Digital Foundry: Project Cars Face-Off

If you can't see it you need glasses.

If they patch it so the PS4 to have the same AA set up as Xbox then you are laughing aren't you. And what's all this shit about the xbox version is botched? It's a weaker machines what do you expect? They done alright with the tools they are given, and it's perfectly playable. It's not SMS fault is it, they've done what they can with what they have... Jaysis... Is there any danger of having conversation without a console warrior jumping in on everything around here?

If you're going to purchase the Xbox One version of Project Cars, that's fine, you don't need to justify it here.

Digital Foundry said that the for the console versions, PS4 version is the "easy pick due to its sturdier frame-rate and its native 1080p resolution"; I don't think you're going to convince anyone here otherwise with a salty-sounding rant.
 
If you're going to purchase the Xbox One version of Project Cars, that's fine, you don't need to justify it here.

Digital Foundry said that the for the console versions, PS4 version is the "easy pick due to its sturdier frame-rate and its native 1080p resolution"; I don't think you're going to convince anyone here otherwise with a salty-sounding rant.

What? Salty? I said I played it on ps4 in the shop, bought it on Xbox one, as that's what I have, then said I would take the lower res over the ghosting in preference. Despite what digital Foundry says, I am entitled to an opinion. And if SMS fix the ghosting then the PS4 will be the better build in my opinion.

Although that's never going played again due to a cricket bat, my thumb and the DS4 stick positioning.

Well not until a decent 3rd party controller comes to market.
 
What does that mean? There is no trail left by 30fps. Do you mean the full field blending in 24fps television shows/movies?

Sorry, had to go to work....

What I mean is when you play an actual 30fps game on your average LCD TV and spin the camera, you tend to get ghosted images. It's not the game in that case, it's just the screen/your eyes playing image persistance tricks on you.

So it's the same kind of visual flaw, but on purpose in a 60fps title, and that's quite a shame really since not being able to see the frames is one of the primary benefits of running at 60.

I'd say DF have made the wrong call on this one, perhaps they tested on small desk screens but the larger the screen the more noticeable it is. My TV is a (small these days) 42" and it's extremely obvious unless you're in a slower car driving in a dead straight line, any deviation from that and all clarity and detail is lost in the mire aside from your own car.

Honestly in these brave new days of console games having post processing effects slapped on them with a spade, it's time for graphic option menus to become a standard feature in console games. Nobody should have to suffer motion blur of any kind let alone this, or things like chromatic aberration if they don't want to. I pulled Witcher 3 off my pre-order list for similar reasons. I play games to enjoy, not to suffer eye strain and motion sickness.
 
Just a quick nod to Digital Foundry from the SMS Render Team for this article and their linking of the various posts that we did over the last few weeks. It is a very fair and accurate Face Off between the platforms and a great piece of technical Journalism as a result - we are working hard to address issues raised on the initial release. Stay tuned ... I can tell you that Xbox One will gain at least 4-7% performance in a patch shortly and address some of the controller issues. Lots more discussion over at forum.projectcarsgame.com.
Thanks for this. Always fascinating to hear it direct from the source, and I think you guys should be very pleased with what you've achieved. Looking forward to seeing what the team does next (and of course the results of that XO patch).
 
I doubt we'd see much in the way of a boost. It's a fairly basic temporal pass. Agreed I'd like the option to get rid of it - some people are more sensitive to it than others.

It must be said, the reason we used "real-time" comparison videos in the Face-Off (over 25% speed versions as we usually do) is because the ghosting just made everything impossible to see on PS4.

At that speed, you just can't generate a sensible discussion about the game's other aspects - the textures, shadows, effects and so on. It was just a double-image, and 3+ minutes of that would have been pointless in video.

Just as it does in motion! e.g. For thin objects, there are times when you never see the object in its intended color, because it may never overlap with its previous self, just blended with the blue blackground. Since consecutive frames are blended, I'm guessing the only way to analyse AF was to select totally stationary scenes.

I wish you could criticize this as much as you did back then for Halo Reach, which has a much better implementation of temporal AA, at least the ghosting was confined to certain screen elements at certain scenarios.

If you happen to read this, there are some shots which display what can be regarded as a sharpen filter on Xbox One, any comments on this?
 
What? Salty? I said I played it on ps4 in the shop, bought it on Xbox one, as that's what I have, then said I would take the lower res over the ghosting in preference. Despite what digital Foundry says, I am entitled to an opinion. And if SMS fix the ghosting then the PS4 will be the better build in my opinion.

Lower res, worse IQ, and worse performance over ghosting? Yeah, you're entitled to your opinion, that's just a strange stance.
 
There is nothing infrequent about the framerate drops and screentear on the XB1 it does so even while stationary on the starting grid. They are not avoidable. You'll see how constant it is at the 3 minute mark

https://youtu.be/H_k1Pev66Dk

Question is why are we posting 30fps offscreen videos when the source video has demonstrated everything already better than it?

PS4
better performance
less tearing
better shadows
better AA
1080p

XB1
no ghosting
better AF

People can choose what they feel is important. Personally I agree with Digital foundry's verdict, get the PS4 version if you have both consoles especially for the more consistent controller input but ultimately it's up to the individual and people should respect other peoples choices. There is no need to post 30fps offscreen videos or incorrect information though. Framerate drops are consistent and the ghosting looks like the 60fps video in the OP source.

I learned on neogaf today that it's better to have worse AA, lower resolution, more screen tearing, less fps, steering input issues with control (for a racing game!), than slight ghosting! LMAO hahahaha!

I'm finding it hard to believe that this game is getting the good reviews it is getting and DC got destroyed. DC all day long for me. This game is an easy pass with Witcher and Batman around the corner. Maybe I'll pick it up used when it's $15.
 
What? Salty? I said I played it on ps4 in the shop, bought it on Xbox one, as that's what I have, then said I would take the lower res over the ghosting in preference. Despite what digital Foundry says, I am entitled to an opinion. And if SMS fix the ghosting then the PS4 will be the better build in my opinion.

Although that's never going played again due to a cricket bat, my thumb and the DS4 stick positioning.

Well not until a decent 3rd party controller comes to market.

You can have your opinion that is fine. And you prefer one over the other (not that you have an option really, unless you are going to buy another console for one racing game). that's fine. But the fact shows that the PS4 build is the better console version. Your opinion/preference doesn't change that. Stop trying to pass your opinion off as facts.
 
What? Salty? I said I played it on ps4 in the shop, bought it on Xbox one, as that's what I have, then said I would take the lower res over the ghosting in preference. Despite what digital Foundry says, I am entitled to an opinion. And if SMS fix the ghosting then the PS4 will be the better build in my opinion.

Although that's never going played again due to a cricket bat, my thumb and the DS4 stick positioning.

Well not until a decent 3rd party controller comes to market.

As I said, you are absolutely entitled to your own opinion, and preference.

However, it may be difficult to convince others of that opinion, especially since it goes against the conclusion of the article that's the topic of this thread.
 
You can have your opinion that is fine. And you prefer one over the other (not that you have an option really, unless you are going to buy another console for one racing game). that's fine. But the fact shows that the PS4 build is the better console version. Your opinion/preference doesn't change that. Stop trying to pass your opinion off as facts.

I'm not sure how you come to that conclusion from what you quoted. The Ps4 version is the best performing and minus the ghosting, which many posts also say is not great and SMS said they might address, it would be nigh on perfect. Sorry, but what more do you want?

Edit: put it this way, if the AA solutionw as present on the Xbox version I have, I'd rather it wasn't, OK?
 
but the IQ the temporal pass gives outweighs this slight side effect by a huge margin.
I'm not really seeing how. Without reprojection, aside from static components of an image, the only "antialiasing" effect that the "TAA" will have is by suppressing details in general (which just happens to include aliases). A blur filter would be just as effective while causing less artifacting.
 
I'm not really seeing how. Without reprojection, the only "antialiasing" effect that the "TAA" will have is by suppressing details in general (which just happens to include aliases). A blur filter would be just as effective while causing less artifacting.

the guy who coded the AA on the Xbone and PC version says he likes the IQ created by the TAA solution on the PS4...said it cut down on pixel crawl A LOT
 
Just as it does in motion! e.g. For thin objects, there are times when you never see the object in its intended color, because it may never overlap with its previous self, just blended with the blue blackground. Since consecutive frames are blended, I'm guessing the only way to analyse AF was to select totally stationary scenes.

I wish you could criticize this as much as you did back then for Halo Reach, which has a much better implementation of temporal AA, at least the ghosting was confined to certain screen elements at certain scenarios.

If you happen to read this, there are some shots which display what can be regarded as a sharpen filter on Xbox One, any comments on this?
I agree on the temporal AA, and we did put a lot of emphasis on that in the text. The static zoomer shots we picked show off details like AF quality, which just get lost otherwise. On that subject, we actually approached a few developers about the texture filtering issue we're seeing on PS4 titles, but none would comment - hence why no article has been written. I'd still like an answer myself.

As for the sharpening, I'll take a look into it with some lossless RGB-24 captures. What we're scanning for is a white halo effect around elements with a high contrast - something I see in shot 5 of our zoomer (around the flag-poles at top-right). I'll run it by the other DF writers to check, but it's possible scaling and post effects have a bearing here too.
 
I'm not really seeing how. Without reprojection, aside from static components of an image, the only "antialiasing" effect that the "TAA" will have is by suppressing details in general (which just happens to include aliases). A blur filter would be just as effective while causing less artifacting.
Look at this race, I'm not seeing the big deal. The IQ is pretty good on this one too. The only oddity I saw with frameblending was on the fence poles as you sped by, but that is so insignificant relative to overall IQ, it was not apparent on the cars in the race. Apart from that, it would be nice if the cars remained wet when it went through tunnels in rainy conditions, little details like this is what I note to be noticeable. It's little details like this that makes DC's attention to detail so great, but the amount of spray and splash effects are not too bad.
 
Just as it does in motion! e.g. For thin objects, there are times when you never see the object in its intended color, because it may never overlap with its previous self, just blended with the blue blackground. Since consecutive frames are blended, I'm guessing the only way to analyse AF was to select totally stationary scenes.

I wish you could criticize this as much as you did back then for Halo Reach, which has a much better implementation of temporal AA, at least the ghosting was confined to certain screen elements at certain scenarios.

If you happen to read this, there are some shots which display what can be regarded as a sharpen filter on Xbox One, any comments on this?

As the DX11 platform lead I can tell you there is no sharpening filter on Xbox One. It's possible this might be a result of the up-scaling filter during the frame present - I'm not sure whether you were presenting this as a good or bad thing ;)
 
As the DX11 platform lead I can tell you there is no sharpening filter on Xbox One. It's possible this might be a result of the up-scaling filter during the frame present - I'm not sure whether you were presenting this as a good or bad thing ;)

Thanks for the info. I never thought you would be doing a sharpen filter, but I remember Xbox One's upscaler used to add a sharpen filter to its hardware upscaled images: when you say the up-scaling filter, do you mean Xbox One's or for the presentation of the images on the website? Or can we safely rule this out completely? A sharpen filtered-ish(!) look can be seen in two shots here:
http://images.eurogamer.net/2013/articles//a/1/7/5/3/8/2/9/XO_002.bmp.jpg/EG11/quality/90/format/jpg
http://images.eurogamer.net/2013/articles//a/1/7/5/3/8/2/9/XO_004.bmp.jpg/EG11/quality/90/format/jpg

Since the Xbox One platform has some extra aliasing, I don't think it would benefit from that upscale+sharpen, if indeed that is the case. I'm sorry if I misunderstood you (whether there's certainly no sharpening whatsoever because you are also making sure Xbox One doesn't do it during upscaling)

I agree on the temporal AA, and we did put a lot of emphasis on that in the text. The static zoomer shots we picked show off details like AF quality, which just get lost otherwise. On that subject, we actually approached a few developers about the texture filtering issue we're seeing on PS4 titles, but none would comment - hence why no article has been written. I'd still like an answer myself.

As for the sharpening, I'll take a look into it with some lossless RGB-24 captures. What we're scanning for is a white halo effect around elements with a high contrast - something I see in shot 5 of our zoomer (around the flag-poles at top-right). I'll run it by the other DF writers to check, but it's possible scaling and post effects have a bearing here too.

Thanks for taking the time to reply (both SMSRenderTeam and Cataferal). Even though SMS does not sharpen the image, I think it's still worth checking out in the raw images for upscale-sharpen filter that was effecting some early titles.
 
I agree on the temporal AA, and we did put a lot of emphasis on that in the text. The static zoomer shots we picked show off details like AF quality, which just get lost otherwise. On that subject, we actually approached a few developers about the texture filtering issue we're seeing on PS4 titles, but none would comment - hence why no article has been written. I'd still like an answer myself.


So you think maybe MS is paying them off to not put it in then keep quiet about it?
 
There is nothing infrequent about the framerate drops and screentear on the XB1 it does so even while stationary on the starting grid. They are not avoidable. You'll see how constant it is at the 3 minute mark

It's not in every race.

I also bought the X1 version because I hate the ghosting. I own a PS4 and I might buy the PS4 version if SMS releases an update that disables the AA which causes the ghosting.

Right now however I prefer the X1 version.
 
I own the PS4 version of the game and despite the hate that I have to any not native 1080p game as I like to play close to a monitor... the ghosting on PS4 simply is inexcusable, I cannot stand it and makes me prefer a 900p blurred/scaled image by miles.

Funny to see that probably the very first game on consoles that lets you tweak some graphical effects does not allow you to disable what for me is a huge graphical fault that is affecting my enjoyment/comfort when playing the game. And on top of that I have to read that this junk is a temporal AA solution :O

If I buy a TV and I get a double image displayed when watching a movie I can for sure return it as defective... really wondering if I can do the same with this game that I just payed 60€ for.
 
I like having the litany of graphics options on the PC. Literally spent over an hour yesterday just fine tuning it to match my preferences.

Also, it's nice to know the real term for god rays lol
 
Since the Xbox One platform has some extra aliasing, I don't think it would benefit from that upscale+sharpen, if indeed that is the case. I'm sorry if I misunderstood you (whether there's certainly no sharpening whatsoever because you are also making sure Xbox One doesn't do it during upscaling)

It's quite possible it's the Lanczos upscale, not a separate or particular sharpening/high-frequency pass filter being done. Throw in shader aliasing to the mix and it makes it seem even worse.
 
It's not in every race.

I also bought the X1 version because I hate the ghosting. I own a PS4 and I might buy the PS4 version if SMS releases an update that disables the AA which causes the ghosting.

Right now however I prefer the X1 version.

Well I'm not going to argue against your preference but from experience and evidence I will say it is in every race. Every single one. That video is from career mode and every single race has framerate drops on XB1. It isn't a custom race or anything even. It's a race with 20 cars on track, not the 45 you get in custom races. That's when things really go south on the XB1 version.
 
It's not in every race.
It truly is...

If I buy a TV and I get a double image displayed when watching a movie I can for sure return it as defective... really wondering if I can do the same with this game that I just payed 60€ for.

No, because there is no defect in the game, it may not be a great TAA solution, or it may not be to your liking, but it's something added intentionally...SMS has already stated however that they may add a slider to disable it, and ramp up the motion blur to match the Xbone version
 
It truly is...



No, because there is no defect in the game, it may not be a great TAA solution, or it may not be to your liking, but it's something added intentionally...SMS has already stated however that they may add a slider to disable it, and ramp up the motion blur to match the Xbone version

Let´s hope they do, because as a customer that just want to enjoy the great game it really is, this is really pissing me off.

And as a developer and with all my respects to SMS, to refer to this full screen previous frame blending abomination as temporal anti aliasing is an insult to every graphics programmer in the world and a very bad joke.
 
It's not in every race.

I also bought the X1 version because I hate the ghosting. I own a PS4 and I might buy the PS4 version if SMS releases an update that disables the AA which causes the ghosting.

Right now however I prefer the X1 version.

Well, i prefer ghosting over worse performance. Anyway, ghosting doesn't bothers me cuz i look at the road, not envinroment.
 
NX GAMER's ANALYSIS.

Some very good information in there;

The 750ti is on average 20fps below the performance of the PS4.(Even in non weather races).

IQ on PS4 is very good in motion, even better than the normal PC application of MSAA (since it get rids of shimmering due to TAA)

Career Mode is 60fps for the most part on consoles and the 970, game slows down on all machines including the 970 (below 60fps) during stress tests. 750ti is normally at 20+ fps in these stress tests.

Motion blur on the PS4 version is reduced or dialed back because of frame doubling, textures may look slightly blurrier/softer on PS4 due to the TAA, the tradeoff for the better IQ in motion.

Shadows are worse on the XB1 against the PS4/PC.

The way the game handles background to foreground transparencies can be affecting performance negatively, transparencies are being rendered when it ought not to. A future patch may sought this out and give even better performance overall.

The mid range PC cards do not outclass the consoles on similar settings, farless the entry level 750ti. Yet another game where the 750ti does not outclass the consoles or PS4 in particular. This is in stark contrast to what Df said, just that there's proof here unlike DF's (just trust us claims).

The A10 seems to be giving better performance in this game over the i3 as well. (may have to revisit the part where he said that).

All in all, a quick summary of what I observed, maybe I missed certain things, there's quite a bit of information in there. Another great piece of work by NX all round.
 
NX GAMER's ANALYSIS.

Some very good information in there;

The 750ti is on average 20fps below the performance of the PS4.(Even in non weather races).

IQ on PS4 is very good in motion, even better than the normal PC application of MSAA (since it get rids of shimmering due to TAA)

Career Mode is 60fps for the most part on consoles and the 970, game slows down on all machines including the 970 (below 60fps) during stress tests. 750ti is normally at 20+ fps in these stress tests.

Motion blur on the PS4 version is reduced or dialed back because of frame doubling, textures may look slightly blurrier/softer on PS4 due to the TAA, the tradeoff for the better IQ in motion.

Shadows are worse on the XB1 against the PS4/PC.

The way the game handles background to foreground transparencies can be affecting performance negatively, transparencies are being rendered when it ought not to. A future patch may sought this out and give even better performance overall.

The mid range PC cards do not outclass the consoles on similar settings, farless the entry level 750ti. Yet another game where the 750ti does not outclass the consoles or PS4 in particular. This is in stark contrast to what Df said, just that there's proof here unlike DF's (just trust us claims).

The A10 seems to be giving better performance in this game over the i3 as well. (may have to revisit the part where he said that).

All in all, a quick summary of what I observed, maybe I missed certain things, there's quite a bit of information in there. Another great piece of work by NX all round.
He doesn't show what settings he ran the 750Ti rig at. It is just as "unknown" as DFs claims.
 
Can't imagine how this game ended up poorly optimized for AMD on PC...

U5cht1D.gif

:)

Slightly Mad must have got something for those Nvidia banners.
 
He doesn't show what settings he ran the 750Ti rig at. It is just as "unknown" as DFs claims.
Actually, DF also updated their article. The i3/750 Ti combo does run significantly worse than the PS4 version at equivalent settings. Only the i5 was able to give it comparable frame rate. So this IS a game that runs better on PS4 and I expect it to continue for non-cross gen games.

Nice analysis from NXGamer. He really deserves more credit.

So in the end, PC at max settings (and on Nvidia hardware :D) >>>>> PS4 > Xbox One.
Not too surprising.
Yep, it's a pretty demanding game that not even high end single GPU's can run at solid 60FPS on Ultra. At least the console versions still look good.
 
Yep, it's a pretty demanding game that not even high end single GPU's can run at solid 60FPS on Ultra. At least the console versions still look good.

My bet is on API limitations. The game becomes hugely CPU limited and this leaves me to wonder to what extent could the game benefit from Directx 12.
 
Definitely sounds possible. Hopefully we'll see more optimization in the future.

As an addendum, I don't think console APIs are limiting in any way. I was alluding to our good (too) old friend Directx 11.

I have no doubt the game could run a whole lot better with a lower level API on PC, the hardware is not lacking.
 
As an addendum, I don't think console APIs are limiting in any way. I was alluding to our good (too) old friend Directx 11.

I have no doubt the game could run a whole lot better with a lower level API on PC, the hardware is not lacking.
Yeah, your edit was a bit slow :P
Anyway, while DX 12 will definitely help, it's not like this game is poorly optimized on PC or anything (AMD GPU's aside). To me, the game is more future proof than it is unoptimized.
 
Yeah, your edit was a bit slow :P
Anyway, while DX 12 will definitely help, it's not like this game is poorly optimized on PC or anything (AMD GPU's aside). To me, the game is more future proof than it is unoptimized.

Even with class-leading optimization you still run into CPU overhead on Directx. Therefore it stands to reason such a CPU heavy game would fly on Directx 12.
CPU overhead has always been a problem even when workloads were tailored around PS3/PS3 hardware, Assassin's Creed III can still drop frames here and here for instance.
 
Even with class-leading optimization you still run into CPU overhead on Directx. Therefore it stands to reason such a CPU heavy game would fly on Directx 12.
CPU overhead has always been a problem even when workloads were tailored around PS3/PS3 hardware, Assassin's Creed III can still drop frames here and here for instance.
Yeah, true. Interesting to see what kind of improvements DX 12 can bring to the table.
 
Kezen said:
CPU overhead has always been a problem even when workloads were tailored around PS3/PS3 hardware, Assassin's Creed III can still drop frames here and here for instance.
AC is hardly a case for "class-leading" optimization, on any of the platforms.

Yeah, DX 12 should improve performance, how significant, only time will tell.
I think assumptions that low-level API/DX12 code-path = good CPU utilization are a bit premature.
It's still perfectly possible(and present in variety of shipped games) to be single-thread performance bound using lower-level APIs - some of the code-stacks out there require pretty fundamental re-architecting before they'll see real benefits (not saying that's the case for PC though).
 
NX GAMER's ANALYSIS.

IQ on PS4 is very good in motion, even better than the normal PC application of MSAA (since it get rids of shimmering due to TAA)

I can't take seriously anyone who would come to that conclusion. The image quality is totally destroyed by the ghosting. Every asset is compromised, every frame ruined. It's like they stare at an image for ages looking for hard edges and totally ignore the fact that overall the image is a dogs dinner because of the frame blending.
 
I can't take seriously anyone who would come to that conclusion. The image quality is totally destroyed by the ghosting. Every asset is compromised, every frame ruined. It's like they stare at an image for ages looking for hard edges and totally ignore the fact that overall the image is a dogs dinner because of the frame blending.

i cant take seriously anyone who thinks a screen full of shimmering is a better trade off than some softness.
 
I can't take seriously anyone who would come to that conclusion. The image quality is totally destroyed by the ghosting. Every asset is compromised, every frame ruined. It's like they stare at an image for ages looking for hard edges and totally ignore the fact that overall the image is a dogs dinner because of the frame blending.
I could not disagree with you more. Shimmering completely kills any immersive realism and the softer look is absolutely the correct choice.
 
I can't take seriously anyone who would come to that conclusion. The image quality is totally destroyed by the ghosting. Every asset is compromised, every frame ruined. It's like they stare at an image for ages looking for hard edges and totally ignore the fact that overall the image is a dogs dinner because of the frame blending.

I've watched quite a few nxgamer videos, and every single of them appears to be very console (PS4) centric, so I'm not surprised that's the conclusion he came up with. I agree that out of two evils a bit of shimmering is better than grease smeared all over the screen, I can't even stand TXAA..
 
A "softer" image can sometimes be pretty easy on the eyes, I usually don't like TXAA at all but this Crysis 3 shot does something to me.
http://www.tweakguides.com/Crysis3_6.html

It looks blurry for sure, too much for my liking, but it's clean.

That's a good implementation of temporal anti aliasing. Project cars PS4's implementation is not a proper one. It looking good in motion for some because it eliminates shimmering is just a side effect of smashing two frames together,not because it's eliminating jaggies of objects that are in motion, because it doesn't even account for motion vectors. As an anti alias solution, it does a good job of eliminating anti alias on static objects, which produces nice results for the interiors of cars and not much else.

I'm suspecting the ghosting effect on plasma screens is even more evident because of the display tech but I can't test.
 
That's a good implementation of temporal anti aliasing. Project cars PS4's implementation is not a proper one. It looking good in motion for some because it eliminates shimmering is just a side effect of smashing two frames together,not because it's eliminating jaggies of objects that are in motion, because it doesn't even account for motion vectors. As an anti alias solution, it does a good job of eliminating anti alias on static objects, which produces nice results for the interiors of cars and not much else.

I'm suspecting the ghosting effect on plasma screens is even more evident because of the display tech but I can't test.

Ghosting on plasma is not bearable in my experience, the ghosting on the PS4 version of PC is in my opinion, I can tolerate ghosting if it's not too intrusive (Alien Isolation exhibits ghosting with SMAA 2tx).
 
Ghosting on plasma is not bearable in my experience, the ghosting on the PS4 version of PC is in my opinion, I can tolerate ghosting if it's not too intrusive (Alien Isolation exhibits ghosting with SMAA 2tx).

Actually I was going to do some poll on GAF but I may post it here as well:
https://www.shadertoy.com/view/4lSGDy

I modified an existing motion blur shader to display 60fps and 30fps motion of circles representing high contrast objects:

60fps no effect, 60fps simulated frame blending, 60fps motion blur, 30fps no effect, 30fps simulated frame blending, 30 fps motion blur.

On an LCD, the ghosting at 60fps, compared to the no effect zone is slightly worse, but when comparing with the motion blur, you see how much strobing it displays. At 30fps, the ghosting absolutely destroys the IQ.. However, motion blur does a superb job of eliminating that strobing, and the fact that they removed any meaningful motion blur on the PS4 to accomodate for ghosting results in strobing for everything, imbued in the image.

The downside of this test is, just using a circle is not representative of the complex shapes you get to see on a proper game scene. I did a textured camera panning version but the textures didn't have enough contrast in them so I went with these, I can only armchair graphics program so much.

I'd really like to see this on a CRT or plasma..
 
I could not disagree with you more. Shimmering completely kills any immersive realism and the softer look is absolutely the correct choice.

Seeing double is worse than shimmering, that's a massive immersion killer. You can't really call it ghosting since the 'ghost' is exactly as well defined as the leading frame, it's the worst thing I've ever seen, I shelved the game because it's too unpleasant to play right now.
 
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