Luminescent
Member
I was wondering whether or not PGR3 maintains a minimmum framerate of 30. Anyone with experience care to answer?
Color me LTTP, but PGR3 doesn't run at a consistent 30 or 60, even in replays? What happened to the 60fps of the first game? Not hating on it -- I'm just a little surprised. Thanks.skyfinch said:During gameplay, it sometimes dips at the beginning starting line when all 8 cars as kicking up smoke. Other than that, it's very stable. Where it dips is in the replays. Not a whole lot, but it's still dissapointing when it does happen.
The biggest graphic glitch, however, is textures going from high to low res. This happens quite a bit when the camera shifts angles rapidly.
ghibli99 said:Color me LTTP, but PGR3 doesn't run at a consistent 30 or 60, even in replays? What happened to the 60fps of the first game? Not hating on it -- I'm just a little surprised. Thanks.
Ryudo said:I think its just due to the 360 not being powerfull enough and BC not having enough time to optimize their engine.
Ryudo said:I think its just due to the 360 not being powerfull enough.
rod said:and speaking of crap textures, WTF@the road texture on the brooklyn bridge looking like ASS, honestly ridge racer PSP has better roads than that strip along the bridge
Wario64 said:Are you playing it in HD? I played it in on a standard TV and it does look horrible, but I dont know if the road textures is improved on a HDTV. I'll find out this weekend though
no to the bold, yes to the restRyudo said:I think its just due to the 360 not being powerfull enough and BC not having enough time to optimize their engine.
Wrong. You had me thinking I was on crack there for a sec, but I'm looking at it right now, and it's 60. PGR2 is when they dropped it to 30.rod said:and pgr1 never ran at 60, so wtf?
ghibli99 said:Wrong. You had me thinking I was on crack there for a sec, but I'm looking at it right now, and it's 60. PGR2 is when they dropped it to 30.
It's all good... I remember going WTF when I played PGR2 for the first time. Looked great, still had dead environments :lol, but the framerate was cut in half. RSC1 almost did this, too. The first one had 60fps gameplay/replay, but RSC2 had 60fps gameplay, and 30fps replay. Weird. And then Forza was 30fps. It's like as the graphic detail went up, framerates went down.rod said:O RLY? il have to pick it up again. i coulda swore it ran at 30 when i had it, maybe pal version? or maybe im just mistaken
There's PAL 60, too, and I think I remember MS saying that PAL 50 is optional now on the X360, since it's kinda antiquated.rod said:nah pal is 50htz. a lot of people confuse htz with fps
Liquid said:360 is more than powerful enough. the reason its 30fps is because its literally drawing every single polygon of the city at once. none of it ever disappears. not even the 10,000s of people lining the track. someone flew around the course using the camera glitch and took this pic. even streets and alleys that a car would never reach in the city are being drawn. always. small scene but this is from under NYC far far away from the actual course. the devs left some props under the level :lol
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Shompola said:lol no... what the camera sees, the renderer will draw. simple as that.
rod said:no, gotta dissagree there, if you used the mode he is talking about you will see the city is always rendered. stupid if you ask me. couldve just rendered on screen information and got it to run at 60fps
That's not how it goes. The occlusion algorithms make sure to not render things that the camera does not see. Almost every game has been doing that for years now. The moment you get to see any part of any object, it becomes rendered, if it's occluded by something bigger in front of it, it gets excluded from rendering.rod said:no, gotta dissagree there, if you used the mode he is talking about you will see the city is always rendered. stupid if you ask me. couldve just rendered on screen information and got it to run at 60fps
Marconelly said:That's not how it goes. The occlusion algorithms make sure to not render things that the camera does not see. Almost every game has been doing that for years now. The moment you get to see any part of any object, it becomes rendered, if it's occluded by something bigger in front of it, it gets excluded from rendering.
The stuff that's never seen in the game is only wasting some memory space, it doesn't really slow down the rendering.
Marconelly said:That's not how it goes. The occlusion algorithms make sure to not render things that the camera does not see. Almost every game has been doing that for years now. The moment you get to see any part of any object, it becomes rendered, if it's occluded by something bigger in front of it, it gets excluded from rendering.
The stuff that's never seen in the game is only wasting some memory space, it doesn't really slow down the rendering.
Yeah, every single game nowadays uses clipping at least. For example: not rendering objects that are behind the camera and that simply can't be seen. Showing that you can pull camera up to show the whole city only proves that the engine renders what the camera sees, and sometimes you can see that they also use some kind of LOD for textures at least.Shompola said:No they didnt use painters algorithm, that would be insanse. Why do you think it has a z-buffer in hardware? And in the fast edram even! You think they just ignored it. And besides that they use a method called clipping. Sorting out and removing everything that is out of scope.
Liquid said:even if. its not like say GTA where it has to load other parts of the city is what i think i'm getting at and this is far larger than anything gta offers. evn if its say not drawing the back side of buildings its still drawing say the front of the entire world, even stuff that you'll never drive to in the race or see from the track at all times. i mean i can understand having say an alley you can turn your head and look down while driving there in memory but something miles and miles away that has nothing to do with the course being there is just mind boggling.
Doing what bigger? If you don't understand what the X360 hardware or BC are doing, what in the world are you referring to?Liquid said:wether i do or not its pretty obvious that PGR3 is doing it bigger than any other game before it.
ghibli99 said:Doing what bigger? If you don't understand what the X360 hardware or BC are doing, what in the world are you referring to?
ghibli99 said:Doing what bigger? If you don't understand what the X360 hardware or BC are doing, what in the world are you referring to?
PGR3 probably has technically most advanced visuals in racing genre (at least of the games I've seen), but it's just that it's not quite doing what was mentioned earlier in this thread (rendering everything, no matter if it's outside of camera view).ghibli99 said:Doing what bigger? If you don't understand what the X360 hardware or BC are doing, what in the world are you referring to?
Do you understand what BSP Trees or Occluders are? It's not like it draws or even processes every object all the time.Liquid said:name a game this gen or ever thats rendering as much as PGR3 at once smart ass.
Liquid said:name a game this gen or ever thats rendering as much as PGR3 at once smart ass.
Which would prove what? This argument started because you were tossing around some questionable info that some of the others called you on.Liquid said:name a game this gen or ever thats rendering as much as PGR3 at once smart ass.
Luminescent said:I won't mind dips below 30 during replay mode, but yes during gameplay. What about the textuer popping issue that some of you have mentioned. Is it very noticeable?
Luminescent said:I wouldn't mind dips below 30 during replay mode, but yes during gameplay. What about the texture popping issue that some of you have mentioned. Is it very noticeable?