Showing posts with label 360 vs ps3. Show all posts
Showing posts with label 360 vs ps3. Show all posts

Wednesday, 24 November 2010

Tech Analysis: Need For Speed: Hot Pursuit (PS3 vs 360)

After taking a fairly in-depth technical look at the demo for Need For Speed: Hot Pursuit, we came away decidedly impressed with the superb quality of the work on offer. The use of a highly optimised multi-platform engine, whereby through parralelisation of code - in the form of scalable modules which can run on multiple cores/SPU’s – not only yielded solid results across both platforms. But also confirmed that Criterion’s approach to development was indeed the right one.

In terms of platform parity, the demo was for all accounts, identical on both platforms, with next to nothing in separating them. Texture detail, filtering, lighting, and almost every graphical effect had been careful replicated on both the PS3 and the 360, whilst performance was surprisingly rock solid - 30fps being upheld near constantly, with no screen tearing taking place.

The most interesting parts of our analysis focused us on the game’s use of anti-aliasing - what looked like an additional technique had been included over and above the standard 2xMSAA solution, and the use of an incredibly impressive dynamic lighting system. Both of which were points we wanted to investigate further outside of the night time track we had only access to in the demo. And these are exactly the things we’ll be taking another look at here today, along with another look at performance in the company of the final game.


First of all, just a quick recap. NFS:HP renders in 720p on both platforms with edge smoothing being provided by use of 2xMSAA. Extra smoothing is also present from a currently unknown, custom form of AA, which is used to help reduce sub-pixel aliasing issues on thin strips of geometry and objects that appear far off into the distance.

In the demo we reported on the noticeable improvement in overall image quality present from the additional implementation of custom AA, although at the same time where left with only half the picture. For our demo analysis, we only had access to the night time portion of the game, which as regular readers of IQGamer should know, low contrast areas often provide a best case scenario for most anti-aliasing techniques (supersampling and MLAA aside). The real test of how well Criterion’s custom solution actually works, is in the higher contrast daytime sections of the final code.


As you can see in the screenshot above, like in the demo, power lines and small objects far off into the distance get a huge amount of edge smoothing not possible just by using 2xMSAA on its own. Edge shimmering is noticeably reduced as a result, and the scene has a more solid look to it.

Not all elements of the scene are covered however. Some objects, like the telegrapth poles and small fences at the side of the road, suffer from both high contrast aliasing and subpixel issues, where by the samples created by the MSAA are insufficient to deal with such things. These do result in some jagged and shimmering edges being present, sometimes unavoidably so. Although, overall sampling coverage, and indeed jaggies reduction is very good considering the look of the game.

Despite the high contrast nature of some of the daytime scenes, aliasing is indeed kept in check, with Criterion’s technique successfully aiding the 2xMSAA solution also apparent. As expected, jaggies aren’t completely eliminated - they can crop up frequently throughout the trackside scenery. But the overall result is more than satisfactory given the make up of the game engine – the lighting, huge draw distances etc.


Another thing that we were thoroughly impressed with in the demo, and that we wanted to check out in the finished game, in full daylight environments no less, was the title’s use of dynamic lighting. In NFS:HP the cars are lit and shaded in real time by the surrounding environment, with elements such as cloud coverage dramatically changing the lighting applied to the scene at any given time.

Image based lighting is used to do this, where the actual environment and lighting scheme are rendered first, before the cars are rendered afterwards in a separate pass. This allows the cars to be accurately lit and shaded at all times, changing constantly with regards to their position in the game world itself.

At night the range of different light sources in combination with cloud coverage gave way to an incredibly realistic look, with lighting that brought about a certain amount of naturalness to the overall look of the game. In the daytime we can see this effect being heightened even more. Various elements: such as the sun rising above hilltops as you come speeding around corners, and the constantly moving cloud dramatically impacts on lighting present in the scene, reacting instantly with the cars as they are being driven around the track.

With shadows constantly shifting, lighting is never the same across both versions at any given time. There is more range, and indeed scope on offer here too, making a noticeable difference. Although, the actual quality and implementation of the effect is the same on both PS3 and 360. This accounts for any lighting differences apparent in our comparison screens.


Interestingly, not every aspect of the game appears exactly like for like. In the demo we noticed that the specular maps on both the road and some environment surfaces seemed to be rendered in a slightly lower resolution on the PS3, and as we can see in the screenshot above, the same thing can indeed be found in the final game.

However, this oddity is only present under certain circumstances – the difference simply doesn’t exist when racing in full daylight conditions, nor does it appear above on the wall of the tunnel either (look to the left, it's the same on both). So maybe something else is interfering with it in some way. Either way, signs point to the reduced quality effect only being present when the car's headlights are directly shining on the road, in either dark parts of the track, or at night time.


In terms of performance, the final game, is as expected exactly like in the demo. NFS:HP runs at a rock solid 30fps (the game is framerate locked) at all times during gameplay on both formats, with the only slowdown occurring in takedown or car crash scenes, along with on some cinematics before and after the race. As these segments aren’t controllable by the player, the slowdown makes no real impact on the proceedings, other than visually, so there is no loss of controller responsiveness to be found during gameplay.

The use of v-sync is also fully apparent, with neither version exhibiting any screen tearing whatsoever. The high contrast nature of the daylight courses make tearing easier to see without having any equipment to measure it – that is to say that I saw none to be present at any point when playing the game.

So, performance is remarkably solid – a point we mentioned back when taking a look at the demo. But how does the game’s handling fair? Usually the lower the framerate, the greater the amount of latency has an affect on controller responsiveness, with any increase in lag being noticeable compared to games that run at 60fps. In the demo we sighted handling which felt slightly unresponsive, although actual controller feedback felt responsive.


As we first surmised, and experienced first hand in other games, the use of lower spec cars meant that fast turning or quick Burnout style drifting wasn’t really as easy as it should be. In fact, the handling model felt a little bit like Split Second – that is to say, that it felt a little unrefined. However, in the final game - with cars not a mile better than the ones given to us for use in the demo - we can see a marked improvement. The handling on the whole is far, far better, whilst maintaining that Burnout meets Split Second feel, without the compromise of feeling slightly laggy due to using those underpowered starting vehicles.

Of course, there’s no question that 60fps games, like Burnout Paradise, provide an ample improvement in controller responsiveness – lower latency means more instant feedback. Although, in this regard NFS:HP still feels incredibly responsive. More so it seems than many other 30fps racers, with the initial handling mechanic accounting for the difference.


Interestingly, it has been said that the PC version of the game can be made to run at 60fps with what looks like very little in the way of high-end hardware. Apparently, it is possible to acheive what I consider to be the benchmark framerate in which developers should strive for, with a simple mid-spec gaming rig. Unfortunately, my new PC isn’t ready yet, so I wasn’t able to test this out directly. But perhaps I might look into doing an update of sorts over the Christmas period if I have the time.

Either way, while it is obvious that NFS:HP would indeed benefit greatly from running at a higher framerate – sometimes the game is so fast that the 30fps update seems to lose its fluidity, even if it hasn’t actually changed – the experience is still a highly enjoyable one at that. Maybe the game isn’t quite as silky smooth as I would have liked – not at the super high speeds present. But of all the choices made, the compromise of having a rendering engine which draws massive vistas way into the distance, along impressive use of advanced dynamic lighting to boot, is a worthy one at that.


If its any consolation, the game’s use of motion blur often helps in making the game feel a tad smoother than it is. This is a common side effect of motion blur in general, in which the distorted nature of images in the scene can help to blend the separately rendered frames together, much like the way shutter speed affects the viewing of individual frames in film projection.

Given the insanely high speeds you are often driving at, the effect is a subtle one at best, felt more in the daytime races than at night. And sometimes, even it cannot make the game feel any smoother than it actually is. Thankfully, the constant 30fps update with no screen tearing keeps things nice and fluid. Although, that’s not to say a 60fps experience, with certain cut-backs made to the game’s advanced lighting system, wouldn’t be preferable.


In conclusion, the finished version of Need For Speed: Hot Pursuit is indeed as solid and technically accomplished as the demo - on both platforms no less, with only one slight difference doing absolutely nothing to tip the scales of balance in either way. Both versions come highly recommended, and although the lack of 60fps may come as a disappointment to ardent fans of Criterion’s past racers, that shouldn’t be enough to prevent you from screeching off that starting line in their company once again. Well… not if you want the best Need For Speed game in years that is.

Once again thanks go out to AlStrong for pixel counting and Cynamite.de for their screens. The full gallery of higher quality shots can be found here.

Monday, 22 November 2010

Tech Analysis: Assassin's Creed: Brotherhood (PS3 vs 360)

There has always been quite a considerable gap in between the PS3 and 360 versions of previous Assassin’s Creed titles. Whilst most of the core make-up of each game was in fact pretty much identical, sans occasional differences, both performance and image quality lagged behind on the PS3. So much so that Ubisoft themselves ublicly recognised this, with Level Design Content Director, Phillipe Bergeron, acknowledging that more could be done in a recent interview with IGN.

"At the end of ACII we realised that the PS3 was sort of an afterthought – or, not that it was an afterthought, but we hadn't fully debugged it until the very end, and we had a bunch of frame rate issues and quality issues. This time around we knew that, because we went through it once, so we decided to attack it from the beginning and I think the final product is much more on the level, and even on some parts, the frame rate is probably sometimes better on the PS3 than it is on 360."

The question is though. Did Ubisoft Montreal actually follow through, or are we left with another disappointing PS3 port, complete with noticeably worse performance and a smeary Vaseline-styled look? The answer in fact, may just surprise you. As although Assassin’s Creed Brotherhood shares much with its predecessors, it is certainly a more polished affair in which the PS3 version stands up remarkably well with its 360 counterpart. It is for the most part, bar some texture blurring and a contrast/gamma difference, identical.


360


PS3

As expected Assassin’s Creed Brotherhood is rendered in 720p (1280x720) on both formats, with 360 getting the standard issue 2x multi-sampling anti-aliasing (MSAA) as usually seen in titles on the platform, and the PS3 once again receiving the alternative quincunx (QAA) solution.

As we’ve mentioned before in previous tech analyses, the very nature of how QAA works in smoothening jagged lines means that the entire image, including textures, gets blurred to some extend. Unlike with MSAA, QAA works on applying the smoothening algorithm to every pixel and not just specific edges.

Essentially edge-based pixels are still sampled in a similar way, however QAA uses a five-point sampling pattern which inconveniently works on all areas of the image regardless of whether an edge is present or not – pixels in both low and high contrast areas are equally affected, which is the main cause of textures becoming blurred as a result.

The choice of using QAA over traditional MSAA then, is rather strange to say the least, considering the technique comes with roughly the same processing and memory cost as 2xMSAA. But the advantage it seems, is with it being able to deliver ample edge smoothing closer to that of 4xMSA, though at the expense of overall scene clarity.

The most obvious reason for its use probably stems from an artistic decision rather than a purely technical one – there’s no reason why MSAA couldn’t have been implemented, so it’s likely that the developers actually wanted to have 4xMSAA type levels of edge smoothing on both platforms, but without any easy way to do so on 360 (you would have to use tiling). The PS3, naturally, has QAA as a standard form of anti-aliasing not included in the 360’s GPU feature-set (it’s an NVIDIA thing), so represents an obvious compromise.

However, compared to some games that use the technique, the QAA in ACB has less of an initial impact in overall image quality than you might expect. Especially seeing as the PS3 build’s 720p output remains fairly sharp and continuously crisp despite additional texture blurring.



Unfortunately, most of our comparison screens for ACB are rather compressed whilst suffering from obvious lack of proper gamma adjustment on the console end, which makes showing the clean appearance of the PS3 build and the extra sharpness of the 360 game rather difficult. As a result we’ve left all the screens untouched - free from additional compression induced labelling, whilst also bringing you two much higher quality PS3 screens in which to demonstrate out findings.

With the two shots above you can clearly see just how sharp the PS3 version really is, with the use of QAA providing a decent level of jaggies reduction without compromising the clarity of polygon edges. Some texture blurring is apparent, which is perhaps the biggest bugbear I have about the technique. But as you can see its affects aren’t especially displeasing - not in every instance - and as a result ACB still looks incredibly good on the PS3.


360


PS3

Despite all our images showcasing what looks like reduced quality texturing in the PS3 build ACB, you can see that the main reason for this is a combination of both the additional blur provided by the use of QAA and the drastic difference in gamma curves for both versions.

This gamma difference is half of what makes the PS3 game look less detailed on first impressions, with textures that could be misconstrued as being in a lower resolution to those not aware of how QAA imapcts on the final image. However, the actual assets used in the game are actually like-for-like, and you can see this when both versions closely scrutinised.

Instead, it is the initially higher contrast and washed out nature of the PS3 game, in combination with the QAA which helps in hiding texture details, and making the filtering come across as looking worse, which in fact, is actually identical (same levels of AF present on both). Calibrating both the brightness through the game’s own menu, and gamma on the HDTV itself practically solves the problem, with the PS3 version looking clean and sharp with more visible detail being present after this is done.


360


PS3


360


PS3

You can clearly see this above: the in-game brightness setting has been adjusted in order to provide a more uniform look across both consoles. HDTV settings haven’t been touched in these two phone captures, instead showing that a similar level of brightness can be obtain by simply changing an option in the game’s menu.

For the most part, like with Need For Speed: Hot Pursuit and indeed past Assassin’s Creed titles, both versions of Brotherhood look pretty much alike in the vast majority of areas, with any differences coming across more as mere quirks and rendering oddities than anything else. Other than the use of QAA and varying gamma curves, only performance really separates them in any meaningful way. And even in this regard, ACB has seen some noticeable improvements on the PS3 side.


360


PS3

In terms of performance past Assassin’s Creed titles have always been behind on the PS3, with more instances of slowdown and much greater amounts of screen tearing. Although in Brotherhood the gap has indeed been closed significantly, with less in the way of either taking place. Naturally, it is the 360 build which still commands an advantage, but both at times, feel and look very similar in this regard.

When looking at both 360 and PS3 versions of most games, it is clear that developers usually try to balance out the use of v-sync with trying to maintain a smooth framerate. Normally, PS3 owners are privy to a near solidly v-synced experience at the expense of a large increase in slowdown. Whilst on the 360, developers usually choose the opposite: ditching v-sync in order to allow for a smoother experience, but with noticeable amounts of screen tearing.

For ACB, like with past AC titles, Ubisoft Montreal have favoured the latter, in which case it is apparent that neither version employs v-sync but both can run relatively smoothly on many occasions. ACB targets a 30fps update, and the framerate is capped at that level – it never goes higher than this, but it does drop below.

However, both versions actually maintain a reasonably solid 30fps most of the time when load isn't being pushed – noticeable drops only really occur in situations where long draw distances are visible, or in areas in the city where crowds converse together. In these sections the 360 version does run smoother, featuring less prolonged dips in framerate (sometimes only by a few seconds or so) and less screen tearing. Although, on most occasions the two games operate near identically, with both dropping frames and tearing terribly at similar points. Bar perhaps the odd point in which the PS3 version felt a little smoother for a brief moment in time.

One thing that is apparent, is that the game on both platforms can suffer from regular, and continuous bouts of screen tearing even when the framerate appears to be mostly solid during the experience. In that respect, it is all too obvious that this concern from the first two AC titles hasn’t been fixed at all. The PS3 version tears more often than the 360 one, and both tear regularly in heavy load situations. Though perhaps this is something that we simply have to accept in order to gain better performance via a smoother overall framerate.

In the end ACB does display an improvement in this area on the PS3, although not quite to the extent we expected given Ubisoft publically released statement. Tearing is still an issue – more torn frames on the PS3 – and the framerate at times still struggles in a scenes with high detail and many characters on screen – on both formats no less. In which case it is obvious that despite some upgrades and optimisations, the PS3 version is still a little behind in terms of overall performance.

Saying that, there are often times where both versions are basically close to being like-for-like, and the differences during gameplay can be so subtle that they can regularly go unnoticed (between both formats). Screen tearing aside, both versions are reasonable performers, with the engine obviously struggling in situations where the overall load exceeds the capacity for it to be resolved.


360


PS3

Moving on, and we can see that the engine powering ACB on both platforms has seen a few steady improvements in the lighting and shadowing departments, along with other additional effects – the water for example, in some places, now looks to be made up of more than just a few texture changes.

Dynamic lighting and shadowing has been expanded upon, and the game features noticeable cloud coverage providing moving shadows which seem to affect the lighting and shadowing on the ground. All of this is done in real time, and actually accounts for some of the shadowing differences you can see in some of the screens.


360


PS3

The most obvious improvement comes with the inclusion of screen-space ambient occlusion (SSAO), which adds an extra level of depth to the scene. Use of SSAO clearly expands the shadowing properties used throughout most of the game, and can be found noticeably on characters, and some parts of the environment. Along with the use of both dynamic and static shadowing, the use of SSAO helps to bring a more defining, realistic quality to the entire scene, with ample balance between areas of the environment with and without the effect.

Also in terms of shadowing, one thing we did notice was that certain shadows feature a slightly dithered look to them, much like what we were seeing in Mafia II. The effect stands out a little more on the 360, along with the shadowmaps themselves, which look sharper as a result of no QAA blurring. However, it also appears that the PS3’s use of QAA actually provides better blending with regards to the dithering effect - it becomes less obvious as a result.


360


PS3

In motion it is also possible to see some LOD issues with regards to the game’s use of shadowmaps - whereby shadowmaps feature a transitional change from lower to higher quality as you get closer to them - along with LOD issues on both platforms in general. Parts of the environment (textures, geometry, and shadows) in both the far distance and from a few feet away, tend to pop up noticeably on occasion as the engine struggles to load them in time. Though given the large draw distances it has to handle, this is understandable.

There are a few other differences to be found, but nothing major, or even anything that would really account for a clear rendering choice difference. Some shadowing and lighting oddities occasionally pop up – such as missing baked lighting on the PS3, or shadows appearing and popping in and out where they shouldn’t be. But this stuff isn’t noticeable whilst simply playing the game.


360


PS3

In the end Assassin’s Creed Brotherhood is pretty solid on both platforms with the 360 version maintaining that technical edge in certain areas. On the other hand, with the exception of more screen tearing and the inclusion of the texture blurring QAA, the PS3 build is almost a good, having the same baseline assets and tech powering the game.

Even the use of QAA is no real blemish on the experience – calibrating both the game’s brightness level and the gamma on the HDTV makes overall image sharpness fairly close to that of the 360 game in this regard. The extra edge smoothing that quincunx provides can also create a more organic look to the overall visual make up of the game as a whole, with only some scenes looking noticeably worse off than others in terms of texture blur. In any case the PS3 version can be almost equally attractive if set up properly, even if the 360 game's additional sharpness is preferable.

Pretty much every aspect of the game in other areas is a like-for-like match, with only the odd rendering bug to separate them, and of course the 360 version’s lead in overall performance. But even that isn’t quite as commanding as with previous instalments – despite the PS3 build suffering from more noticeable bouts of screen tearing, the general framerate is pretty much in the same ballpark for both versions, with the 360 only fairing a little better in most cases from what we’ve played.

As to whether Ubisoft have delivered on their promise to provide a thoroughly more optimised, de-bugged PS3 experience. I think that as a whole they have. While perhaps not eradicating all of the problems found in previous titles, the overall result is far, far closer than before, with the 360 code no longer having a significant advantage. In short, there could be more work done to improve performance, but otherwise what we have here is a clear step forward in the right direction - a solid result in delivering a decent multi-platform outcome.

Ultimately, ACB can be comfortably recommended across both formats with your purchasing decision more likely coming down to which controller you prefer to use, or which format your friends play online with. The added inclusion of exclusive DLC for PS3 owners is yet another thing to consider, if a choice is indeed available to you. Either way, I’m sure most users will be happy whichever version they opt to go for.

As always, many thanks go out to AlStrong for the pixel counting, and to Cynamite.de for most of the screens. The full gallery can be found here.

Sunday, 14 November 2010

Tech Analysis: Call Of Duty: Black Ops (360 vs PS3)

It’s no surprise to hear that the Call Of Duty series currently leads the way in high-precision first-person shooters, with low latency controls and a framerate to die for, where near instant feedback and overall fluidity makes it one of the best gaming experiences around. And all of this comes with the decision to aim, and achieve a blistering sixty frames per-second. The sheer advantage that this bump in smoothness provides cannot be underestimated, and seeing this on primarily a console release is outstanding to say the least.

Of course, with such a high level of fluidity to maintain (something that is utterly essential for the whole experience to work) some compromises have obviously been made. And to that end, sacrifices in overall rendering resolution have taken place in order to accommodate this, along with reduced lighting and shader effects compared to other comparable games.

But despite this, the series is still home to lavish visual spectacle: a myriad of particle effects often don the screen, and a whole lot of work has gone into creating a highly detailed, albeit often closed off world in which to best demonstrate the trade-off between all out graphical exposition and a blindingly smooth framerate.

And with Call Of Duty: Black Ops, the action is even more intense, the effects are even more spic in scale, so parity between platforms then isn’t quite on the same level as with MW2 - compromises have definitely been made in getting the game up and running on the PS3 without cutting back on the core assets used. Though when you consider the additional graphical upgrades the engine has seen, the differences, compromises, whatever you want to call them, are completely understandable, if not unavoidable.


Like with previous instalments, the engine powering Black Ops is clearly engineered around reaching and maintaining regular 60fps performance. And like with those titles, it is no surprise to find that the game is presented in sub-HD on both platforms, with the drop in resolution offset with good scaling and use of anti-aliasing, following the same blueprint as every other COD title.

Black Ops renders in the familiar 1040x608 resolution on the 360, while the PS3 build gets a further downgrade to the even more lowly 960x544. Both versions benefit from having 2x multisampling anti-aliasing (MSAA) help smooth over the upscaling process, reducing jagged edges at the same time.

The change in rendering resolution on the PS3 may at first seem a little surprising. But Black Ops has also had some noticeable upgrades in shader effects and in its use of alpha-based particles, both of which put a heavier strain on the engine than ever before. In essence, getting better performance with more in the way of effects means sacrificing the overall pixel workload - something PS3 owners aren’t exactly unfamiliar too.

Looking at the screenshot above, you can easily see that the 360 game commands a slight, but noticeable lead in sharpness. The reduction in both horizontal and vertical resolution clearly impacts on overall image quality, resulting in a slightly blurrier look, and fuzzy edges being present on far-away objects. However, in motion the two look far more alike, and from some 5 feet away on a 32” screen, the PS3 game only looks slightly softer. The quality of the scaling is still incredibly good, and compared to the PC version you can see that both PS3 and 360 builds are fairly close to each other.

Despite the sub-HD nature of the framebuffer, Black Ops still looks relatively clean and reasonably sharp as a whole in motion. While many have stated that the game looks worse in this regard than MW2, this is actually down to Treyarch’s dark and gritty art style more than the technical make-up of the game itself. The clinical nature of Inifinity Ward’s own art is replaced with something partially more organic, rougher in appearance. On the 360 build the actual resolution, and most of the underlying tech is presented in the same way, bar the obvious improvements.

As already mentioned, the use of MSAA helps in mitigating intrusive upsclaing artefacts, whilst the edge smoothing it provides deals with most jaggies fairly effectively. There is still some shimmering that occurs in the trees and surrounding foliage in many environments - naturally thin stripes of geometry, such as fences and powerlines are affected, suffering from sub-pixel aliasing. Although, this is nothing to be overly concerned about.


Thankfully, much of the game remains almost like for like in most areas. As with MW2, texture detail for example, is pretty much identical across the board, with only a few genuinely lower res textures appearing on the PS3.

Most of the differences apparent in screenshots actually stem from a texture streaming issue on the PS3, whereby mip-map transitions are a little behind. The actual assets used are for the most part, identical, with only a few lower res textures to be found here and there in places. You can clearly see this when both versions are running side by side, where these texture transitions are also visible on the 360, but not quite so often.

On the other hand, in terms of texture filtering, we can see that the 360 build features slightly better AF (anisontropic filtering) at all times, in keeping with the change introduced in MW2.

Previously, on past COD titles it was the PS3 versions that always had a filtering advantage owing to the RSX GPU having more texturing units than 360’s Xenos. Effectively, this meant that high levels of AF were virtually free on Sony’s system. Whereas on 360 similar quality was only obtainable by using a combination of AF plus a bilinear or trilinear solution. This is now reversed in Black Ops, as it was in MW2. And as a result detail is indeed visible for further into the distance on the 360.


The use of sub-HD framebuffers has always been a staple for the COD series on consoles, and the new texture streaming tech introduced in MW2 clearly helps both versions maintain a similar level of high quality artwork throughout. However, in terms of particle and alpha effects the 360 usually sees a near continuous advantage. The exception of course was with Modern Warfare 2, which was the first game in the series to even things up with equal size buffers across both platforms.

Looking at Black Ops, and things seem to have taken a step back. The increase in smoke, particles, and fire effects all eat into each systems available bandwidth, and with the PS3 having less of that particular resource available, it means that a few cut backs have been made in order to sustain overall performance.

On the PS3 all these effects are rendered in a lower resolution to the rest of the frame. Whereas on the other hand, 360 owners get the same level of graphical fidelity on these objects as seen in past COD titles – full res buffers. The differences can be seen above for those interested: you can clearly see that the effects look softer and less defined in the PS3 game due their resolution being reduced.

Of course this is a common trade-off for owners of many AAA PS3 titles. Rather than sacrificing the amount of objects being rendered on-screen, developers usually choose to either: render certain objects in a lower resolution to the rest of the frame, or to render them in a half-resolution of sorts using A2C for blending, introducing shimmery screen-door artefacts into the mix.

For Black Ops it is the former we are seeing, and the choice made in terms of preserving quality was definitely the right one. The developers have taken the time to carefully blend all alpha effects in the PS3 game order to ensure that as little shimmering or aliasing takes place as possible. Aside from the odd bit of pixelation, in motion (at regular viewing distances) these differences are likely to go un-noticed for many people.


Looking at performance, when it comes to a Call Of Duty game, maintaining 60fps is absolutely paramount, and the sacrifices made with regards to both the overall framebuffer, and the use of lower res alpha effects are an essential part of trying to achieve that goal.

In effect, without that 60fps update COD would be just another arcadey military shooter with large set pieces, and the tendency to rip-off various action movies/famous war flicks. So, it goes without saying that the reduced resolution on both platforms, and lower res effects on the PS3 are a worthy trade-off in meeting that goal.

To that end, on the 360 Black Ops manages to largely hit its target 60fps for much of the time, but with frequent drops throughout the entire single-player campaign. Most of these drops are so subtle in nature, that you may not notice them. And even when the game noticeably approaches framerates in the 30-40fps mark, the action always seems smooth and incredibly fluid.

Controller latency does indeed increase slightly, but not to detrimental levels – the action always feels smooth even when the framerate is noticeably running below the desired 60fps.

In terms of the larger framerate drops, they tend to occur in scenes with high levels of environmental detail, or when there is heavy use of alpha going on. In these kinds of scenarios the game regularly drops down well below the 60fps mark, though it maintains for the most part, an update above that of the more common 30fps.

Moving on to the PS3, and we can see the same trend occurring through the first few levels. Black Ops starts off confidently, running at the targeted 60fps with relative ease, although this begins to drop considerably in areas with more detail putting a greater load on system resources. In almost like for like scenarios the PS3 game perhaps lingers behind by around 10 to 20fps or so, in a rough estimation of what I am seeing.

Outside of the gameplay, and things are even more pronounced - during cut-scenes the 360 game runs at a near constant 60fps, with very little slowdown whatsoever. On PS3 however, the framerate has a tendency to drop regularly, but not always in a smooth fashion – the cut scenes often stutter, almost like the game’s framerate was bouncing up and down in small increments.

Despite the differences in performance during gameplay, both versions end up feeling smooth and extremely fluid, just with the 360 game commanding a noticeable lead on many occasions. The PS3 version, even during times of slow down, still feels very responsive, and the drops down to 30fps aren’t quite as bad as they sound. However, neither version manages to lock down a constant 60fps, with regular dips happening according to the action on screen. In this respect MW2 is clearly superior in this regard.

On the plus side both versions are solidly v-synced and exhibit no screen tearing of any kind, which is in itself impressive, if not another trademark of the series highly optimised 60fps game engine.


Outside of performance, and we can see that the overall rendering engine has seen some considerable upgrades for Black Ops. Most noticeably there is an increase in use of dynamic lighting and shadowing, first expanded upon greatly in MW2, and the use of better surface shaders on the characters. Normal mapping also looks to have been refined slightly as well.

Dynamic lighting and shadowing is now more abundant on both versions. Gunfire, explosions, and fire etc, light up the surrounding environment to a larger degree than before, whilst use of dynamic, and self-shadowing creates a greater level of depth to the scene. Examples can be found all through the game - the fan in the bar at the beginning, and the rotating emergency lights on the ceiling in another mission showcase these improvements early on, whilst the second Vietnam stage (set in the jungle and caves) demonstrates this effortlessly.

In terms of shadowing, the 360 build benefits from not only high-resolution shadows, but also better shadow filtering as well. By contrast shadows are rendered in a lower resolution on the PS3, often looking rather blurry, and occasionally quite pixelated. Like with the use of lower resolution particle and alpha effects, the reduction in shadow quality has been done to save on memory bandwidth, thus allowing the full range of graphical improvements to be included without cutting back on their scope and visual range.

The only exception to this appears to be with the amount of bloom lighting on screen. Bloom has been paired back on both versions from earlier COD titles, and in Black Ops the effect has been even more reduced on the PS3. However, this appears to be more down to gamma and contrast differences between both versions. Although, even when adjusting the in-game brightness slider, and the brightness control on my calibrated HDTV, I still wasn’t able to get a complete like for like match.

This gamma/brightness issue made the PS3 version of the game appear slightly more washed out than the 360 version. It seems that even when calibrtation to both the game's brightness and the HDTV settings have taken place, overall contrast is still reduced on the PS3.

Other than that, both versions are largely like for like in pretty much every other area. Resolution aside there’s very little that has been actively cut back on, instead the developers have preferred to render in a lower resolution on PS3 and maintain the amount of visual spectacle seen in the 360 build.


In terms of multi-platform development, achieving parity on both platforms whilst pushing the tech forwards even further on, Treyarch’s effort here is indeed commendable despite not reaching IW’s high point with MW2. The engine itself has seen a number of carefully implemented, and thoroughly skilled deployments, from an obvious increase in the use of dynamic lighting and shadowing, to the presence of more advanced skin shaders and overall character modelling. The tech is solid, as it is impressive.

Perhaps the only thing which doesn’t have the same level of impact, is with regards to the overall quality of the PS3 version of the game, which does indeed suffer from the traditional lowering of FB resolution and alpha effects buffers. That said, ‘suffering’ is maybe too strong a word to use, as whatever such improvements were implemented, every one of those are stretching memory requirements on both systems – it just so happens that overall memory constraints (especially bandwidth) is simply more of an issue for PS3 development in general.

But for a game that is so doggedly built around 360’s high bandwidth, fast EDRAM, to see pretty much all of the improvements on the PS3, even if they are in a lower resolution is an impressive feat nonetheless. The reduced screen resolution is one thing that does disappoint – it is indeed noticeable. And the framerate, which has taken a bigger hit than before, could be substantially better.

That said, Black Ops is still well worth picking up on the PS3, and for many, most of the graphical differences will absolutely fail to register. If you have access to both platforms however, then there is no contest: the 360 version, with its higher resolution FB and effects, smoother framerate and sharper image is the one to get.

In conclusion, Call of Duty: Black Ops is a worthy combination of graphical compromises interwoven with impressive underlying tech, that which, for the most part comes out shining incredibly well as a whole. Given the make-up of the engine, and the load being pushed on screen, I couldn’t have seen it going any other way with regards to platform parity. But at least the end result is overly solid and well balanced - the baseline tech and assets haven’t been cut back on.

As ever thanks go out to AlStrong for counting those pixels, and to Cynamite.de for the screens.

Tuesday, 19 October 2010

Tech Analysis: Star Wars Force Unleashed II Demo (PS3 vs 360)

Star Wars: The Force Unleashed II has already impressed us with its custom anti-aliasing solution. On Friday we took a look at the title’s use of DLAA and how it impacts on the overall image quality present in the game, focusing on the 360 demo and analysing some direct-feed pre-release screenshots for our report. Since then I’ve had a chance to get a hold of both demos (PS3 and 360), and I have to say the results are pretty impressive.

Interesting to say the least, is that SWFU II is the first game that we know of that actively uses a custom method of anti-aliasing across all platforms, whilst also taking the time to implement PS3 specific adaptations of certain visual effects (notion blur and shader effects), which result in tangible improvements to the Sony version of the game. Some of these differences are indeed subtle, and the 360 version gets its own plus points too. However SWFU II also manages to look and perform almost identically across both formats, being far closer than anyone first expected.


Just to recap, we can see that SWFU II is using the custom DLAA technique for edge smoothing on both platforms. The results are clearly apparent in the screenshots on this page. Pretty much most of the game’s jagged lines are taken care of, being smoothed over in a way that is far superior than that of traditional MSAA solutions. The look is undoubtedly similar to Santa Monica Studio’s implementation of MLAA in God Of War 3, although not quite as clean and artifact free.

Initially the use of DLAA gives the game a somewhat soft, almost sub-HD appearance. However, when zoomed in we can see that the edge steps on each pixel are the same, and it is apparent that despite the blur, SWFU II is indeed rendering in 720p on both formats.

The dark, low contrast nature of the demo means that the edge smoothing is never properly stress tested, and that nearly all offending edges are handled with relative ease. In terms of artifacting caused by how the AA works, we can still see it clearly when there is fast motion occurring on screen, and in particular when the use of motion blur is in effect. (see below)

It will be interesting to see how well the AA copes with edges in high-contrast scenes, and how much greater the extent of the artifacting will be in the final game. Although, the quality on offer here in the demo, and in the pre-release screens is still pretty impressive to say the least. The soft, but smooth look reveals a level of image quality absent in many multiplatform titles today.


Above we can see both the effect of the game’s DLAA solution in fast moving sequences, and when combined with an advanced implementation of motion blur. The use of blur clearly makes some low res artifacting stand out – a consequence of the way DLAA is implemented, but at the same time doesn’t affect IQ too much, and is mostly only subtly negative to the image.

Whilst both versions of the game feature heavy use of motion blur, it is the PS3 build which benefits from having a more refined, higher precision version of the effect. Initially it looks like the blur has been paired back slightly on the PS3. However, when looking a little closer, you can actually see that the blur preserves more detail when compared to its implementation on the 360.

The reason for this difference is that for the PS3 build the developers at Lucas Arts are actually running the effect over several of the CELL processor’s SPU’s, benefiting from the advantages of heavy parallelism and the results that it provides. By contrast the effect is being done on the GPU in the 360 game, with less overall processing being available to maintain such high levels of precision.

This isn’t the first time we’ve seen such an effect benefit from using the PS3’s SPU’s. Uncharted 2 did a similar thing with its motion blur effect, spreading the processing load over five SPU’s to better maximise overall performance, and to obtain greater precision.


Other than running the motion blur algorithm on the PS3’s CELL processor, there’s little else in the game that benefits from such specialised offloading of graphics tasks, although, without speaking to the developers directly we can’t know for sure.

There are however, other rendering differences between the two versions of the game. During cut-scenes it is apparent that the 360 build gains a slight edge, having slightly more detailed textures on parts of the characters - possibly slightly higher-res in nature, and slightly better surface shaders.

Looking at the cut-scenes for instance, Starkiller obviously features more detailed wrinkles on his face on the 360 – a result of some higher-res texturing, and better normal map blending. In particular his face has moving creases absent from the PS3 build, due to the 360 version having additional normal maps being blended together to create this effect.

This seems to be more down to a memory bandwidth issue on PS3 than anything else, as more intricate details are only visible in the cut-scenes and not during actual gameplay. The use of additional normal maps can eat into available texture memory, which appears to be the cause here.

There is an unexplained oddity however. Lightsabres appear to have a slightly fatter appearance on the PS3, compared to a skinnier look on 360. It looks like the glow effect on the PS3 is benefiting from additional shaders, and possibly texture changes. Quite why though, I’m not too sure. But the effect is noticeable during both gameplay and cut-scenes, and can be seen in the screenshot above.



For the most part, during gameplay things generally look like-for-like across both platforms, with almost equal amounts of texturing, shaders, and lighting. Occasional things are still subtly noticeable, like what looks like better specular effects on certain parts of the PS3 game, although this is more down to rendering differences than any specific advantages cross platform. Sometimes these things may look ever so slightly different, but one version certainly isn’t better than the other.

Still, texture detail in both versions itself isn’t all that great, sometimes being lower-res in nature, though this is nicely offset by plentiful use of normal mapping. Most surfaces in the game feature this effect, and it really helps to convey a sense of more detail in the overall image. It’s clear that the developers are simply balancing out memory cost issues of rendering an array of shaders and post process effects by using lower-res textures and plenty of normal maps, in creating a detailed look to the whole scene.


One thing that does stand out though, whilst looking pretty cool, is the lighting: it’s reasonably accomplished and sees plenty of scope throughout this opening level. Your force powers in particular cast light on surrounding surfaces, along with being reflected. Plus the entire environment is full of real-time light sources, which work well in this dark and stormy scene. Some of these are dynamic in nature, whilst others appear pre-baked using traditional shadow maps.

Strangely it looks like your light sabre is only reflected in the environment, although the light given off is not. In one particular area your lightsabre is reflected on both the floor and surrounding wall, but no real-time lighting is present with its use. This appears to be mainly confined to indoor areas of the game.

Complementing the blend of real-time lighting and baked shadowing, SWFU2 throws in SSAO (screen-space ambient occlusion) into the mix, bringing a greater sense of depth to the scene. Its implementation is both clean and virtually artifact free.

The look of the rain itself is also pretty impressive, engulfing the scene and creating a dark and forboding atmosphere remanicient of that from near the end of Episode III – where Anakin Skywalker makes the transformation from Dark Jedi to Darth Vader. However from a tech point of view it is relatively simple. The rain is essentially created by using a series of moving texture maps, which are arranged into basic, randomly occuring strips, with alpha coverage for transparency. It is convincing without demanding much in the way of rendering time.


So while much of the game is basically like for like, arguably reaching parity, and with the PS3 version seeing some small rendering benefits through custom use of the CELL processor’s SPU’s, it is the 360 game which commands a small lead in terms of performance.

SWFU2 basically runs at a maximum of 30fps for most of the time, dropping framerate when the engine comes under stress, and losing v-sync in order to preserve overall smoothness. Both versions only suffer from small, sometimes barely noticeable drops in framerate, although it is the 360 build which fares a little better.

The PS3 demo drops from its targeted 30fps slightly more often than the 360 one, tearing more frames as the engine attempts to keep up with rendering the next frame. Most of the time the worst bouts of tearing will often occur in quiet, enclosed indoor spaces in which there is little going on (on both formats) – moving and turning the camera is the main culprit here. Whereas on the 360 things are a little more stable, with less small drops occurring, and noticeably less tearing, regardless of situation.

In any case both versions exhibit mild screen tearing and drops in framerate, although it is the 360 build which remains the most consistent, with little to no noticeable drops in framerate throughout. That said putting things into perspective, when concentrating on playing the game these differences don’t exactly come to the forefront of the experience. Screen tearing in particular is often barely visible during the dark, low contrast outside scenes, and appears briefly for only a split second or so, and the drops in framerate can often be so small as to go unnoticed.

In the end neither version really deviates that far from maintaining a solid 30fps, with the 360 having a small, but still visible advantage in this area, and with having subtler, less noticeable levels of screen tearing – usually next to none during outside gameplay scenes. However, both versions are more than acceptable in this regard, and the slight issues present don’t take away anything from either game, meaning that both demos generally perform well.


After our initial look at the game on last Friday, it is apparent that Star Wars: The Force Unleashed II is way ahead of the first game – it looks far, far better for sure, and overall performance across both formats is a distinctly more closely matched affair. The use of DLAA on both versions, and the higher precision motion blur on the PS3 is most impressive, delivering a smooth, albeit soft look to the proceedings.

While it is indeed too early to tell how well the AA will fare in the final game, in which high contrast areas could have a detrimental affect on image quality, with larger amounts of visible artifacting, and lesser levels of successful edge smoothing, the demo nonetheless is a promising starting point.

Visually the rest of the game’s graphical make up is well balanced, mildly playing to the strengths of each format without breaking overall parity, and showcasing to developers that the PS3 needn’t be on the receiving end of another sub-par port. Although, this is just the demo. And in the confines of small spaces, and given the lack of any real scene-busting action, the finished product may different significantly, especially with regards to performance.

That said however, things are indeed looking good, and the game’s blend of DLAA, motion blur, and a range of nicely integrated shader effects sure makes for an interesting concoction. But I guess we’ll have to wait until the finished game to find out the final results. If we get suitable screenshots (I'm definitely going to have access to both games, guaranteed), then look out for a follow-up report.

Thanks go out to Dominic Eskofier and the team at Cynamite.de for the screens. The full gallery of uncompressed shots can be found here.