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Does PGR3 Ever Dip Below 30?

rod said:
yep im playing it in both 720p and 1080i. the road just before u get on is really detailed and textured really well, soon as you get on the bridge though it looks...fucking...horrible...like no detail at all. a perfect description would be like the road out of SF rusH on n64. detail-less

It might have something to do with the speed of those sections- you are always going 100 mph plus in thos stretches
 
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?

None of the glitches are noticable- I have barely noticed the texture popping, and NEVER noticed framerate dips.

Only the most picky will complain about this stuff, honestly.
 
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.

That's the theory, but in practice it's not feasible to do perfect occlusion detection. Games certainly don't render the entire level every frame, but there will be some objects that are close enough to being seen that it is faster to render them than to do the extra computation to find out it isn't visible. Engines end up rendering things that you can see plus things that you can see from somewhere very near you.
 
Blimblim said:
Hmmm guys, arguing over a shot done using a glitch that allows the camera to go anywhere is not really smart. You have to realize the devs certainly have some sort of cache algorithm (be it a BSP tree or something else) that allows them to decide what can be seen or not at any point of the city, and that this algorithm is defaulting to "SHOW EVERYTHING WEEEEE" when it's out of the track.
That's my guess at least, especially after seeing a very early beta running a few months before launch.

thank you! and by being able to "show everything" at any given time that has to have an effect on the framerate. I'm not sure if any of the GT games have multiple courses/routes of say NYC or the grand canyon but if it does i'd bet anything its doing it as seperately loaded courses. Like say if you could get out of the track in a GT game. I dont think you'd be able to get to another part of that map where another course would be in the games world. In PGR3 you can literally take the camera over to a course/route that isnt even being raced on. I've messed around and took the camera from a point to point section of the full nur allllllllllllllll the way over to one of the shorter circuit courses and almost everything was there execpt the higher quality textures.

I'll admit i dont know much about the technical side as some of you do but to say the 360 is too weak to do 60fps after seeing what exactly is being drawn or able to be drawn at 30 gives you a better picture of why it draws at 30. It also shows IMO that the size of the discs will not matter at all. If something as large as lower manhattan and downtown brooklyn can all be "there" at once with fully poly detail excluding high quality texures in a first gen rushed 360 game then to me that only makes the future look better for the 360.
 
It's way more complex than just that now. LOD and visibility / occlusion algorithms break the relationship between polys modelled, and polys drawn. Primarily here we're looking at the use of a high quality, robust LOD algorithm.

But even then, polys drawn (or rather, vertices processed) is only part of the calculation for final performance. Texture access (mip mapping helps here), pixels calculated (resolution * overdraw), and shader complexity are all big factors.

Welcome to the 21st century :)
 
shantyman said:
It might have something to do with the speed of those sections- you are always going 100 mph plus in thos stretches
If you're talking about the bridge, then they certainly appear low-res to me. I stopped and looked around in photo mode and there was a clear point where the textures suddenly became crap on the road surface.
 
dark10x said:
If you're talking about the bridge, then they certainly appear low-res to me. I stopped and looked around in photo mode and there was a clear point where the textures suddenly became crap on the road surface.


yep. the textures look horrible on the bridge, rest of the track=fine, and also there appears to be poly tearing on the bridge. wtf
 
rod said:
and also there appears to be poly tearing on the bridge. wtf
As in Ridge Racer 1 for the PS1 type of seams/tearing? WTF, indeed.

As an aside, there was a long-ass commercial for this game at the AMC theater I went to that was shown before the feature. The guy sitting next to me thought everything looked pretty real until the car jumped through the air (which, yeah, looked bad). Overall, though, the audience was pretty impressed. :)
 
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

There are distance pop-ins when racing, although rare they are present. Seems to happen in the Tokyo tracks most often or in sharp turns with skyscrapers (~5 times in 20-30 races?).
 
rod said:
yep. the textures look horrible on the bridge, rest of the track=fine, and also there appears to be poly tearing on the bridge. wtf

Not to mention the grass texture in the Nurb. >_<
 
PGR3 has extremely rare dips in gameplay...and all of them are so short you can barely notice them

The only time you really notice dips in framerate are when you're close up to a car in te garage mode

also, despite running in 30fps, the game looks fucking fast as hell...sense of speed is not lost whatsoever
 
briefcasemanx said:
Wow, people are nitpicking ARGUABLY THE BEST LOOKING VIDEO GAME EVER MADE.

That's what I was thinking. Dark10x's comments really baffle me.

Being a graphic whore is enjoying/wanting great grpahics and having them enhance your enjoyment of a game, not picking them apart piece by piece.
 
Gek54 said:
Are you serious?

ummm...yes? take daytona USA arcade. sometimes when you'd cause a rediculous pile up of more than say 15 cars, the framerate would actually drop from the supposed locked model 2 60fps and polygons would start dropping out all over the place.
 
Liquid said:
ummm...yes? take daytona USA arcade. sometimes when you'd cause a rediculous pile up of more than say 15 cars, the framerate would actually drop from the supposed locked model 2 60fps and polygons would start dropping out all over the place.

fps ARE related to the poly performance, among other things.
 
Yeah, where the camera goes the world will stream and render. It is possible in most games with large worlds to snapshot the streaming buffer, essentially pausing it, and look around so that nothing is streamed in or out from there on so you can see everything in memory at that time visually.

It makes sense that PGR 3 keeps the buffer going for the camera for a few reasons...first is that pausing it would make visual errors the player could see and not understand...second is that developers usually use the free roam camera in game to critique the art and fix problems so they'll whip around the environment looking at every structure and how it ties into the ground.
 
Wakune said:
also, despite running in 30fps, the game looks fucking fast as hell...sense of speed is not lost whatsoever
I'll agree with this. Out Run, for example, ran at "30", and when the Sega Ages version came out for the Sega Saturn, one of the unlocks was a "smooth/60" mode. The game looked like liquid, but the sense of speed was completely lost.

...then again, Space Harrier and After Burner from the same era ran at 60, and those sure had a great sense of speed. Anyway... :)
 
shantyman said:
That's what I was thinking. Dark10x's comments really baffle me.

Being a graphic whore is enjoying/wanting great grpahics and having them enhance your enjoyment of a game, not picking them apart piece by piece.

Exactly. It might have a few brief areas where the framerate dips or textures aren't super sharp but it's a launch game. For a launch game overall it looks insanely good. For a launch game a few insignificant little things like that aren't a "WTF", but they are to be expected.

I personally haven't run into any problems like that yet, but I haven't been able to play the game that much yet. I just got it on Christmas, and IMO it's graphically the best game ever made. My family was amazed by how good it looked too.
 
Warm Machine said:
Physics, Rendering, Collision, and A.I. are the biggies.

AI and Physics are the biggies as far as FPS?

Weird I thought those would be handled by the CPU, and are independent of how many frames are being rendered per second. I'm sure you know a lot more than me though.
 
Warm Machine said:
Physics, Rendering, Collision, and A.I. are the biggies.

that stuff is obvious though. maybe i shoulda been more clear on that. when something bad happens in a game though stuff like physics or collision doesnt take a hit. its usually the polys resulting in slowdown or polys dropping out.
 
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