Digital Foundry: Final Fantasy 15 PS4 vs PS4 Pro Gameplay Frame-Rate Test

Shame about the frame pacing, but i cannot imagine myself playing this game on anything but the highest visual quality possible, furthermore the little I've played of BB, frame pacing is a non issue for me at least :)

Pro HQ mode it is for me :D

Hopefully the frame pacing is fixed in the December update so it becomes the best option universally.
 
I still remember when the PS4 Pro was officially unveiled and the main reason I wanted one was for a good looking and running FFXV (I imagined either higher framerate or better draw distance on foliage etc)

Since I have a PC, I decided against buying the pro and just keeping my regular PS4 - and expected to feel like I would be playing a inferior version of the game vs pro (eg at 30fps vs 60)

Its all ended up quite strange where I dont miss buying a Pro at all. I imagine as games come out that have been custom developed around its capabilities, it will end up with substantially superior games even at 1080p - like tomb raider has done.

Ah well, this game and Watchdogs 2 (PC) same day looks like a lot of game for the money.
 
I tried it now, and boy, do I have a surprise for you:

It doesn't work.

Wild claims, indeed.

But has anyone tried inserting PS1 FF7 into the disc drive during the tutorial, saving their game, plugging in a microphone and singing Moonlight Sonata into the mic while putting the Dummy Finger up their butt?

Could be real.
 
Some wild claims going on in the OT at the moment. Salt, receipts, Anchorman etc.
Ha ha, tremendous. I, of course, did not play the tutorial at all before capture. It's unrelated. As I said in the video, it can manifest in a scene one time and not appear the next. It's not tied specifically to any areas, per se.
 
Ha ha, tremendous. I, of course, did not play the tutorial at all before capture. It's unrelated. As I said in the video, it can manifest in a scene one time and not appear the next. It's not tied specifically to any areas, per se.

Interesting I wonder if they just didn't worry about fixing it on day one because they already had the December patch planned. Alternatively they may not know exactly what is causing it if it is so random.
 
I can notice some hitching with the car but it's less noticeable with people walking around. Helps that there's animation so it's not a static object so it's harder to notice.

Doesn't bother me all that much regardless.
 
Interesting I wonder if they just didn't worry about fixing it on day one because they already had the December patch planned. Alternatively they may not know exactly what is causing it if it is so random.
This version will be near identical to the Judgement demo, tests put this about the same.Getting more patches through cert would not be the best use of time for them.

The December patch should offer up further options to hopefully mitigate the pacing issues the PlayStation versions have in the already greatly reduced lite mode, this is again identical to my findings from the judgement demo.
 
Methinks it's time to start pelting Square Enix's support site with links to this video and complaints about the frame pacing.

Or maybe after the next patch.
 
Interesting I wonder if they just didn't worry about fixing it on day one because they already had the December patch planned. Alternatively they may not know exactly what is causing it if it is so random.
What is odd about this issue is that it was evident all the way back in the Platinum demo. There were more issues there in terms of actual slowdown but PS4 exhibited frame pacing issues just like we see now while Xbox One did not.

This was not a problem in the original Duscae demo, however. Both versions ran way slower in that build but neither exhibited actual frame pacing problems like this.

I fear that they aren't entirely aware of the issue at all (not the first time that has occurred).
 
What is odd about this issue is that it was evident all the way back in the Platinum demo. There were more issues there in terms of actual slowdown but PS4 exhibited frame pacing issues just like we see now while Xbox One did not.

This was not a problem in the original Duscae demo, however. Both versions ran way slower in that build but neither exhibited actual frame pacing problems like this.

I fear that they aren't entirely aware of the issue at all (not the first time that has occurred).
My worry is that they consider the Lite version the fix, as it does state it's the option for improved performance, despite both versions being a mostly steady 30fps, so it can only really be referring to the smooth frame pacing.
 
Not really up on the whole frame pacing thing. Similar to Mario Karts true 59fps or whatever it was? Never noticed that.
 
This version will be near identical to the Judgement demo, tests put this about the same.Getting more patches through cert would not be the best use of time for them.

The December patch should offer up further options to hopefully mitigate the pacing issues the PlayStation versions have in the already greatly reduced lite mode, this is again identical to my findings from the judgement demo.

I was hoping a tiny bit that the IQ for Xbone would be a bit better, but I knew that would be super unlikely.

It's strange to see Square Enix proving to be a little bit incompetent with technology, when almost all of the PS2 FF games were very great at taking advantage of the system's power.
 
I fear that they aren't entirely aware of the issue at all (not the first time that has occurred).

How can the game's developer not be aware of frame pacing issues in their own title? Also, are frame pacing issue easily rectified, or is that engine dependent?
 
I did :-(

Though that one I could understand people missing.

The higher the framerate, the less noticeable frametime issues can be.

I asked dark10x if he knew what the visible cut-off point would be, but I guess it's one of those irrelevant theory questions no one's bothered to figure out.
 
I was hoping a tiny bit that the IQ for Xbone would be a bit better, but I knew that would be super unlikely.

It's strange to see Square Enix proving to be a little bit incompetent with technology, when almost all of the PS2 FF games were very great at taking advantage of the system's power.
I agree it is a great shame, a beautiful game that is reduced by the Iq. Even an option to turn off the Taa for a boost to the median resolution would be a relatively simple choice for Xboxone owners.

I fear though that with a "stable" performance and vastly reduced interest in Ms machine, marketing deal aside, it will not received as much attention as it's PlayStation partner.
 
What is odd about this issue is that it was evident all the way back in the Platinum demo. There were more issues there in terms of actual slowdown but PS4 exhibited frame pacing issues just like we see now while Xbox One did not.

This was not a problem in the original Duscae demo, however. Both versions ran way slower in that build but neither exhibited actual frame pacing problems like this.

I fear that they aren't entirely aware of the issue at all (not the first time that has occurred).

Wouldn't the Lite mode suggest they do, so play this basic mode if you have problems kinda thing? Its not bells and whistles or unlocked frame rate mode and more a like a base mode offered but at 1080p while we work on it.
 
I'll take framerate over graphics personally....
Unfortunately you're getting neither. Xbox One has the worst framerate and the worst graphics.

I'd gladly trade a worse IQ for a fluid game.
Then you want the PS4 Pro. Its light mode has the best performance and second-best IQ.

I'm not losing out. ...I never said there wasn't a performance difference.
The fact that there's a performance difference (and IQ) means you are losing out, on better performance (and IQ). You may not care, but you're getting a worse experience.

While this would be super interesting if true, it doesn't make any sense.
Note that Digital Foundry also found that framepacing problems differed from run-to-run through the same areas. So the tutorial probably isn't directly responsible, but the issues do come and go.
 
The higher the framerate, the less noticeable frametime issues can be.

I asked dark10x if he knew what the visible cut-off point would be, but I guess it's one of those irrelevant theory questions no one's bothered to figure out.

I heard somewhere test pilots could see images pop up for 1 / 220th of a second, but I've no idea where.
 
I thought the frame-pacing issue was in every PS4 "versions" ?

It is but it much rarer in the lite mode. At the moment the pro Lite mode seems to be the best option for IQ and Performance. It seems like they should be able to fix the pacing but we won't know until they comment on it or the december patch comes out. I am guessing most of the performance work for PS4 and Pro will be in that.
 
It's incredible to think that the Xbox One version that nobody will buy is actually the version that plays the best.
This is objectively false.
?

If it has the best framerate, it is indeed objectively true.
But the Xbox One version doesn't have the best framerate. It has the worst framerate. When it hits 30fps the framepacing is locked, unlike the Playstation versions. But it hits 30fps less often than they do.
 
I agree it is a great shame, a beautiful game that is reduced by the Iq. Even an option to turn off the Taa for a boost to the median resolution would be a relatively simple choice for Xboxone owners.

I fear though that with a "stable" performance and vastly reduced interest in Ms machine, marketing deal aside, it will not received as much attention as it's PlayStation partner.

I'd imagine the TAA is having almost no performance hit. It's just a very poor implementation of it I suppose. Respawn's TSAA for example, would have cleaned up some more AA while looking better.

I'm just going to assume that dynamic resolution solutions are difficult to work with regard to AA techniques, and just suggest that Square Enix shoehorned it in late in development to improve the framerate.
 
It is but it much rarer in the lite mode. At the moment the pro Lite mode seems to be the best option for IQ and Performance. It seems like they should be able to fix the pacing but we won't know until they comment on it or the december patch comes out. I am guessing most of the performance work for PS4 and Pro will be in that.

Ah, well, that should be a nice compromise then. I rewatched the video and it's true that the framepacing is much less noticeable in the Lite mode. I wish there wasn't even compromise to make as it makes no sense that two versions out of the four have frame pacing issues that the two others doesn't have.

But the Xbox One version doesn't have the best framerate. It has the worst framerate. When it hits 30fps the framepacing is locked, unlike the Playstation versions. But it hits 30fps less often than they do.

That is at the complete opposite of what I've read in other threads. I guess I'll look forward to the Digital Foundry video on this matter then.
 
The higher the framerate, the less noticeable frametime issues can be.

I asked dark10x if he knew what the visible cut-off point would be, but I guess it's one of those irrelevant theory questions no one's bothered to figure out.
The Mario Kart 8 issue manifests in a different way.

In that case, the game would basically pause for an extra 16.7ms every 64 frames. So it was like clockwork with a constant "tick". I found it distracting but nowhere near as problematic as bad frame pacing.

How does it differ? An attempt to explain...

Well, when frame persistence is variable, you're basically getting a run of frames that will remain on screen for differing periods of time.

On a 60hz display, each frame must display for 16.7ms in order to deliver 60fps. Effectively, 30fps requires each frame to appear for 33ms. Right?

So when it goes bad you might have frame 1 appear for 50ms, frame 2 appear for 16.7ms and then frame 3 for 33ms. This variation is what results in a jerky sensation since frames are all on screen for different lengths of time.

How can the game's developer not be aware of frame pacing issues in their own title? Also, are frame pacing issue easily rectified, or is that engine dependent?
It seems bizarre, I know, but we've seen it happen several times now and developers returned to us with responses of "oh wow, we totally missed that. Thanks for illustrating the issue." I mean, shipping a game is an insanely complex thing so I can see how issues might slip through especially when some people don't seem to notice such problems for some reason. How it persists during development for so long without any questions does confound me, however.
 
Try to look at the overall scene, follow the mountains with your gaze while the character is moving about, then look over to the other side and it will be consistently smoothly updated rather than juddery.

Or Don't! If it isn't noticeable to you or doesn't affect your enjoyment why would you wanna start now and spoil games for yourself???
 
I heard somewhere test pilots could see images pop up for 1 / 220th of a second, but I've no idea where.

I don't know about that, haha.

But with regard to frame timing, the ideal time between frames is 16.7ms ~ with the worse frame pacing issues, you could game frames hitting +/- 16.7ms before and after the last time (so long as nothing is dropped). At 30fps, you have twice the space between frames, so it's possible for frames to miss their target by a wider margin.

With, say, 144fps -- frames want to be ~6.9ms apart. Even with uneven frame pacing, they are appearing on screen with less margin of error. I'm sure it's still noticeable if it's very bad:

say...

------7------7------7------7------7------7------ being ideal, but you're getting
-2-----1------------7-2----------6----4--------- being horrific

I'm sure, though, that even if the timing is bad, eventually it reaches a point where even if it's uneven and juddy, it would be interpolated (?) enough that it would appear smooth anyway.




~~~~~~~~~~~~~~~~~~~~



edit: I took so long formatting my shitty ascii frame-time graph that I didn't get to see that dark10x said that exact same thing anyway.
 
Remember how only took Bungie like two days to fix this on Destiny beta?
Not just Bungie. There have been other examples of this as well going all the way back to launch with NFS Rivals.

Heck, Mafia 3 released with horrible frame pacing recently and, within a week of release, they fixed it completely.
 
Is there a video explaining what frame pacing is? I do notice the "stutters" in Bloodbourne.

I had to look it up and found a great explanation here: https://www.reddit.com/r/explainlik..._what_is_frame_pacing_in_video_games_and_how/

The two best posts:
Johnny and Amanda take 60 steps over a minute to cross the length of a hallway.
Johnny takes one step per second. Every step would not look much different from one another so his motion is very smooth.
Amanda hops every other step. All the even steps take 1.5 seconds while all the odd steps take 0.5 seconds.
Both Johnny and Amanda are making the same number of steps per minute (frames per second), but the timing per step (frame pacing) differs. Johnny's steps would look very smooth but Amanda's are much more erratic, making the action feel less smooth and jittery.

and

This is the frames displayed in 1/6th of a second in a 30 frames per second title with proper frame pacing: 1 - 1 - 2 - 2 - 3 - 3 - 4 - 4 - 5 - 5
Each frame (1-5) is repeated once and gives you a smooth look.
In a game with frame pacing issues, across the same period you get this: 1 - 1 - 1 - 2 - 3 - 4 - 5 - 5 - 5
Frame 2 takes too long to render, so frame 1 repeats a third time. Frame 3 and 4 are fast renders, and are gone in a blink. Frame 5 sees another three-beat repeat.
The result is the game - though it's still running at 30 frames per second - looks like it's not and it feels choppy. If you're playing a game that demands precision in countering attacks or firing your own, having those repeated frames destroys the feeling of control.
 
I thought the frame-pacing issue was in every PS4 "versions" ?
It is, but very minimally in PS4 Pro light mode. By contrast, the Xbox One version has perfect framepacing when it's at 30fps...but unlike the PS4 versions, it drops from 30fps and the screen tears. That definitely makes it choppier.

It's due to the fact that it is capped at 30fps. Simply dropping v-sync and letting the game run wild would yield higher frame-rates with lots of tearing.
But why call this "v-sync" rather than "capped framerate"? Surely the only reasonable definition of "v-sync" is that framerate is synced to the display's vertical refresh. And look at what this game actually does. The PS4 versions produce frames at 33.3ms or 16.6ms, but nothing else. The Xbox version produces frames that are 33.3ms or freely longer. Why would just the latter be "adaptive v-sync"? It's the only method producing frames that don't match display refresh rate! If that's "adaptive v-sync", surely the Sony versions are too.

But the clearest and most accurate thing, I think, would be to say that Xbox is capped at 30fps with perfect framepacing and no v-sync. Whereas PS4 is locked at 30fps with varying framepacing issues and no v-sync.
 
Not just Bungie. There have been other examples of this as well going all the way back to launch with NFS Rivals.

Heck, Mafia 3 released with horrible frame pacing recently and, within a week of release, they fixed it completely.

Any news on Rise of the Tomb Raider on PS4(Pro) in this regard?
 
Shit not what I wanted to see. I would probably be one of them people that don't notice but I really don't want to get in to the game just to find out I do. I may just wait till the December patch I don't want to play the lite, I want to play the best looking version.
 
Shit not what I wanted to see. I would probably be one of them people that don't notice but I really don't want to get in to the game just to find out I do. I may just wait till the December patch I don't want to play the lite, I want to play the best looking version.

I'm going to do the same. Wait for a patch and use my Christmas vacation to just engulf myself in the game. I have plenty of new games to play until then.
 
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