BioShock 2: PS4 vs Xbox One vs PC Original Analysis and Frame-Rate Test

Video

Digital Foundry take a look at BioShock 2 in the BioShock Collection and compare the Remastered versions against the PC original.

Rounding off our look at the BioShock Collection, the middle game in the trilogy may well be the best of the remastered trio - though issues remain. Dave has a full graphics comparison and performance test.
 
Are alpha effects bounded with the CPU or why are there such drops when these effects are on screen? As mentioned in the video, it really should run better with this old engine.
 
Tried to watch but I actually got anxiety listening to the narrator's voice. Guy sounds so tired and sleepy that it made it difficult for me to concentrate on what was being said. lol
 
SGSSAA still works in Bioshock 2 even though it is DX11

3840X2160 with 8XSGSSAA (checkout that VRAM usage and framerate on a Titan X.. in BIOSHOCK 2)
bioshock2_2016_09_22_nesk3.png


1920X1080 with 8XSGSSAA
bioshock2_2016_09_22_cts3i.png
 
I'm reading all of this crap and all I can think is: "just play the old games, jeeeezus." The games were fine on PS360 just play those versions.
 
I'm reading all of this crap and all I can think is: "just play the old games, jeeeezus." The games were fine on PS360 just play those versions.

Not everyone has access. There's nothing wrong with putting out a game that was 9 years old on current platforms (though, I wish they could have done a bit of a better job).
 
I would open these all up in separate tabs to compare best.

Default ingame FXAA @ 1920X1080:
default_fxaaemscr.png


Default ingame FXAA @ 3840X2160 linear Downsample to 1920X1080:
4kgwstg.png


Default ingame FXAA @ 1920X1080 w/ 8XSGSSAA:
8xsgssaapcsk2.png


SGSSAA provides the smoothest image with the least amount of jittering and flicker when walking around, 3840X2016 downsampled is definitely sharper at 0% gaussian smoothness with DSR settings, but actually still has some pixels dancing around here or there (water surfaces especially). It also has a knock-on effect with the bloom where halos around light sources tighten and get smaller. The default ingame FXAA @ 1920X1080 is just terrible looking in comparison.

edit: Bonus Round
Default ingame FXAA @ 3840X2160 w/ 8XSGSSAA linear Downsample to 1920X1080 aka "where are the pixels?":
4k_8xsgssaadysge.png
 
Sad they didn't do these games justice. I sort of missed them at the time and I was hoping to get a nice upgrade to justify finally giving them a real shot. I guess they go right back to the back burner. Someday maybe.
 
Finally got a chance to watch the video. He mentions the lack of specular highlights in the remaster but I didn't really see any shots in the video that shows it. Can anyone with both games installed do a comparison?

Also, no word on the audio? The Steamworks patch introduced issues with the audio balance, is that fixed in the remaster?
 
Finally got a chance to watch the video. He mentions the lack of specular highlights in the remaster but I didn't really see any shots in the video that shows it. Can anyone with both games installed do a comparison?

Also, no word on the audio? The Steamworks patch introduced issues with the audio balance, is that fixed in the remaster?

He actually did show it. But I'll show you a comparison of my own that I posted in the other thread:



The specular effect that gives the appearance of wetness is entirely missing in the remaster. Also, the remasters only feature stereo audio, though this can apparently be fixed in the ini files (haven't tested it myself).

In my opinion, people are looking at these "remasters" in the wrong context. The fact is, the original creators of this property have moved on. 2K retains the rights, and much like what Konami is doing with the Metal Gear series, they can't just let one of their largest properties sit there; they have to make money off of it. As such, these "remasters" aren't done out of love of the originals, but are cash-ins contracted out to a company who has basically done a glorified texture mod. The ancient Unreal 2.5 engine remains unchanged, as do the sound issues, mouse acceleration issues, lack of FoV slider, etc. As for the so called "improvements," the new texture work is revisionist at best, and the specular effects (arguably along with some of the original water effects) appear to be entirely missing. The only real reason to play the remasters over the original PC versions is the physics tick rate fix (which can also be fixed in the original Bioshock, by the way) and the slight poly-count increase.
 
He actually did show it. But I'll show you a comparison of my own that I posted in the other thread:





The specular effect that gives the appearance of wetness is entirely missing in the remaster. Also, the remasters only feature stereo audio, though this can apparently be fixed in the ini files (haven't tested it myself).

In my opinion, people are looking at these "remasters" in the wrong context. The fact is, the original creators of this property have moved on. 2K retains the rights, and much like what Konami is doing with the Metal Gear series, they can't just let one of their largest properties sit there; they have to make money off of it. As such, these "remasters" aren't done out of love of the originals, but are cash-ins contracted out to a company who has basically done a glorified texture mod. The ancient Unreal 2.5 engine remains unchanged, as do the sound issues, mouse acceleration issues, lack of FoV slider, etc. As for the so called "improvements," the new texture work is revisionist at best, and the specular effects (arguably along with some of the original water effects) appear to be entirely missing. The only real reason to play the remasters over the original PC versions is the physics tick rate fix (which can also be fixed in the original Bioshock, by the way) and the slight poly-count increase.
Your comparison is for Bioshock 1, which John did a great job at highlighting in his analysis for that game. Their Bioshock 2 analysis video, I think could have gone a little more in-depth. They mention it again in the written article they published today, but no screenshots to compare.

Moving onto BioShock 2, and there's a sense of more of the same. Certainly in terms of performance, there's the same 1080p60 target, but the same shortfall in effects-heavy scenes. In terms of the aesthetic, many of the same gripes from the first title apply to this one. There's a big drop in specular lighting, removing much of the 'wetness' of the city aesthetic. Going underwater, detail actually looks significantly pared back compared to the original release - a consequence of a murkier, perhaps more realistic look, but still at odds with the presentation of the older code. However, the developer does deserve kudos for its revamp of the textures and models - we even spotted some parallax occlusion mapping on some of the ground textures here. That's an example of modern day GPU features grafted on to the original game while still being respectful to the original artwork.
http://www.eurogamer.net/articles/digitalfoundry-2016-bioshock-collection-face-off

If you have a comparison of Bioshock 2 specular highlights I'd love to see it since it's the game I'm actually looking forward to replaying the most.

Bioshock 2 never got the physics mod, which appears to be fixed in the remaster. The Steamworks patch for Bioshock 2 also really messed up the audio mix, which required a mod to fix. This has also apparently been fixed in the remaster according to some users in the OT. The murkier visuals during the underwater segments are a clear win in favor of the original, but some of the other improvement actually look pretty nice, such as the addition of POM.
 
Are alpha effects bounded with the CPU or why are there such drops when these effects are on screen? As mentioned in the video, it really should run better with this old engine.
Alpha effects are generally not CPU limited at all. They are significant drains on GPU bandwidth, and often rendered at low resolution for that reason.
 
Your comparison is for Bioshock 1, which John did a great job at highlighting in his analysis for that game. Their Bioshock 2 analysis video, I think could have gone a little more in-depth. They mention it again in the written article they published today, but no screenshots to compare.

If you have a comparison of Bioshock 2 specular highlights I'd love to see it since it's the game I'm actually looking forward to replaying the most.

Bioshock 2 never got the physics mod, which appears to be fixed in the remaster. The Steamworks patch for Bioshock 2 also really messed up the audio mix, which required a mod to fix. This has also apparently been fixed in the remaster according to some users in the OT. The murkier visuals during the underwater segments are a clear win in favor of the original, but some of the other improvement actually look pretty nice, such as the addition of POM.

Correct. I don't currently have any Bioshock 2 original/remaster comparison screens. Nor do almost any outlets, strangely. After beginning the Bioshock 1 remaster, and then shortly opting to play through the original again instead, I lost interest in doing comparisons for the second game.

In fact, for my first ever playthrough of Bioshock 2, I also opted for the original over the remaster, with the fixes you mentioned implemented. Though I must say I am curious about what improvements, if any, were made in its remaster. I may go back and do a few comparison shots, and will post them here if I do.
 
Correct. I don't currently have any Bioshock 2 original/remaster comparison screens. Nor do almost any outlets, strangely. After beginning the Bioshock 1 remaster, and then shortly opting to play through the original again instead, I lost interest in doing comparisons for the second game.

In fact, for my first ever playthrough of Bioshock 2, I also opted for the original over the remaster, with the fixes you mentioned implemented. Though I must say I am curious about what improvements, if any, were made in its remaster. I may go back and do a few comparison shots, and will post them here if I do.
Cool, well at least check out the video in the OP and the article they published, it details some of the differences for Bioshock 2 in the remaster. The addition of POM and the improved model and textures on the rivet gun look pretty nice.
 
Cool, well at least check out the video in the OP and the article they published, it details some of the differences for Bioshock 2 in the remaster. The addition of POM and the improved model and textures on the rivet gun look pretty nice.

Alright, I just made a few comparisons between Bioshock 2 original/remaster in the beginning area. First off, both versions are set to equivalent maximum settings. Neither have FoV options, so the default is being displayed in both (I had the original at 90 via an ini tweak, but reverted it for these comparisons). And unlike Bioshock 1, the remaster's surround sound options remain intact.

Sad to say, while the remaster can look better, it more often looks worse, or at best, different. Blind Squirrel took massive liberties with texture design, and instead of recreating the original textures in a higher resolution, they flat out changed them; many of which look arguably inferior to the originals. Also, to answer your question, it appears both versions of Bioshock 2 don't feature the exact specular effect seen in the original Bioshock.

Positives of the remaster? The physics tick rate seems to scale with the refresh rate (mine's 144hz, and it looks perfect in motion), along with the slight poly-count increase. Some water and lighting effects could also be considered superior to the original, but in most instances, to me, end up looking different, not better or worse. And would it have killed them to add a simple AO solution?

That said, I'm going to continue my playthrough with the original version; for me, the (often drastic) new texture design sullies the game's original art direction.


















 
Alright, I just made a few comparisons between Bioshock 2 original/remaster in the beginning area. First off, both versions are set to equivalent maximum settings. Neither have FoV options, so the default is being displayed in both (I had the original at 90 via an ini tweak, but reverted it for these comparisons). And unlike Bioshock 1, the remaster's surround sound options remain intact.

Sad to say, while the remaster can look better, it more often looks worse, or at best, different. Blind Squirrel took massive liberties with texture design, and instead of recreating the original textures in a higher resolution, they flat out changed them; many of which look arguably inferior to the originals. Also, to answer your question, it appears both versions of Bioshock 2 don't feature the exact specular effect seen in the original Bioshock.

Positives of the remaster? The physics tick rate seems to scale with the refresh rate (mine's 144hz, and it looks perfect in motion), along with the slight poly-count increase. Some water and lighting effects could also be considered superior to the original, but in most instances, to me, end up looking different, not better or worse. And would it have killed them to add a simple AO solution?

That said, I'm going to continue my playthrough with the original version; for me, the (often drastic) new texture design sullies the game's original art direction.
jorimt, you're a champion for doing that! Fantastic comparison. After thoroughly looking over each screenshot, I gotta say, I think Bioshock 2 Remastered holds up a lot better compared to the original than their work on the first Bioshock. The texture work is often not a direct recreation at a higher resolution, but I think for the most part the spirit of the original scene is retained. For me it goes back and forth, some shots of the original looks better, some shots in the remastered look better. I also noticed that the model on the left hand and the rivet gun are different. I think the rivet gun in the remaster looks A LOT better.

Did you happen to notice any differences in the audio mix? Are any of the audio issues that DF noted in Bioshock 1 present here?

At this point I'm most interested in this patch they're working on, and if the FOV slider they add is good. I remember when I played Bioshock 2 I actually opted not to use the FOV ini tweak because it would constantly get reset by various things, mostly zooming in with a weapon. Having to constantly press a key to set my FOV was not worth the trouble.
 
jorimt, you're a champion for doing that! Fantastic comparison. After thoroughly looking over each screenshot, I gotta say, I think Bioshock 2 Remastered holds up a lot better compared to the original than their work on the first Bioshock. The texture work is often not a direct recreation at a higher resolution, but I think for the most part the spirit of the original scene is retained. For me it goes back and forth, some shots of the original looks better, some shots in the remastered look better. I also noticed that the model on the left hand and the rivet gun are different. I think the rivet gun in the remaster looks A LOT better.

Did you happen to notice any differences in the audio mix? Are any of the audio issues that DF noted in Bioshock 1 present here?

At this point I'm most interested in this patch they're working on, and if the FOV slider they add is good. I remember when I played Bioshock 2 I actually opted not to use the FOV ini tweak because it would constantly get reset by various things, mostly zooming in with a weapon. Having to constantly press a key to set my FOV was not worth the trouble.

Glad my comparisons were useful to you. And again, I personally don't find the texture changes welcome, but to each his own. As you say, the difference between the two versions more often end up looking different, as opposed to better or worse, which can be said for most remasters, I think.

As for the sound, I'm afraid I'm more of a videophile than audiophile. Though again, I did note that unlike the Bioshock remaster, the Bioshock 2 remaster retains the reverb/surround options from the original. I haven't tested the remaster long enough to say, but neither version has amazing channel separation, even with the original's sound levels fix in place.

Finally, I have the FoV option mapped to the W key, and I'm pretty sure that the FoV value saves at checkpoints. But yes, it does get reset when you aim down sights. PC Gaming Wiki (EDIT: scratch that, I saw it on this old steam thread: http://forums.steampowered.com/forums/showthread.php?t=1142694) has a work around that is suppose to remedy this (mapping the FoV to both the "W" and "ADS" key), but it hasn't worked for me, for whatever reason.

EDIT #2: Forgot to add, Flawless Widescreen allows for an adjustable FoV that won't reset on you under any circumstance. You can download it here: https://www.flawlesswidescreen.org/#Download.
EDIT #3: Eh shoot, just tested, the Flawless Widescreen fix only works with the original Bioshock 2. Figures.
 
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