Thursday, 2 December 2010

Tech Analysis: Gran Turismo 5

As a series that really excelled on Sony’s high bandwidth enabled PS2, Polyphony Digital have had to make some difficult choices in getting Gran Turismo 5 to work well with the RAM and bandwidth constraints of the PS3. Not compared to the PS2 as such, but against the EDRAM enabled set up of the Xbox 360 and the benefits it brings. Compromises can be seen in a variety of places, from the way shadowing is handled across the board, to actual particle effects resolution and even performance have all been part of a precise balancing act. But all that said, for the most part PD have made exactly the right choices for the game.

At times GT5 looks utterly amazing, truly gripping you in a way many other driving games rarely do. Although, at others, it looks decidedly a little rough – a telltale sign that the stunning technical achievement contained within didn’t come without a price. However, as a whole the game’s visual composition rarely falters to any degree in taking you out of the experience. Instead, it merely allows you to see just how massive an achievement GT5 really is.

Certain shortcomings aside, the game is a fantastic blend of artistic beauty and technical ambition. And although it is also one that doesn’t always manage to accomplish every goal flawlessly, it does more than enough convincingly in order to make it worthy of being called the ‘next-generation’ Gran Turismo.

Today we’ll be taking a huge in-depth look at the game as a whole, seeing how the whole graphics package holds up whilst also taking the time to delve deep into how, and why certain choices were made. We’ll be looking at both 720p and 1080p, along with the vast range of tech powering the game. We don’t have like for like screens for all our findings – and 1080p shots are unfortunately absent – but even then, just in 720p, there is much to discuss.

But without further ado, let’s get on with it.


Starting off as ever with the rendering resolution, and we can se that with Gran Turismo 5 Polyphony Digital are indeed aiming high. Higher you could say than any other driving game to date. Here we have a title that targets, and manages to frequently achieve 720p60, 1080p60, and even 3D, which I might add is no mean feat given the high levels of bandwidth and processing power this requires. And when you consider how limited RSX can be in some areas, you begin to realise just how much of an undertaking the developers were embarking on.

For 720p GT5 renders in 1280x720 with 4x MSAA (multi-sampling anti-aliasing), and in 1080p we have a horizontally upscaled 1280x1080 framebuffer with 2X QAA and use of 2X temporal AA (TAA).

Right off the bat, I can see that both approaches initially yield similar results in sharpness and overall texture detail. On first impressions GT5’s 1080p mode looks stunning. It appears slightly sharper on my HDTV than 720p despite the set’s top-end scaling capabilities. However, delve a little closer and things aren’t all they first appear to be.

Now before I compare the two, let’s go into 720p for a moment. The use of 4xMSAA is a pretty substantial inclusion to say the least. Here we are provided with some incredibly effective edge smoothing, with only the obvious sub-pixel and shader aliasing issues that stand out. But even they, from a regular viewing distance, don’t seem to be as pronounced compared to other games. Case in point: while fences, the steel barriers at the sides of the track, and thin/small pieces of geometry in the distance, and to a lesser extent up close, still shimmer and suffer from a few jaggies, this is hardly noticeable on all the game’s courses.

The older tracks – ported and mildly upgraded from GT4 – feature less in the way of details made up of small geometry, meaning generally less in the way of noticeable instances of sub-pixel issues. On the other hand, the more finely detail tracks created specifically for GT5 – or the ones from GT4 that have been given a full GT5 standard upgrade – have more in the way of jaggies appearing in the distance.

But even then, the use of 4xMSAA is largely successful in dealing with these issues in a general sense. That is, they take care of the most noticeable flaws leaving the rest to only mildly impact on what you are seeing.


Moving on to 1080p, and we can see a similar level of AA performance, courtesy of the combined use of QAA plus the temporal TAA solution. Usually an unwanted side effect of using QAA is the blurring of textures along with polygon edges, which often can noticeably reduced the level of detail available in any given scene. However, in the GT5 this doesn’t appear to be the case. Instead, texture detail comes off as being only a little bit blurrier compared to when the game is running in 720p.

The reason behind this boils down to the way the QAA algorithm has been specifically implemented across the 1080p framebuffer. Usually the QAA sampling pattern works across all pixels, smoothing over both high and low contrast areas, rather than looking for an edge. Here in GT5, with the greater pixel to texel ratio, the sampling pattern only affects neighbouring pixels, thus leading to less texture blurring as a result.

The comparative use of MSAA vs QAA also makes sense, as both 720 with 4xMSAA and 1080p with QAA have similar memory requirements with regards to the framebuffer. In fact, it is 720p that is slightly more memory heavy in GT5.

In terms of the TAA, this helps in mitigating some of the game’s sub-pixel shimmering issues, and looks to be present in 1080p only. You can turn off the use of temporal AA by changing the display option from ‘Normal’ to ‘Flicker Reduction’ to see the difference. ‘Flicker Reduction’ makes the overall image look slightly sharper, though introduces slightly more aliasing artefacts, whilst ‘Normal’ creates a smoother look, subtly improving image quality.

Another thing that is also apparent is that the use of TAA doesn’t blur the image when in motion. The technique used in GT5 doesn’t combine two separate frames together. There’s no unsightly frame blending, so no blur. Instead, the technique actually helps in reducing aliasing caused by alpha coverage, and parts of the game that uses A2C (alpha-to-coverage). This also means that it isn’t possible to capture it in frame-by-frame screen grabs.


Now, going back to our 720p vs 1080p observations. It is clear than the additional upscaling of the horizontal resolution and the implementation of QAA both impact the maximum level of sharpness present in the 1080p image. Whilst it still looks slightly sharper on a native 1080p display, the texture details don’t appears quite as clear and some of the polygon edges are not quite as clean. However, the trade off comes with a perceived level of better sharpness on the HDTV, as when looking at 720 vs 1080p FB grabs, the difference between the two is far more apparent – 720p appears to be clearly sharper.

The balance between having some kind of 1080p mode – even if the horizontal res is far short of that 1920 commonly quoted – with full use of AA, and a definitive 720p mode which maximises every drop of image quality, is an undeniably solid choice. Image quality seems to be well preserved across all modes – although we didn’t get to test out 3D – with less than the expected amount of aliasing being present. The fact that Polyphone have successfully implemented both high levels of AA whilst also managing to run at 1080p is particularly impressive.


Of course, in order to maintain such high levels of IQ, compromises in other areas have had to have been made. The huge level of transparencies on offer in GT5 is somewhat unusual considering how ill-suited the PS3 usually is for handling such a task without the end product coming through unscathed. Though, like with the concessions made in order to have a solid 1080p mode in the game, a similar thing can also be seen here too. What’s also important to remember, is that PD are aiming to reach a near constant 60fps at all times, and this does eat away into bandwidth and processing time available per frame.

GT5 uses two distinct methods for allowing the engine – and the bandwidth starved PS3 – to handle such copious amounts of alpha effects - that is to render all such elements at a much lower resolution to the rest of the scene, whilst using the half-res, interlaced style alpha-to-coverage (A2C) for the foliage.

As we’ve discussed before at IQGamer, the use of low res effects can often be detrimental to the overall image, with things such as smoke, particles and water, all impacting on the clarity of other objects in the rendering pipeline. This is also the case in GT5. However, the extent to which this happens is largely contained within specific circumstances, and not through the entire game en-mass in anyway that really distracts.

First up are particle effects themselves. These are all rendered in 1/16th of the screen resolution, along with having depth buffers rendered at the same resolution. Despite their extremely low res nature, there is very little in the way of alisaing or shimmering artefacts to be found around any of the game’s smoke effects. Like in both Killzone 2&3 the individual layers of 2D sprites which make up the effect have been blended together nicely, resulting in a smooth, natural transition between layers.



However, the downside of using lower res effects comes in when there are either multiple cars on screen at once (affected by lighting) – in which the effects look slightly rougher – or when there are weather/time of day changes, where we see some obvious artefacts.

Taking a look at the two screenshots above (grabbed from my phone cam) we can see how some of these artefacts manifest themselves. These shots clearly shows how the extremely poor looking, low resolution water particles create some pixelated and jittery shadows on the cars using the external view. Although these two captures are far from ideal, they do at least highlight that the low res nature of some of the effects in GT5 are far from pretty – they can often be rather unsightly.

Another issue also arises when the low res particles cover the actual cars themselves, which causes some further unwanted aliasing artefacts not always seen in all circumstances. Anomalies like this only happen when the low res effects react with the high resolution car models and specular maps when the sun is directly shining on them. It’s hard to spot when racing due to the angle required for this to happen, along with specific viewpoints on the cars themselves. In replays however, this, along with some of the other issues are far more noticeable.


Secondly, we have the issue of rendering more transparencies with regards to the game’s foliage. Trees and surrounding plants are all made up of subtle transparent elements which can take up a lot of memory bandwidth when using traditional alpha coverage. So instead, the developers have mitigated this somewhat by rendering all foliage in the game using the cheaper alpha-to-coverage technique. A2C works by rendering transparencies in a half-res, interlaced style manner, and the result is that all foliage in the game features a subtle screen door effect.

You can see this clearly above. Looking at the trees we can notice what appears to be a dithered look to things – the screen door effect, a common trait of A2C. Thankfully, at regular viewing distances (say 5 to 6 feet from a 32” screen) the effect isn’t noticeable at all. Instead, you can only see it when going slightly closer to the screen. And even then, it isn’t a big deal.


Looking at the games use of shadowing on the cars and certain environment details, and we can see similar cutbacks in quality. The low quality shadow filtering (it’s simple 2x2 PCF that has a very small impact in performance) creates pixelated and jittering artefacts on shadow edges, most noticeably around cars during replays, when driving in the cockpit view, and when lots of alpha effects are present.

These side-effects show up clearly in replays, though are not quite so obvious when actually driving around the track. Other instances of jittering, and flickering shadows can also been seen around trackside details, such as next to the bystanders and other objects which have small shadowing elements to them. Unlike with some of the game’s filtering issues, these can be seen at all times and are not just confined to the replays.


Whilst pointing out all these low resolution and poor quality effects might make it seem that GT5 has some noticeably serious issues, that simply isn’t the case at all. Instead, in motion, and while playing the game, most of these things don’t really impact on the overall graphical look of the game. Sure, the jittery shadows do constantly stand out. But the other stuff blends in surprisingly well with the rest of the game’s rendering make up.

Another thing to remember, is that Polyphony Digital are aiming for an absolutely smooth 60fps update while pushing full 720p framebuffers with 4xMSAA, and 1080p with combined 2xQAA plus 2xTAA, which clearly uses up a lot of the memory bandwidth and pixel fill-rate available. In that case, the choice to go with lower res buffers and what amounts to basically free shadow filtering was the right thing to do.

The most important element in the GT series, like with Call Of Duty, is with maintaining its super responsive, ultra fluid refresh. Having this nailed down is absolutely key to the experience.


Looking at performance across both 720p and 1080p, it is apparent that Polyphony Digital has done a rather admirable job in maintaining it throughout, sans a few issues with dropped frames and some screen tearing.

The comprehensive replay option found in the game allows us to look at performance in exactly like for like situations across both 720p and 1080p. Saved replays can be viewed from all in-game viewpoints, thus allowing us to compare footage without needing to re-create the same conditions on the same track. For those who don’t know, all replays in their default view are rendered in real-time at 30fps, whilst playable viewpoints are rendered at 60fps. Just like when racing.

For the most part, and rather impressively, Gran Turismo 5 does run at a near constant 60fps, with only a few dips in places when the engine comes under stress. At these points the game suffers from some short bouts of screen tearing along with few drops in framerate lasting a few seconds – sometimes at the same time.

This happens in both 720p and 1080p, and our initial impressions found that overall performance is far less stable for the later. However, when playing the game across a range of different tracks with varying car counts, we can see that factors other than raw resolution play a much greater part in impacting overall smoothness. Obviously, when running in 1080p on some tracks – Rome and other city courses specifically – the framerate is frequently more unstable compared to the same scenario running in 720p. But on others, it remains remarkably close, if not identical.

Another factor to consider is the number of cars on screen at once. Not necessarily the total number of cars in the race, but how many can become bunched up in a particular area when racing. This seems to be the root cause of most drops in performance - when the screen tears massively and the framerate gets cut down in half to 30fps. Quite often tearing is accompanied by dropped frames, thus resulting in a noticeable reduction in controller responsiveness and what looks like a juddering of the image on screen.

Thankfully, these dips in performance aren’t a domineering presence, and even in the densely detailed city tracks, so long as there isn’t a whole group of cars bunmched together, the frame holds steady for the most part. Tearing on the other hand usually comes with a screen stuttering effect regardless of whether or not frames are dropped. But even this isn’t a frequent occurrence.

What is impressive, is that PD have managed to get GT5 running at a mostly stable 60fps across both display modes whilst pushing around a large amount of alpha on screen, along with several highly complex, high poly car models. The use of a full 720p FB with MSAA, and 1080p with QAA plus TAA at 60fps is surely pushing the RSX and PS3’s pixel fill-rate through the roof. So, seeing such consistent levels of performance is a real testament to PD’s coding team and the engine they’ve managed to create in working within such tight constraints.


Moving away from performance and back to the make up of the visuals instead, we can see that GT5’s lighting and shadowing is made up firmly of both small real-time elements, along with plentiful use of pre-baked techniques. Like with GT’s 3&4 on the PS2, the bulk of GT5’s lighting and shadowing effects are pre-baked onto the surrounding environments through the use of shadow maps and light maps.

Whilst this does mean that there doesn’t seen to be a great deal of on-the-fly dynamic changes to the overall look of the game’s lighting conditions, the effect is mostly very convincing. The reflections on the cars for example, are as beautifully implemented as they are elegantly done, whilst the environmental lighting and shadowing model show how good art design can often take the place of having the most advanced technical solution. They do a good job of blending the two together when concentrating on driving around the track, and not when deliberately picking out technical details.

However, GT5 also features at least one noticeable light source which changes the amount of intensity and direction of the lighting on the cars whilst driving along the track. This appears to be implemented in a very similar way to the PS2 GT games, in the sense that it doesn’t effect the lighting or shadow intensity on all parts of the environment – it doesn’t seem to change the composition of the pre-baked parts of the engine, only the cars depending on their direction from the light source.

On the other hand, some racks feature day to night time changes, and in these parts of the game the impact of GT5’s lighting engine is felt far more strongly. Inclusion of extremely intense bloom lighting when driving out of certain tunnels into the sunlight also delivers a solid faking of proper HDR effects.

This use of what actually looks like HDR lighting (the bloom) is in fact a more limited, compressed version of the technique. Quite which one, I’m not sure. But certainly we’re not looking at full FP16 goodness here. Instead something approaching a wider range of bloom that complements the baked nature of a large amount of the lighting and shadowing on show.

On the whole, whilst looking a little static, PD’s choice of lighting schemes was clearly the right one for the game. The use of baked and subtler real-time elements works very well, while this also allowing for the cars to shine. The way they are lit and shaded in general is incredibly impressive, and the environment reflections play a strong part in delivering the feeling of realism that is essential to the series.


The same can also be said about the graphical make of the environments as well. Most are made up of a simple combination of multi-textured, shaded and lit geometry, with some basic use of shader effects (specular, diffuse etc) and some transparent alpha coverage and A2C. The lack of large amounts of multi-layered transparent polygons in making up the scenery (most of the foliage for example are simple 2D sprites) can occasionally break the realistic illusion PD are going for, with some parts of the track appearing rather flat and quite dated.

However, on others such as, and in particular Monza, the trackside detail can be pretty convincing despite not using a full 3D solution. Photo realistic texturing, and the baked lighting also makes a large difference. The City tracks of course benefit from having loads of fairly low poly, but beautifully textured and filtered buildings.

Obviously, there is a noticeable difference between legacy courses and the ones created specifically for GT5. In particular, we can see the likes of Deep Forest using a large amount of old untouched textures mixed in with new or reworked objects. The old stuff looks pretty ropey at times, although parts of it still appear to be nicely blended with the rest of the scenery. The reduced amount of sub-pixel and shader aliasing in these tracks do go some way to making up for that, even if more work could have been done.

On the other hand, the courses made specifically for GT5 looks far, far more impressive. We still see the inclusion of some low res texturing and flat 2D imagery used in quite prominent places, although the overall composition is noticeably superior. Photo-realism is well preserved, and the overall look is a little more natural in its appearance.

Ultimately, more of the engine’s budget (processing power and rendering time) could have been spent on the environments, but at the expense of having as exquisitely detailed car models. Some of the stuff like the foliage itself would have required heavy use of multiple layers of transparent geometry – something which greatly eats into the RSX’s available bandwidth, which would impact strongly on other parts of the game. Instead, PD’s focus has been on the cars; creating the most realistic looking vehicles seen in any game so far, whilst also delivering a fair compromise with the environments where they race.

The balance between having more detailed scenery and less impressive car renderings was always going to be the subject of debate. However, for GT5 this was another required compromise in seeing the team’s vision come to life. The cars were always the star of the show when it comes to GT, and quite rightly that’s where a lot of resources have gone.


Speaking of the cars themselves, and GT5 has just over a thousand of them. 200 of these are high-end premium models designed and modelled specifically for this game, whilst the other 800 or so have been ported directly from GT4, known as standard vehicles.

The premium models have been lavished with a degree of detail and a level of care and attention rarely seen in other comparable racing titles. The bodywork has finite amounts of detail in general, and the shader effects used to create their beautifully shiny exteriors are simply sublime. Seeing these racing around the track with environmental reflections is one thing, but in photo mode their true level of precision becomes apparent.

Sadly, the same cannot be said when talking about the ‘standard’ model variety. Seeing as these have simply been ported over from GT4 with nothing else been done to them, other than being rendered in HD, they look decidedly poor in comparison. Quality seems to vary between cars though, with some looking pretty good (even when viewed in replays) while others are pretty awful in general. You can clearly see this in the shot of a standard car below.


Other than what looks like better specular highlighting across the cars, nothing else has been done to improve their appearance at all. Here we see plenty of low resolution textures and no bump mapping of any kind. Even the environmental reflections are of a simpler standard. There’s no damage modelling either. While it might be a bit of a stretch to see full blown normal mapped exteriors helping to make up for the deficit in geometry, some reworked textures would have been nice in lessening the overall gap between the two sets of cars.

Thankfully, most of these differences can only be seen when viewing the standard vehicles in replays, and not so much to when racing. Driving while using the chase-cam external view, the lower quality nature of the ‘standard’ cars is barely noticeable. The difference tends to stand out the most when up next to premium models, or in a scene whereby the game’s lighting has a greater effect on the looks of the cars.

However, as these standard cars are only available via the used car shop, chances are you’ll rarely be using one as anything other than a starting vehicle. With a varied selection of 200 premium cars from which to choose from, it’s unlikely that you’ll want to go back given the range available.


Still, one can’t help to wonder why PD thought that it would be a good idea to have such a discrepancy in car quality marking down the overall focus on perfection and visual beauty seen throughout the game. 200 highly detailed cars is more than enough given that most players will only use a handful of these on offer. Usually, what you’ll find in a racing game is that the quality of the cars on offer is what counts, and not the sheer number available as a whole.

Another option – and one that is entirely plausible, if not almost guranteed to be the case for GT6 - is to re-use the 200 premium models again for the next instalment of the series. Maybe even if that means next-gen. PD already have a large variety of obscenely detailed cars which look beautiful in 1080p – and we’re not likely to seeing an increase in resolution beyond that for some time – so it certainly makes sense to take advantage of this fact. Perhaps they could spend more time, and indeed shader power, on getting the environments and trackside scenery up to the same level.


Lastly, one area we don’t often cover in our analyses, is the impact of loading and install time on the overall play experience. But in GT5, seeing as the amount of loading present definitely intrudes on the whole, it definitely had to be mentioned.

GT5 comes with an optional 6.5GB install function. And while you don’t need to take advantage of this fact, I strongly suggest that you do. Installing the game on the PS3’s HDD not only cuts down load times significantly, but also allows for shorter, permanent installs to take place instead of longer temporary ones when playing without.

Without performing the core 6.5GB install, the game will need to both load and install data for a large variety of components. The game’s menu screens need to be installed, as does car preview information (cached off the hard drive) and the courses themselves… every time you access them. This brings the experience down to painfully slow levels, in which it takes easily over a minute to load up a track, let alone enter a mode, pick a car etc, on top of that. The fact that these installs are only temporary means that while you save on HDD space, loading times are permanently high.

Installing the game then, is the only realistic option. This can take between 35 and 50 minutes, depending on which model PS3 you have (HDD cache amongst other things apparently affect this), but does significantly reduce the overall time it takes for parts of the game to load.

Like before, GT5 needs to install data for various elements independently from the main install, although it only needs to do this once. And this takes only a mere two or three seconds, without impacting on general loading times. But unlike before, loading times are dramatically cut down: we’re looking at around half the time to loading in the courses, and the cars are now quickly streamed off the HDD when going to view them.

Arguably, PD’s system for managing game data on the PS3 is somewhat disappointing. Even after the main install we still see the occasional install messages pop up from time to time while accessing the same course we’ve already been on several times before. Plus, the menu screens still take quite a noticeable amount of time to load up. Quite why PD didn’t decide to have these completely installed on the hard drive is beyond me. It would certainly give the whole experience a more natural flow, instead of feeling a little disjointed.

Either way, the bulk 6.5GB install does indeed work well. Although, it has to be said that it doesn’t completely mitigate the constant loading issues still present in the game. But to be fair, without changing the make up of the game, the menus, and how data is handled as a whole, little else realistically could have been done. A full game install would indeed sort this. But that is hardly a feasible option, considering the vast nature of the content available and the size it would take up.


In conclusion, after over five longs years of waiting and an estimated $60 million plus in terms of development costs, Gran Turismo 5 is a great example of technical mastery and artistic vision blended beautifully together. Although, that is not to say there aren’t any problems – the poor quality shadowing and low res effects spoil things somewhat, while the baked nature of the lighting doesn’t impress as much as competing titles dynamic solutions. However, these tradeoffs can’t, and indeed don’t take away from the incredible feat the team at Polyphony Digital have performed with regards to achieving 720p and 1080p performance at 60fps, with good use of anti-aliasing to boot.

Given the massive bandwidth issues with then PS3 architecture as a whole, the range of compromises seen throughout simply help to highlight the mammoth feat that has been performed within. The individual components of the rendering engine as a whole may well seem lacking, or slightly behind the times. However, in combination, when put together to form the final product, the final image, they work exceptionally well, whilst also delivering a game that at times is simply gorgeous to look at.

Of course, the cars themselves are virtually flawless. Most of our qualms come to down to the way the environments are rendered, how the effects are handled etc. But nothing impacts on the visual splendour of the work done by PD on the premium vehicle modelling. The sheen on the near-perfect, better looking than real life exteriors, to the intricately detailed stylings of the bodywork - everything has been delivered with a finesse and polish rarely seen outside of high-end CG, let alone in any other game to date.

Visually, the GT series has always handled specific elements in a certain way, and GT5 is no exception to this rule. The developers at PD have carved a fine line between technical compromise and artistic creativity, perhaps eschewing purely advanced rendering techniques for something a little simpler. But here, as before… it works. Sometimes exceptionally well, sometimes not. Either way, it seems like the right choices were made at the right time for this particular title.


Outside of graphical concerns and achievements Gran Turismo 5 delivers a truly in-depth, accomplished experience on and off the track. The realistic, albeit stylised handling feels incredibly good, with plenty of customisation available from tyre changes to suspension tweaks, whilst the huge range of events and different things on offer provide plenty to see and do. The special events are great for earning money, and the B-Spec mode provides an ample way out for those looking for looking to cut down the grind.

Also, the levelling system and the unlocks it provides keeps drip-feeding you new features and things to try out, thus keeping things interesting for anyone looking for more stuff to do. And there are lots: from Go-Karting to Nascar, to Rallying and Drift Challenges, there’s plenty on offer for everyone.

The only downsides come in the form of GT’s own style of convoluted menu system, and RPG-like grind required in order to gain entry to specific events (without using B-Spec mode). In which case, more could have been done to bring this somewhat dated system up to scratch for 2010, because it feels positively archaic – like it belongs as much in a PS2 instalment of the series more than it does here. The long loading times as well, often break up the action in a way that makes the game feel disjointed.

Otherwise, GT5 is a superb, expertly crafted game, one that would perhaps have benefited from being developed outside of its own protective bubble and into the wider world instead. That is to say, it is most certainly well worth picking up, representing another true generational leap for the series… even if it doesn’t quite make it through completely unscathed.

Many thanks go out to both AlStrong and Quaz51 for their pixel counting skills and aaditional insight into TAA. Plus Cynamite.de, Gamekult, and Taxi Gamer for the screens.

Wednesday, 1 December 2010

GT5 Tech Analysis Due Shortly

You’ll have to bare with me as there’s so much to cover in detail, but our GT5 tech analysis will be coming along soon - or more precisely, in the next day or two. Apologies for the delay, but it should be well worth the wait.

To say the least, Gran Turismo 5 is a technical marvel – a true auteur's vision of driving perfection and sheer artistic brilliance. Perhaps so much so, that the technological demands it places on the PS3 is a little too much for it to handle at times.

In particular, performance can go from being superbly solid at 60fps to a juddering mess at 30fps with screen tearing, if only for a few brief seconds. And the range of visual effects - shadowing, particles, specular effects and lighting can sometimes betray the artistic beauty with a cold, hard technical compromise. The variations between resolution and AA modes are also especially interesting, as are the way particle effects change in different situations – something to do with the depth buffer plus low res alpha buffers.

But more on all that in our upcoming tech analysis, which promises to be the most in-depth since our stellar look at Remedy’s Alan Wake way back in may.

Due date? Hopefully tomorrow if all goes to plan. But either way we’ll keep you posted. I just wanted to get ample play time in to cover as many bases as possible. Plus, with so much to talk about, writing this stuff takes a rather long time. If there is one thing that might be lacking though, is having enough direct-feed screens for the task in hand. I may have to make do with a few crappy phone cam shots. Apologies in advance.

Monday, 29 November 2010

BioWare Confident About PS3 Mass Effect 2 Port

There seems to be a recent trend occurring with developers commenting on the state of less than stellar PS3 conversions. First we had Ubisoft’s Phillipe Bergeron acknowledging how more would be done with the PS3 version of the latest Assassin’s Creed title to put it on a level playing field with the 360 version. And now we have BioWare doing exactly the same when talking about the upcoming Mass Effect 2 port.

In an interview with the Official PlayStation Magazine, producer Jess Huston told the publication that the PS3 version of Mass Effect 2 wouldn't suffer the same fate as other high-end multi-platform titles.

"Oftentimes when you got to the PS3 you see stuff like down-resing and using a smaller than 720p resolution to try and get back some of the framerate. We haven't done that. We really wanted to try to make it as good, if not better than the Xbox version.”

In a surprising turn, Unbisoft’s Assassin’s Creed: Brotherhood turned out surprisingly well on the PS3, when we put it through its paces side by side with the 360 version for our own tech analysis. Hopefully BioWare manage to achieve the same level of parity between platforms when Mass Effect 2 finally hits stores next year. It will be definitely interesting to see just how well the PS3 build holds up considering the performance issues present in the 360 game.

Moving on, and it was also revealed that the Sony release of the game would benefit from having three years worth of engine updates, complete with every patch released for the title so far. $100 worth of content will be included, consisting of three full expansion packs and over a dozen smaller pieces of DLC, which altogether should total around 20 hours worth of gameplay.

Mass Effect 2 is due for release on the PS3 in January. You can expect us to be putting it through its paces in another head to head tech analysis around the same time.

Sunday, 28 November 2010

Review: Crazy Taxi (XBLA)

Way back when Crazy Taxi was first released in the summer of 2000, it felt like an 8/10 game. It may have been a rather simple and particularly shallow arcade experience, one designed to quickly sap those £1 coins away from your wallet and into its cabinet’s mechanical belly, but it was an extremely fun ride while it lasted. The Dreamcast conversion was almost completely arcade perfect, but aided in increasing longevity by adding in another city in which to drive around, and a cool mode full of wacky driving mini-games in the form of the Crazy Box.

Now Crazy Taxi has returned to the scene in a supposed HD re-release over both Xbox Live and PlayStation Network. However, while everything looks almost as you remember it, the actual game as a whole has undergone a few tweaks and changes that seemingly take away from the originally inspired OTT outing.

For the most part, much is the same as I remember it. There’s two basic modes on offer here - Arcade and Original - each with their own take on things, and two separate stages in which to ferry around easily displeased passengers in. One of these comes directly from the arcade game, while the other was created specifically for the DC conversion itself. Four different cabbies are available, each with different handling characteristics and driving capabilities.


The basic blueprint of the gameplay then, has been left unchanged, except perhaps for a difference in handling. Instead you’ll find that most of the superficial stuff – the stuff that actually mattered the most – has been altered in order to save on the licensing fees Sega don’t seem to want to be paying.

Take the music for example. Part of the fun of playing CT wasn’t just rampaging across a fictionally mapped San Francisco while giving passengers the daily ride of their lives, but rampaging along whilst the philosophical lyrics of Bad Religion’s ‘Them and Us’, or the energetically youthful screams from The Offspring’s ‘All I Want’ indoctrinated your mind in a blaze of punk rock inspired mayhem.

Sadly, these are nowhere to be found. Instead, arguably the main draw of the original has been replaced with a series of bland, indie rock songs which are neither iconic, nor worthy of replacing the brilliant fusion that was once contained within. Whereas before the music helped maintain a conscious rhythm keeping you speeding along even faster as the timer briskly made its way to zero, the new songs found here simply grate. Their default volume is also too loud, thus drowning out the rest of the game.


The rest of the licences don’t fare any better. Like with the music, they’re simply not here at all. Nope, line’s such as ‘take me to Pizza Hut’ or ‘I wanna go to the KFC’ have been replaced with the likes of ‘Pizza Place’ and ‘FCS’ (Fried Chicken Shack), along with different voice actors and a tone failing to capture the spirit of the original. It’s pretty strange to see the key elements that made CT work so well torn out and replaced with poor substitutes.

The question is, why did Sega not simply extend the licences for use in this re-release? Have they become so poor that they couldn’t afford for a ten year old game to relinquish it’s aging licences, or did they simply not give two pence to make it happen? I don’t know, but something tells me it was the latter. Although, the very way the whole system works is as much to blame. Why should publishers have to pay for licences on game that they’ve already paid for before? Because, apparently, they expire after a certain time.


In my opinion, it’s an archaic and thoroughly over abused system, which can, if allowed to, regularly ruin the classic feel of older games with their modern day re-releasing. Of course that’s just how things work, and in any case the decision to extend the licenses should’ve been taken when someone though it would be a great idea to make CT available once again.

Outside of not having the music or places I remember, other areas have also been reworked for unknown reasons. The voices for all four main characters have been taken from the PS2 and GCN ports – that is to say they are different from the DC original. They’re certainly not as good. They sound nasally and distinctly off. Plus the game’s handling mechanic has been pulled right out of its sequel Crazy Taxi 2, and not from the first game of which this is supposed to be a port.

The tighter nature of the handling is actually okay… just about. But at the same time feels more suited to the confined city streets of New York depicted in CT2 rather than here, in the more wide-open landscapes of San Francisco.


Sadly, the XBL and PSN version of CT is an uneasy mix of fragmented parts of the PC, PS2, and DC games without solidly being based on either one, lacking the polish required to be a hit, along with any sense of care or attention. This is also apparent when you hear the overly compressed voice samples, and poor quality music used in the port. At least, unlike with Sonic Adventure, we've finally got proper widescreen support. But only when you actually begin playing the game - the menus are of the stretched out 4:3 variety.

But despite all the little changes here and there which break up the solid flow of the cherished original, Crazy Taxi in its current form is still reasonably fun to play. The cool challenges of the ‘Crazy Box’ are still just as wacky and innovative as ever, and the simple nature of the gameplay is something that is missing from too many of today’s arcade driving games. However, without the licences or the handling of then original - which made it great back in the day, Crazy Taxi feels like an empty shell, a shell that’s had its soul and personality – its innards if you will – ripped out and discarded for all to see.


There is a great little arcade title locked inside this half-assed port. Sadly that game has been carved up and re-created without the same level of distinct charm and composition, which it needed in order to hold up well today. In the end, Crazy Taxi is still fairly enjoyable to play. But without a large sum of its original parts, is no longer the experience it should have been – it’s distinctly average. Any solace comes from the fact that the bulk of the main arcade game can be played through via the demo. No need to waste precious MS or PSN points then.

I loved the Dreamcast version of Crazy Taxi, but I can’t say that I’m all that enthused, or even appreciative of what we’ve been given here. Sure thing Sega, feel free to give us a port of the original game. But do just that. Do it right with everything left intact, and not with what looks like a partially emulated rush job straight out of a backyard chop-shop.

VERDICT: 5/10

Friday, 26 November 2010

NVIDIA Shows Off New Tessellation Tech

The underlying tech behind 3D graphics rendering is constantly evolving, moving forward, whilst also delivering a better environment in which to create and realise developers artistic visions. The transition between using flat shaded geometry, to the fully programmable pixel and vertex shaded visuals of today, whilst expanding the feature-set to include texture mapping, gouraud shading, and more, illustrates this point nicely.

Tessellation then, is the next step forward. And this was exactly what NVIDIA showcased at a recent event, demoing their next flagship GPU, the GTX580, with some seriously impressive results.



Initially the presentation focuses on the benefits of tessellation when rendering a single character, showing off how a combination of the aforementioned technique, plus use of multiple displacement maps come together to create a lavishly intricate model with many layers of detail. However, the real deal demonstration comes later on, with the appearance of a fully tessellated sci-fi cityscape, pushing what is said to be close to a whopping 2 billion polygons per-second, with geometry being dynamically generated as objects get closer to the camera.

Everything is done procedurally, blending layers of tessellated geometry from one large, massively detail source mesh according to distance away from the screen. Final models for the entire scene are being generated on the fly, whereby huge levels of polygon detail replace heavy use of normal mapping. Seeing the actual geometric mesh in the video shows what looks like solid, flat shaded geometry. But look closely and you can see that we are simply seeing billions of polygons on screen at once, in wireframe mode no less.

For those who aren’t already aware, tessellation is currently being used in a small handful of console titles today. However, for the next generation it is likely to be a standard feature. Seeing as current GPU’s are increasingly no longer being held back by how many polygons they can push, then it makes sense to use more geometry, textures and shading, than resorting to large amounts of normal mapping in place of per-polygon detail.

And if this NVIDIA demo is anything to go by, then the tech in its currently advanced form is certainly going to impress as things progress.

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.