Showing posts with label split second. Show all posts
Showing posts with label split second. Show all posts

Tuesday, 1 June 2010

Tech Analysis: Split Second (360 vs PS3)

Earlier on today we posted up our technical analysis of BlackRock Studio’s Split Second. However it was brought to our attention that there was a mistake in our original article, which stated that the PS3 version of the game didn’t have any kind of anti-aliasing, when it did in fact have 2xMSAA just like the 360 version. Our reasoning behind this was the PS3 version's constant jagged lines made it look awfully like there was no AA. Although in hindsight the high contrast nature the game is actually the cause of the issue, creating problems for the MSAA in generating good enough samples for the anti-aliasing to work.

We did pick up on this in our original article (highlighted in bold)with regards to the 360 game, and it is still featured below in our updated version, but failed to spot this as the cause in the PS3 version. Despite this, in light of the above information, it doesn't change our initial feeling towards either version in any way.

We appologise for any mistakes and do try our best to maintain absolute accuracy in all the content we provide. However we are only human, and even the best of us can at times make the occasional error. What follows below is our updated and re-published article.


When BlackRock Studios first unleashed the critically praised pure onto consoles last year, it was a shining example of just how to approach multi-platform development. Highly optimised for both platforms strengths and weaknesses, it was largely identical, with only subtle differences between them, barely noticeable unless both versions were running side by side.

For Split Second the fine team at BlackRock seem to have done an almost equally stellar job, with the concessions made for each platform being remarkably low, and the differences again being hardly visible in motion, apart from perhaps the PS3 version's seemingly less successful use of AA and the 360's slightly blurred image.

Surprisingly, it is the PS3 that appears initially to get the arguably superior version this time around, on paper at least. Further inspection shows however, that things might not be so clear-cut. Whilst the PS3 build is in fact the sharpest, it also has some dialled back post processing effects and what appears to be only very little in the way of jaggies reduction through the use of MSAA.

In a game like Split Second - where high contrasting edges are everywhere - the 360’s use of AA isn’t as perfect as we’d like it to be either, with jaggies regularly appearing at certain points, although not to the extent of the PS3 version. But it’s eradication of more jagged lines does make a difference during gameplay, though not enough to make any version an initially clear winner.

So that’s the gist of it. Now, lets delve into those all-important details as we take a closer look at both versions of the game.


In terms of rendering resolution it’s the PS3 build that takes the lead with its crisp and clear 720p display. It’s a full 1280x720 on the Sony platform, and 1280x672 for the 360 game. Both seem to use the standard issue 2xMSAA (multi-sampling anti-aliasing) that is commonplace in most titles on MS’s machine, although its inclusion in the PS3 build doesn’t do much to reduce aliasing.

From the screenshots on this page it’s pretty clear that the PS3 build is shaper overall than the 360 one. However the reason behind this isn’t quite so straightforward as you might think. Obviously the 360 build’s lower 672 resolution does have an impact on how sharp the final image will be, although as we’ve seen before with Splinter Cell and to a much lesser extent with Alan Wake, that an upscaled image can still look rather clean and artifact free. And with BlackRock’s latest that certainly seems to be the case, being pretty sharp in motion.

The upscaling appears to be rather good, and only a small amount of softness seems to come from this process. It can be pretty hard to tell though, as the game features heavy usage of a screen blurring post process effect which distorts the entire image. Thankfully we can still see that regardless of post processing, that the overall composition of the image is still superior in terms of raw sharpness in the PS3 build.

Unfortunately this raw sharpness coupled with what looks like no anti-aliasing in motion - due to the lack of good samples being available to the MSAA, largely because of the game featuring constantly high contrasting edges throughout - simply heightens the game’s already visible jagged lines, with the PS3 version crawling in shimmering edges. The 360 on the other hand, handles this a little better with it’s combined use of MSAA, greater amount of post processing, and from the extra blur added by the upscaling process, in which the overall result is a smoother final image despite the small vertical upscale taking place.

This is particularly noticeable during gameplay as the PS3 build’s constant edge shimmering make it just a little bit harder to read the road up ahead when things get chaotic. By contrast, the cleaner 360 game allows you to see small details coming up ahead without the screen crawling in as many aliasing atifacts, though they are a little blurrier than on the PS3.

Despite this issue both versions are equally playable, and at times the 360 version is no stranger to these effects, though they manifest themselves less frequently which is definitely a plus.


What about the game in motion then? Well, both versions run at thirty frames per-second (30fps) for the most part, with both slowing down on occasion in certain situations – usually when powersliding around a corner whilst all hell is breaking loose. Like with Pure both versions are remarkably similar and very solid at maintaining their framerates. Both seem to be v-synced, and suffer from only minor frame drops.

The 360 build seems keep up with the demands of the action slightly better than the PS3 one, although the difference is tiny with it rarely dipping below the intended 30fps target, and only occasionally loosing the odd frame to screen tearing. PS3 owners get a version that is mostly identical with very few drops in framerate - just a little more than the 360 - but this barely impacts in any meaningful way during gameplay, still providing a solidly smooth experience for the vast majority of the time.

Whilst both versions seem to be v-synced, I did notice that the PS3 game would tear the occasional frame more often in stressful situations compared to the 360 one, although this difference is very hard to detect by eye, requiring you to be looking out for it. The small amount of screen tear on ether version is only visible for a fraction of a second, and only appears right at the top of the screen, so it isn’t particularly noticeable at all.

In the end both versions perform excellently, with each one rarely dropping framerate for more than a second or so, and the tearing that arises in either build is barely worth mentioning. BlackRock have basically achieved parity across both platforms with any differences being purely un-intrusive and not detrimental to the game in any way.


Texture filtering and detail is like for like across both platforms, as is the modelling and general shader effects. Most alpha effects and particles seem to be rendered in the same resolution on both platforms, with the PS3 getting an equally high-end experience with regards to the games often impressive visuals – especially the lighting which looks incredible when in full bloom. Some smoke and flame effects look slightly lower on PS3, but it's hard to notice when playing the game.

Post processing is another matter, in which it is clear that the effect has been dialled back slightly on the PS3 game. You can see this in the shot below where the 360 game features what looks like a slightly stronger blur-styled effect over the PS3 one.

It’s this effect in tandem with the lower 672 resolution, that gives the 360 build a clear loss in sharpness, but also a greater reduction in jaggies than what 2xMSAA would usually provide. However, there is also a strong case for the PS3 build and the sharper overall display it provides, although the differences are less apparent in motion than they are in still screens.


Overall, BlackRock have done a mostly excellent job in maintaining platform parity to the point where there really isn’t all that much in it.

The PS3 definitely benefits from having a slightly higher vertical resolution and the shaper display it provides. From a raw technical perspective is arguably superior, but then again, the 360 version features less jagged lines due to both the use of anti-aliasing combined with the slightly greater post processing effects over the PS3. The upscaled nature of the game may also help in this regard, with the slight blur adding more AA in areas in which the MSAA would usually fail.

Either way both versions perform smoothly with very little in the way of framerate drops or troublesome screen tear, and the differences in screen composition when the game is in motion are not as apparent as they are in still screens. Certainly, I'd say that most people will be satisfied whichever version they decide to go for.

It’s tit for tat, and given the choice I would probably take the 360 game with its reduced amount of jagged edges, along with a controller that is more suited to racing games if I absolutely had to pick - although I do prefer the sharpness of the PS3 version, and the higher resolution overall.

So in conclusion, Split Second is solid on both systems with your choice most likely coming down to which controller you prefer using, or which online network all your friends will be playing on. BlackRock’s latest is a good example of balanced multi-platform development, and where the differences between each version isn’t at all detrimental to the experience.

Thursday, 27 May 2010

Review: Split Second (PS3)

Have you ever wanted to be speeding down a central city block as other cars are being flipped over? As explosions erupt from the sides of buildings, with the spray of glass blasted all over the street? As superstructures collapse, and dust and debris are flung everywhere in a sea of carnage? All the while, your hearty determination and exemplary grip of the road sends you careering into first place. Rivals burned, fame guaranteed, and all in a days work in the name of late night entertainment.

That right there is Split Second in a nutshell. BlackRock’s latest racing endeavour is more of a battleground of high-powered and fast-moving machinery, all dolled up in the form of a brutally entertaining TV show. Contestants aren’t just expected to race – is this actually possible? – But to use every single method available to them in order to take down their opponents and secure victory. The more chaos, the more points and popularity that ensues, and with that, the game expects you to go all out to secure that coveted No.1 spot.

This mixture of arcade racing and carefully orchestrated destruction perfectly embodies just what Split Second is about; having as much crazy fun in a car a possible, whilst still trying to retain some grounding in reality. The road becomes a blast-filled battleground, in which getting to first place is only half the challenge. Keeping it on the other hand, is altogether different matter. It’s in these heated contests of power drifting around corners and detonating explosives that BlackRock’s latest really comes alive, delivering a solidly fun, but frequently flawed experience.


The game is basically presented like a fictional TV show. Each of the courses are elaborate sets filled with destructible scenery such as buildings planes, industrial equipment etc. Set across 12 episodes, which act almost like the cups in Mario Kart or the events in Burnout, there are four races initially available, with one being the end of show ‘elite race’. Your goal is to drive and battle your way through various challenges earning a number of points per race – depending on position – in a bid to get faster cars, and thus to complete more challenges and finally unlock the finishing ‘elite race’. This special race acts as the game’s episode finally, and victory here decides on whether you move on to the next show of the season.

A number of different challenges are available to you before you reach the final race. These give you a choice as to what types of events you want to do, and its possible to earn the required number of points to unlock the final race without placing first in all of the events. Effectively, if you get stuck trying to complete for example the ‘eliminator’ event, then you can simply skip over it and move onto one in which you might be more comfortable with. This can be done throughout Split Second’s career mode, although later on in the game the number of points required to progress rapidly increases, and so to does your need to actually be competitive in all the types of event.


Unlike other driving games, racing in its purest form, won’t get you anywhere in Split Second. Instead your aim is to build up the games ‘powerplay meter’ by either drifting around corners, slipstreaming behind other cars, or grabbing some air, before triggering destructive events at certain points around the track. These ‘powerplays’ are designed to takedown your opponents, and can be activated when each section of your meter is full, and when a small icon appears over the other racers.

Some of theses are incredible to watch. At one point I was jostling for 3rd place right after drifting around a corner, only then to see the road collapse before my very eyes in an explosion of smoke particles and debris. The car in front flipped over and burst into flames as it hit the deck, while I went flying off the end of the track and into the battle for first place. At other times, you’ll be confronted with airplanes taking off right in the centre of the course, buildings falling down, random explosions, and a constant barrage of chaos - both a curse and a blessing.

Using the ‘powerplays’ actually requires great skill to be used as consistently effective takedowns, whilst also staying out of harms way. Seeing as your opponents also trigger these very same events, you can often be on the receiving end of one if you’re not careful. And this can happen at any time during the race. In essence the game becomes less about fighting for position, and more about learning the tracks and planning that next ‘powerplay’ strike. The only need for racing it seems, is purely for the purposes of building up ‘that’ meter and staying within reach of the opposition.


At times the overly excessive use of the destructive scenery, and constant bombardment of vehicular carnage feels a little bit too much. Not quite a one trick pony, but it does start to feel really drawn out, and in the end proving maybe too intrusive for its own good. Racing can become overshadowed, with its inclusion merely servicing the overseeing powerplay mechanics.

That said, the scenes of chaos and the edge of your seat action is hard to put down, with that ‘one more go’ feeling constantly tugging at your exhaust pipe. This is especially true in heated races in which you’ve only narrowly missed out on first place, and are boiling up for a spot of revenge.

The racing itself, during points in which it’s possible, is pretty good for the most part. Although the handling is quite loose and floaty, constantly veering between having too much over steer, and being overly slidey. It’s a strange driving mechanic, I’ll give you that. And the game’s arcade sensibilities come out through and through, feeling almost like a combination of say PGR and Burnout, and maybe just little OutRun.


Unfortunately, like with most arcade racers, a fluid sixty frames per-second is really required for such a handling model to shine, and in Split Second the game fails to do so, being serviceably fun, albeit flawed. Of course when the screen is being filled with large clouds of smoke, collapsing buildings, large explosive scenery, bleached out and intensely bright HDR lighting, it’s no surprise that the magical 60fps isn’t obtainable.

At times Split Second looks awesome, and with so much going on it never misses a beat, maintaining a solid 30fps throughout with only the occasional screen tear for company. However, when the game’s two distinct elements come together perfectly, the framerate and handling seem inconsequential, and the real fun aspect begins to shine through. Sadly moments like these are ether rare, or rather, broken up by the split racing and ‘powerplay’ aspects of the package.


That said Split Second is pretty fun and rewarding to play at times, although perhaps missing some of the succinct polish that made Pure so great. Evidence of BlackRock’s unique style and personality are plastered all over the game, with everything from the presentation and bleached coloured lighting following on from the art choices made in their last title. The radical ‘powerplay’ mechanic is an entertaining sight to behold and puts a new spin on arcade racers like Burnout Revenge, or action driving titles like Stuntman, favouring combat over sheer driving ability.

In the end Split Second succeeds in entertaining, if only for a while. Scratch the surface and you’ll find a highly playable racing game, simply let down by a little too much emphasis on the explosions and action, and not enough on the driving. What we have here, is a game in which the main mechanic sits somewhere between a bombastic spectacular and unusual curiosity, providing solidly differently take on the traditional arcade racer, but which lacks the true greatness compared to the genre’s most defining titles.

VERDICT: 7/10