Newsgroup: it.comp.giochi.action
Titolo: Resident Evil HD Face-off, Digital Foundry.

Gira anche in un tostapane in pratica.
 
Shinji Mikami's horror classic rises to current-gen platforms and PC 
this week in what is undoubtedly a definitive release of the game - a 
remaster that polishes the already superb 2002 GameCube remake for a 
new generation. As shown from our early PS4 hands-on, character models 
are redesigned, the mansion's lighting model is overhauled, and certain 
backdrops get the full, polygonal 3D treatment. But with a PC release 
also let loose, is it possible to edge its visuals any further at max 
settings?
 
Stitched back together through Capcom's MT Framework engine (marked by 
distinctive .arc container files in the Steam directory), the 
remaster's graphics options are on the slim side for PC. As most 
backdrops and cut-scenes are pre-baked at 1920x1080, the resolution 
slider simply re-scales assets to your screen's preferred output, with 
no real change to detail. But for true geometric elements, such as 
characters, inventory screens, and remodeled 3D areas (one favourite 
being the cellar), a boost to higher resolutions goes a long way to 
sharpening the presentation.
 
The result falls close to the native 1080p delivery on PS4 and Xbox 
One. However, one PC plus point is in its anti-aliasing settings, 
ranging between a standard FXAA mode (as used on consoles), FXAA3, and 
a more refined FXAA3 HQ preset. This flexibility makes sense for PC 
gaming, where typically sitting closer to a monitor reveals the details 
lost in the console approach. It's a sharper, clearer image on PC's 
maximum settings, despite the variable quality of the assets 
themselves.
 
Consoles also miss out on the PC's high shadow settings. Based on 
comparison shots, the PS4 offers an equivalent to the PC's medium 
setting, slightly blurring the lines across dynamic shadows. Xbox One 
goes one setting lower than this, matching the low preset on PC with 
visible banding, still softer edges and more flickering to shadow lines 
across moving characters. Thankfully, the core lighting engine is 
intact across all three versions, as is the newly added bloom effect on 
chandeliers and lamps - making shadows fall at more logical angles than 
the GameCube release. However there's a provable tail-off in quality 
between these three releases, ending with the Xbox One version. Does 
the reduction in shadow quality actually make that much of a difference 
to overall image quality? Well, few scenes have real-time shadows as 
the dominant element on-screen, and in many cases the camera angles 
present shadows in a manner that makes the difference difficult to pick 
up on. It's more of a technical curiosity as opposed to anything that 
may impact your enjoyment of the game.
 
Given the simplistic nature of the game's design, this is a baffling 
turnout; barring a few scenes, all that's usually rendered on screen 
are a few items and characters - the rest of the detail draws in 
behind. It's difficult to fathom how current-gen formats might struggle 
with the PC's top shadow settings, though PS4 and Xbox One texture 
quality is identical to the PC's best.
 
The download sizes for each version also flags another PC advantage. At 
17.5GB in total, full-motion video (FMV) quality is improved compared 
to the 14.6GB download on Xbox One, and 15.2GB on PS4. The PC 
cut-scenes are stored at three different quality levels in the 
directory: one lot at 720p, the next at 1080p (visibly the same encode 
as the home console), and the last group again at full HD - but this 
time encoded at a higher 20mbps bit-rate. For the Resident Evil purist, 
the reduced compression on this final setting rung makes it the ideal 
way to see these scenes, if only by a thin margin in practise.
 
These scenes still run at 30fps of course, as per the original GameCube 
release, though PC users have the option to run gameplay at full 60fps. 
It no doubt makes navigating the mansion smoother, but for a game 
designed with fixed camera angles and auto-aim gun controls in mind, it 
isn't a massive revelation for gameplay. At a capped 30fps, PS4 and 
Xbox One owners lose out on a technical bonus here rather than a 
crucial bullet-point.
 
Nevertheless, the game's performance has been further optimised since 
our last test. Our earlier analysis of the PS4 version revealed hiccups 
to gameplay with each camera angle change - causing a cluster of 
dropped frames once Jill met the screen's edge. We're pleased to find 
that, in its final form, the PS4, Xbox One and PC releases don't suffer 
from this to nearly same extent. Almost every transition between each 
camera angle flows stutter free, with exceptions limited to specific 
areas.
 
The PS4 version flags up a minor issue of its own. Frame-pacing at 
30fps isn't properly implemented on Sony's hardware, resulting in 
occasional judder mostly in cut-scenes, but also during short bursts in 
gameplay. This essentially means the PS4 frame-rate averages out at 
30fps, but the ordering of frames is occasionally uneven in comparison 
to the Xbox One and PC versions. The perceived effect is that the PS4 
is dropping frames, occasionally creating a stutter to running 
animations - and even pre-rendered cut-scenes. Thanks to the mostly 
static nature of the presentation, it's not impactful to gameplay, but 
it's a curious phenomenon bearing in mind that the other versions works 
exactly as they should.
 
The PC has no such issues with frame-pacing either. Based on our 
testing with an Intel i7-3770k processor clocked to 4.3GHz, 16GB of RAM 
and a GTX 780 Ti graphics card, the job of hitting 60fps is predictably 
not a difficult one. It flies by as you might expect of a top-end rig, 
with all settings cranked to their highest point.
 
But the bigger question is how Capcom's remaster is optimised for 
lower-end cards. Changing to a sub-£100 GPU like the AMD HD 7790 
(configured with just 1GB of GDDR5), the game is still fully playable 
at 1080p while holding a 60fps line. Once all settings are maxed out, 
we see dips to 50fps for the first minute of loading the game, after 
which playback smooths out and rarely drops down again. Even more 
demanding 3D environments, such as the birdcage room or the cellar 
beneath the cemetery, have no issues in holding at a perfect 60fps on 
this card. With all this mind, the lack of 60fps support on the 
consoles is rather odd - the advantages are obvious and there was 
nothing to stop Capcom introducing a 30fps mode for series purists.
 
Resident Evil remastered - the Digital Foundry verdict
 
The PC edition is easy to recommend for the premier Resident Evil 
playthrough; a release that scales to lower-end GPUs gracefully, while 
adding perks such as 60fps support and improved anti-aliasing. The Xbox 
One's frailty in handling quality shadows is a surprise by comparison 
here, and the PC release also avoids the PS4's frame-pacing troubles. 
But, in every other sense, all three versions shoot straight and hit 
their target.
 
Despite plundering the GameCube release for most of its backdrops, this 
remaster holds up surprisingly well at 1080p too, backed by a lighting 
model that dips into the new hardware's strengths, if only by a 
tip-toe. It's a conservative update compared to the 2002 remake, and 
not all angles of the mansion are flattered equally by the HD cut - 
though it's arguable how much more tweaking would broach remake 
territory. As a definitive release of a classic, the first Resident 
Evil title on PS4 and Xbox One is a well-judged start as the series 
enters a new generation.

 Gira anche in un tostapane in pratica.
 
Beh, deve muovere UN modello poligonale su uno sfondo disegnato...
mi sarei stupito del contrario!

Topolaccio ha detto questo mercoledì :
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 animations - and even pre-rendered cut-scenes.
 
Ma quanto poveracci sono i consolari, eh? CQUANTOH?!?
 

Topolaccio ha usato la sua tastiera per scrivere :
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vabbe' ma in sto caso e' un porting fatto col culo dai, per forza.

Topolaccio ha pensato forte :
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E' la visione dei sviluppatori.(TM)

 vabbe' ma in sto caso e' un porting fatto col culo dai, per forza.
 
Porting fatto col culo o meno, questo si tengono.
Il problema rimane sempre lí.
Poi va beh, volendo guardare i 60fps qua non sono "indispensabili", ma nel
2015 dovrebbero essere la norma e non un caso eccezionale.
 
 
 
-- 
- I'm afraid to close my eyes, I'm afraid to open them
 
- Devi sparargli sul naso!
 
- Rivoglio il mio scellino!

 2015 dovrebbero essere la norma e non un caso eccezionale.
 
In realta' se guardi i filmati i 30fps si notano abbastanza durante la 
camminata, sembra quasi in stopmotion e non e' una battuta...come se 
mancassero dei frame di animazione e parlando di un modello poligonale 
non ha davvero senso.
 
PERO' come dicono i ragazzi di digital foundry non c'è davvero nessun 
motivo hardware al mondo per cui non vada a 60fps anche nelle console e 
nessuno vieta a capcom di metterci una pezza con una patch.

 ha scritto:

Manno' dai...ovviamente e' l'hardware che gneafa', LOL.
 
 
-- 
 
 
 
 
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 nessuno vieta a capcom di metterci una pezza con una patch.
 
É assurdo che non vada a 60fdps, poi ok non sará il gioco piú action della
storia quindi si sopravvive, peró é ridicolo a livello qualitativo.
Va beh problemi loro, come ha deciso capcom se lo tengono rotfl
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Scriveva Lorenz mercoledì, 21/01/2015:
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Se cerchi quello eccoti servito.
 
http://youtu.be/d_N3NmMRns8
 
 
Troppa putenza si.

 Scriveva Lorenz mercoledě, 21/01/2015:
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Puutenza!
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