VRAM, you can go ahead and set the textures of any game from 1-2 years ago to Ultra. For this year and upcoming years I'd recommend 3-4GB VRAM. But let's say Witcher 3 comes out, and you have a 4GB VRAM GPU, then go ahead and right away set Textures to Ultra. It's the same for AF, you just have to have some free memory, much less than the memory needed for Textures, and if you do then that's all the cost. If you don't have memory, and you do set AF or Textures beyond what your memory can handle, then and only then will it impact performance.
 
If this is what first party games can be capable of on XB1 then bring it on. I'm already salivating at what the future will bring with Halo 5 etc...
 
The unwavering framerate is nice to hear though. Looks like that's starting to become characteristic of Forza titles.

That's always been characteristic of Forza titles, except for maybe FM1 (I really don't know).


What Turn 10 does is also usually quite impressive. They prioritize a rock solid 60fps, so that inevitably calls for compromises elsewhere(often seen in the lack of anti-aliasing), but they still tend to end up with some of the better looking games on the system.

Absolutely. Turn 10 and Playground are at their best when working together.
 
You do understand that H2 uses the FM5 engine and Turn10 was involved in the development of Horizon 2.

I guess not.

I do, and that would seem to me to be precisely what makes technology sharing such a good idea.

It's the same engine, but Playground have obviously made a lot of changes to it.
 
Top Bottom