![]() The PC with high settings shows vehicle and character model reflections, with the Xbox and lower settings PC reflecting only environment elements, like clouds.Īs for foliage and Turf, foliage is sparse at these lower settings, and grass animations are stiff, with tufts of grass clearly constructed of flat planes as usual, rather than any sort of particle meshes as we think Turf uses. We can start with a side-by-side of pushing the car (see video), the Regalia, where the Xbox is immediately observable as lacking any character model reflections. Square emphasized that this was more than a port, and so we should see this as apparent in both graphics and mechanics. Xbox and PC: Equal SettingsĬomparing the Xbox One settings versus the PC with max graphics, we can see where the differences emerge – and where some don’t – between the two titles. That’s OK, though, because the approximation looks good and reasonably accurate, and is also much cheaper on system resource consumption. ![]() In Final Fantasy, cutting our video back to the mechanic, the subsurface scattering is apparent in the nose, but we also believe this is cheated-in. In traditional examples, we could show you images of ear lobes, fingers, or other areas of the body with thin skin, where a red tint can be seen from blood beneath the skin’s surface. In the CG world, like for movies, this is a relatively expensive light bouncing technique that requires tracing light rays beneath the material surface to determine how light would interact with the blood beneath the surface of skin. The fact that you can see blood capillaries beneath the surface of the nose, particularly as found at the border of shadows, tells us that sub-surface scattering is used in the game. Sub-surface scattering also appears early on, where an in-game rendered cutscene gives us a glimpse of light scattering beneath the surface of the mechanic’s nose. In the case of Final Fantasy’s implementation, this shot of the truck chrome best illustrates some simple PBR implementations where the material is both rough and 100% metal, and so we get reflections that are rough across the surface. In a full implementation, this would include conservation of energy, physically correct distribution patterns and material definitions for conductors and dielectrics. PBR is calculated based on metalness and roughness of a surface, and mirrors real-world lighting behavior. Subsurface Scattering & Physically-Based Renderingīefore the comparison, a few things to note about the engine: We noticed that it appears as if Square Enix is using PBR shaders, or physically-based rendering, in Final Fantasy XV. The “NvidiaTerrainTesselation” toggle that was accessible by modifying the benchmark config seems to be under the Geomapping label, but enabling this option also causes an increase in plain old rocks. FFXV doesn’t offer extremely detailed graphics adjustment, so this kind of indirect effect is seen in other features: for example, adjusting lighting affects reflections, and the NVIDIA Flow toggle isn’t surfaced at all. The Xbox didn’t seem to have any problems keeping textures in memory, but the “Average” setting on PC caused visibly low-res textures on objects more than a short distance away, so we turned it up. The only oddball setting listed above is TRAM, which we set to highest-this controls the amount of VRAM that the GPU can request, which indirectly controls texture LOD (there is no separate texture quality setting). This is a pretty close approximation of what the Xbox is capable of, and it’s an encouraging sight-the Xbox’s “High” is the PC’s “Average” in almost every category. Although this wasn’t a performance test, we limited framerate to the Xbox’s cap of 30FPS for good measure, and set resolution scaling to 100% (since dynamic resolution isn’t available on PC). Assets (high-quality asset pack), Geomapping (ground tessellation), and all NVIDIA features were turned off, anti-aliasing was set to TAA, and motion blur was turned on. That includes “Average” settings for Model LOD, Anisotropic Filtering, Lighting, Shadows, Ambient Occlusion, and Filtering. ![]() To match our PC settings to the Xbox version, we first selected the default choice for every option, which got us 90% of the way there. Prior to the PC release, the best playable version of the game was the cracked Origin preload the Xbox One X version, so our baseline for this graphics comparison is the Xbox at 4K using the “high” preset. Final Fantasy XV recently released on PC, and given the attention we drew to the benchmark’s LOD and HairWorks issues, it’s only fair that we take a look at the finished product. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |