Digital Foundry Performance Analysis: The Order: 1886

Seriously, why do you try so hard to downplay the visual fidelity of this game? IQ is destroyed in this image? What? How about you post images of this quarter res DOF first? And make sure it's the final build, not a demo from a year ago.

KKRT00 has a well documented CryEngine fetish. Any time someone suggests anything else has superior technology he feels the need to shout down those claims. (And you're right, he's totally citing a 12 month old screenshot to support his DOF claims).
 
KKRT00 has a well documented CryEngine fetish. Any time someone suggests anything else has superior technology he feels the need to shout down those claims. (And you're right, he's totally citing a 12 month old screenshot to support his DOF claims).
LOL, I know. He seems to be downplaying PS4 exclusives (visually) quite a lot from what I observed. And as of now, he hasn't responded to my pic which debunks his quarter res DoF claim.
 
It doesn't look blurry in motion.

Every screenshot I've seen more this game doesn't impress me as much as it does in motion.
It definitely still has a very post-processed, blurred look to it overall, even in motion. Its not a very crisp or sharp looking game. And that's fine. It certainly executes what its trying to do *very well*, helped by a healthy dose of AA(which if not there, might well ruin a lot of the effect they're going for). But its also a matter of preference whether somebody likes that sort of thing or not.
 
KKRT00 has a well documented CryEngine fetish. Any time someone suggests anything else has superior technology he feels the need to shout down those claims. (And you're right, he's totally citing a 12 month old screenshot to support his DOF claims).

Yep.

He'ls like the guy Eden something for Ubisoft. But KKRT00 is for Crytek.

Gotta have representatives!
 
i would like confirmation that 4x msaa is still in effect
I'll be surprised if it was removed for a cheaper alternative. 4× MSAA was their target from the start after all. I think it's currently using 4× MSAA with some temporal AA to tackle shimmering but I could be wrong. Regardless, this game has the cleanest IQ of any console game and at times, whatever AA algorithm they're using seems to rival SSAA.

Yep.

He'ls like the guy Eden something for Ubisoft. But KKRT00 is for Crytek.

Gotta have representatives!
Crossing Eden, right? His tag still makes me chuckle every time I see it. Now all we need is a representative for EA and we're perfect! XD
 
In the gamersyde footage that icecold linked the otherday, you can see that the quality of the DOF has gotten better (apparently). Galahad holds a (newspaper?) article up in the brother and you can see the bokeh shape on some bottles in the background. Was hard to see any 1/4th res problems, if they are even there.

Then again, the best way to test that is on foreground objects with bokeh shape that are out of focus.
 
Not trying to be a hater or something, but this just looks blurry to me. Not the DOF ofc, but the main char looks blurry as hell. If this is how the game looks, i can fully understand why there is no aliasing going in.

I agree that the IQ is not great, which is kind of annoying considering there are no scaling issues with the aspect ratio, so there was good potential for clean IQ

"IQ is destroyed" is certainly a very subjective opinion, why spend so much time arguing about it? Let the guy have his opinion, it's clearly in the minority and he can't really force people to see things his way. Agree to disagree.

Some of the issues are objective but only when sat at a monitor. On a TV at distance it certainly becomes pretty subjective.

Nope, don't see what you're talking about. Galahad looks fine here.


At this point, agreeing to disagree seems like the best option but it's very annoying when someone makes ridiculous claims about the IQ. "Slightly better than 900p" LOL

Yeah. 16:9 900p or anything lower than native brings artifacting through scaling issues. Maintaining horizontal resolution as the order does but losing 26% of pixels vertically, doesn't actually cause any scaling issues by adhering to native scaling - but people are too busy trying to take a pop out of the reduced rendering resolution that allows for better fidelity. Regardless if you were to compare to 16:9 by pixels, the rendering resolution is closer to 930p, but that is completely irrelevant when none of the scaling issues exist.

I am curious if people want to see more games with similar rendering resolution / aspect ratio, in order to get better fidelity?
 
Great, now we've moved on to The Order 1886 is too blurry.

He didn't say too blurry, he said very blurry - which it is.
Why can't we just accept that the heavy post processing fits well with the tone of the game?
No one has actually denied that the PP is their due to artistic choice. Why can't you accept it does hinder IQ, though? Which it does. The heavy use of filters will help mask blemishes and screen the pure artwork on show.
I think next we'll be talking about AF issues.
Hard to tell with so much post-processing going on.
 
About 4xMSAA running or not, it's really hard to tell given how soft the final image is.

Normally, you best look at sub-pixel artifacts to try and determine things like that.

In this image:
ibddQt29PMHAip.jpg


It looks like one of the two (or two of the three) cables (most of which are likely sub-pixel) transporting the load on the crane is totally gone. Of course, this could also be because it just has a bad positioning relative to the 4 subsamples.

If it was a PC game, we could just look at the buffers before any processing :P


In the gamersyde footage that icecold linked the otherday, you can see that the quality of the DOF has gotten better (apparently). Galahad holds a (newspaper?) article up in the brother and you can see the bokeh shape on some bottles in the background. Was hard to see any 1/4th res problems, if they are even there.

Then again, the best way to test that is on foreground objects with bokeh shape that are out of focus.
Not just foreground objects, but bright foreground objects with a large cotnrast difference with their surroundings.
 
I think the IQ is exactly what the developers wanted. The softness looks great and I don't think it would look better if it were more crisp. Its actually very comparable to blu-ray movies.
 
I think the IQ is exactly what the developers wanted. The softness looks great and I don't think it would look better if it were more crisp. Its actually very comparable to blu-ray movies.

I agree. This kind of softness looks better than a too sharp picture with aliasing issues. (to me)
 
The more I see Ryse on PC comparisons, the more I think that game looks better than The Order, even if that's a subjective decision, you cna't argue witht he difference in complexity in much of the scenes.

Ryse is just handling scenes with a LOT more complexity than the Order.

No.
 
It's interesting that this (blur vs. temporal stability) is the exact same discussion which happened when Timothy Lottes first unveiled TXAA -- which was also designed to completely combat all aliasing even at the cost of some blur.

Back then most people were completely up in arms about it, but I always thought the approach had merit (even though supersampling is obviously better by dealing with the aliasing while maintaining and even increasing sharpness, it's just not viable perfromance-wise in all cases).
 
He didn't say too blurry, he said very blurry - which it is.

No one has actually denied that the PP is their due to artistic choice. Why can't you accept it does hinder IQ, though? Which it does. The heavy use of filters will help mask blemishes and screen the pure artwork on show.

Hard to tell with so much post-processing going on.
LOL, did you even read his posts? He even went as far as to say The Order 1886's IQ looks only slightly better than a 900p. Unless you concur with that ridiculous statement, that is clearly not true. It doesn't have the upscaling artifacts of 900p games which really causes blurriness in some screens. And to be fair, I never said the game looks very sharp or anything. I would prefer if they toned down the softness of the image but as it stands, the post processing fits very well with the game. And regarding AF, this game clearly has a decent level of AF. Don't try to deny it by saying there's too much blur. That's straight up bullshit.

Game looks unbelievably good, almost like a maxed out PC game.
I think many of us would agree that it looks better than any PC game maxed out in the market right now.
 
I think many of us would agree that it looks better than any PC game maxed out in the market right now.

Talking about "vanilla" games, yes, definitely.
But ENB's can make some games look better.
The Order is definitely the prettiest game on the shelf though
 
It definitely still has a very post-processed, blurred look to it overall, even in motion. Its not a very crisp or sharp looking game. And that's fine. It certainly executes what its trying to do *very well*, helped by a healthy dose of AA(which if not there, might well ruin a lot of the effect they're going for). But its also a matter of preference whether somebody likes that sort of thing or not.

I'm almost done with the game and I agree with this completely. The IQ is great in terms of hiding jaggies, but it isn't very crisp overall. I would have liked the option to turn down/off the grain.
 
If it was a PC game, we could just look at the buffers before any processing :P

And tone down CA or whatever it is that I'm seeing there in copious amounts, for example around the thick pole on the right. I hope it's less noticeable in motion on a TV or I'll need to stock up on headache pills, don't need another Dying Light.
 
I don't really see how you'd make a claim one way or the other about this game's AF (or lack of it).

The way you usually determine AF is to look at pixel-level detail on steeply inclined surfaces, most commonly the ground far away. There's simply no pixel-level detail in any Order screenshot I've seen. I think there's enough there to say that it's not plain trilinear, but beyond that? No idea.
 
I haven't been keeping up with the discussion in this thread. Has there been any talk about tessellation? I took these yesterday:

16555519846_34663d36b1_o.jpg


16555519966_90b17e8b11_o.jpg


Is that what it is? Or is that POM? I have no idea.
 
ibo5jMyp7g2evY.jpg

iDZCTMRF6i0bP.jpg

More images from the console screenshot thread. These two images show decent level of AF. They may look a tad bit too blurry but you can clearly see the AF
 
It feels like they didn't even care about adding a game to their thing.
The game constantly takes control away from you or limits control(by not allowing you to run or draw a weapon, or letting you only snipe from one position even though another would seem better, but the game doesn't let you leave your position), its seems as if the game is bothered with the players presence.

I really wonder if anyone on the dev team stood up at some point and said: "guys, we can't do it like this, we have to add some fun to this. Players don't like QTEs and not having the control over anything."
Because I feel like this should've happend during development, otherwise I think the dev team is somehow disconnected form what players really want.

This sounds like a reasonable criticism. The game is beautiful. But the points you bring up honestly boggle the mind.

My CE copy will arrive later today so I'll play it through it once or twice this weekend and decide for myself...then most likely sell or trade it in. I normally keep every game I buy, but with this one I feel the need to play it and dump it before I even receive it. Maybe something will click for me and change my mind, make me want to keep it. But I'm not holding my breathe. I have no doubt I'll get some enjoyment out of it. But I'm a bit slack-jawed at the lack of player agency. Moreover, how did this thing get out of QA without someone doing as you suggest and simply saying, "Hey guys it looks great but we have a real problem here...this thing isn't FUN. We need to re-design how the player moves around and make it actually require some skill on the players behalf to jockey for good firing angles to hit targets so that its a little more challenging and a lot more fun.

Sadly, I can feel myself being overly negative before I even play the game. So I'm going to try to clear my mind of all expectations/disappointments and just go in fresh when I play it. It just seems like such a missed opportunity.
 
I'm not often impressed by console games but that was beautiful. I love how the game seamlessly goes from action to cut scene. I plan to pick up a PS4 when they get a new revision and drop in price and this game will be a definate pick up.
 
More images from the console screenshot thread. These two images show quite a good level of AF. They may look a tad bit too blurry but you can clearly see the AF

In the second picture the ground texture goes from sharp to blurry right around the last line of seats. That doesn't look good at all.
 
I really don't want to start a shouting match here, but if anything those 2 shots seem to illustrate a lack of AF to me :/
Wow, hyperbole, much? The second one does show a relatively low level of AF, somewhere below 4× but the first one is much better in AF. Expecting 16× AF for console games right now is a fool's errand, though I wish devs will make 8× the standard at least.

In the second picture the ground texture goes from sharp to blurry right around the last line of seats. That doesn't look good at all.
I agree, but it's still better than some games. The first one looks much better in terms of AF though, so I'm guessing dynamic AF like Killzone Shadow Fall?
 
Yeah, the AF isn't the best either. I would have rather they sacrificed other areas, that shit is really distracting for me.
Agreed. With all the emphasis on IQ, you'd think that RaD would implement at least 8× AF. I guess they decided to use the memory bandwidth on something else.
 
I agree, but it's still better than some games. The first one looks much better in terms of AF though, so I'm guessing dynamic AF like Killzone Shadow Fall?

I doubt it, in the first shot everything after the puddles is just as blurry, just less noticeable because the muddy ground is.... well, muddy to begin with. While that small corridor with its sharp, continuous pattern running through really is a worst case scenario.
 
Wow, hyperbole, much? The second one does show a relatively low level of AF, somewhere below 4× but the first one is much better in AF. Expecting 16× AF for console games right now is a fool's errand, though I wish devs will make 8× the standard at least.
When you say those examples are of a 'good' level of AF, I don't think its unreasonable to point out that its not that good.
 
When you say those examples are of a 'good' level of AF, I don't think its unreasonable to point out that its not that good.
I was comparing it to other console games when calling it "quite a good level". It goes without saying this is much worse than 16× AF
 
So why jump at somebody and claim 'hyperbole' for pointing it out? :/
I admit, I may have been too harsh with that but the level of AF is still decent IMO. I just don't think "lack of AF" is the right way to describe it. I'd prefer "insufficient AF".

I suspect he interpreted it as No AF as opposed to AF below x16.
Yeah, pretty much this. I mean, "lack of AF" strikes me as no AF or extremely low level of AF, like 1×. You don't have to agree with me, but "insufficient AF" seems more appropriate to me. And again, my bad for screaming hyperbole.
 
I am curious if people want to see more games with similar rendering resolution / aspect ratio, in order to get better fidelity?
If more devs start using a 21:9 aspect ratio on consoles that would result in me saving a whole lot of money.
Wow, hyperbole, much? The second one does show a relatively low level of AF, somewhere below 4× but the first one is much better in AF. Expecting 16× AF for console games right now is a fool's errand, though I wish devs will make 8× the standard at least.
Why? Why is It too much too expect 16x af in games?
 
I was comparing it to other console games when calling it "quite a good level". It goes without saying this is much worse than 16× AF

The arguement many people are making(me included) is that The Order isn't the best looking console game but the best looking game across all plattforms.
So I think its fair to compare it to PC standards.
 
If more devs start using a 21:9 aspect ratio on consoles that would result in me saving a whole lot of money.
Why? Why is It too much too expect 16x af in games?
Is it too bandwidth intensive for PS4's RAM?

I remember that was a big PS4 AF concern thread recently.
 
All right, I edited my post. Calling it "quite a good level of AF" does seem to be stretching it a bit. So I hope "decent" makes more sense.

Why? Why is It too much too expect 16x af in games?
I don't know. Ask devs. I really wish this issue will be resolved soon but for now we can conclude the memory bandwidth of the consoles are insufficient.
 
I agree, but it's still better than some games. The first one looks much better in terms of AF though, so I'm guessing dynamic AF like Killzone Shadow Fall?
I don't think the first is too different from the second. At the distance the other character is standing at (starting even a bit before that really), the ground is basically a blur where there's no geometric detail. As I said, it's hard to tell due to the overall properties of the image. I do agree that it's probably not 0xAF (that is, basic trilinear).
 
I don't think the first is too different from the second. At the distance the other character is standing at (starting even a bit before that really), the ground is basically a blur where there's no geometric detail. As I said, it's hard to tell due to the overall properties of the image. I do agree that it's probably not 0xAF (that is, basic trilinear).
I'd say slightly below 4× AF, which could really be improved but far from horrible.
 
I'd say slightly below 4× AF, which could really be improved but far from horrible.
I don't really want to discuss the definition of something as subjective as "horrible", especially in a technical thread. I've played most games with forced 16xAF since 2003, so for 12 years, and that surely colors my perception.

That said, your estimate is as good as any. I don't want to make one since I feel you could be off by a factor of 2 or more simply because of the postprocessing.
 
I don't really want to discuss the definition of something as subjective as "horrible", especially in a technical thread. I've played most games with forced 16xAF since 2003, so for 12 years, and that surely colors my perception.
True, it's like someone who is used to 60FPS and another person who is used to 30FPS commenting on 30FPS. But seriously, it's puzzling that devs haven't found a way around this issue.
 
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