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Measuring the Xbox One Against PCs With Titanfall

An anonymous reader writes "Earlier this week, Respawn Entertainment launched Titanfall, a futuristic first-person shooter with mechs that has been held up as the poster child for the Xbox One. The Digital Foundry blog took the opportunity to compare how the game plays on the Xbox One to its performance on a well-appointed PC. Naturally, the PC version outperforms, but the compromises are bigger than you'd expect for a newly-released console. For example, it runs at an odd resolution (1408x792), the frame rate 'clearly isn't anywhere near locked' to 60fps, and there's some unavoidable screen tear. Reviews for the game are generally positive — RPS says most of the individual systems in Titanfall are fun, but the forced multiplayer interaction is offputting. Giant Bomb puts it more succinctly: 'Titanfall is a very specific game built for a specific type of person.' Side note: the game has a 48GB install footprint on PCs, owing largely to 35GB of uncompressed audio."

27 of 377 comments (clear)

  1. Glorious PC Master Race by Anonymous Coward · · Score: 4, Insightful

    Filthy console peasants never seem to learn.

    1. Re: Glorious PC Master Race by Anonymous Coward · · Score: 4, Insightful

      It's not just about frame rate either. A keyboard-mouse player will always be able to defeat a joystick player easily.

    2. Re: Glorious PC Master Race by jones_supa · · Score: 4, Funny

      To make it impossible for him to play in full capacity so the joystick player gets an advantage.

      Hahaa...

    3. Re: Glorious PC Master Race by smash · · Score: 4, Insightful

      Because that's where his friends are, drinking beer.

      --
      I run: Windows, OS X, Linux, FreeBSD. Just because you have a hammer, doesn't mean everything is a nail.
    4. Re: Glorious PC Master Race by Wraithlyn · · Score: 4, Informative

      Why do you say that? I play with KB+M from my couch perfectly fine, on a PC hooked up to a projector and 5.1 sound.

      Takes a USB hub on my coffee table, and one of these things on a pillow beside me for a proper (ie, elbow supporting) mouse surface.

      --
      "Mind, as manifested by the capacity to make choices, is to some extent present in every electron." -Freeman Dyson
    5. Re: Glorious PC Master Race by PopeRatzo · · Score: 4, Funny

      I recently played a few hours of Mario Kart 64 (yep, dusted of the old N64) on a couch with some friends and by the end of it, my lower back was killing me. I never get this when I spend 4 hours playing Civ IV.

      Absolutely. If you look at the posture of someone playing a console game, you will see an arched back, pressure on the lumbar, neck pulled back, often feet not flat on the floor.

      As you can see from this photo of me playing WoW, PC gaming provides a much more healthy posture:

      http://3.bp.blogspot.com/-xAf6...

      --
      You are welcome on my lawn.
  2. Re: 35 GB of uncompressed audio? by Anonymous Coward · · Score: 4, Funny

    It was so that lower spec PCs can run it.

  3. Re:35 GB of uncompressed audio? by Shinobi · · Score: 5, Informative

    It was claimed that uncompressing the audio would tie up an entire core. The large amount is also because they stupidly install all languages at once, even if you select a specific language at installation time.

  4. Re: 35 GB of uncompressed audio? by AlphaWolf_HK · · Score: 5, Informative

    That doesn't make any sense. Why not offer an install option to decompress the audio if that is the case?

    I could see them wanting lossless audio, but FLAC isn't very computationally expensive, and fuck we have so many cores these days you could just dedicate one of them to this and only this and you wouldn't lose anything. It is also quite literally impossible to improve audio quality beyond 48/16 FLAC if you have normal human ears, and it costs all of nothing to implement.

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  5. I was wondering about that... by John+Pfeiffer · · Score: 5, Informative

    Whatever the rationale for the uncompressed audio, I've got a 3.20GHz hexacore, and it has trouble sometimes. A couple rounds I've had the audio completely cock up from what I can only describe as it trying to play too many sounds at once...then just playing broken bits...then completely breaking down, requiring me to tough it out until the audio is reinitialized with the start of the next round.

    I'd also like to note that it took me about 45 minutes to download the whole game, and a whole hour and a half for the installation...most of which was spent extracting the audio.

    That said, the game is abso-fucking-lutely amazing and I love it. I need to fix the cooler on my other 6870 so I can put it back in, SLI the suckers, and turn the graphics up to 11. :D

    --

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  6. Re:35 GB of uncompressed audio? by Anonymous Coward · · Score: 5, Funny

    Will someone more aware of the rationale behind this tell me that this is not as retarded as it sounds?

    "Respawn Entertainment, the game's developer, claims the uncompressed audio was included for the benefit of slower PCs. "A two-core machine would dedicate a huge chunk of one core to just decompressing audio," says Richard Baker, Respawn's Lead Engineer. "We couldn't dedicate those resources to audio." The Xbox One decodes audio in hardware, so it has no such limitation."

    Good thing disk I/O doesn't take any processing power!

  7. Piracy prevention? by thegarbz · · Score: 4, Interesting

    The cynic in me wonders if the retarded idea of using uncompressed audio and not giving you the option to install just a subset such as the language of interest is some way of attempting to prevent piracy.

    Maybe someone had the bright idea that people wouldn't bother trying to pirate that much data.

    Maybe I'm just jaded.

    1. Re:Piracy prevention? by jones_supa · · Score: 4, Insightful

      Pirate groups are known to sometimes work around these issues. In this case they might rip away everything but English and tweak the game to still work. Then they might ship the audio compressed (MP3, for example) and a tool which does the conversion back to RIFF Wave (or whatever the game company is using). During the uncompression, that tool displays some pixel art animation and plays chiptune music, of course. ;)

    2. Re:Piracy prevention? by thegarbz · · Score: 4, Insightful

      Fiber is becoming the standard,

      If you call select fortunate areas in select fortunate cities a standard then by all means. I know people who would breach their monthly download limit just getting this game.

      Your type of connection is far from the "standard".

    3. Re:Piracy prevention? by Opportunist · · Score: 5, Informative

      Pirate groups do a lot of necessary cleanup already. For example, they made it possible to play the latest Sim City at release day, something that was not possible when you bought the game instead of copying it.

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
  8. Re:35 GB of uncompressed audio? by Anonymous Coward · · Score: 5, Interesting

    It is as retarded as it sounds. There is absolutely no justification for it in this is this day and age. Using look ahead decompression and caching would be a net equal, or perhaps a smidgeon higher CPU usage. It means they are in effect wasting DMA bandwidth and CPU cache by streaming uncompressed files.

    I'm a DSP guy by trade, and it's one thing that's obvious - game programmers don't know how to do sound properly.

    They continue to insist on driving audio by the "main" game engine thread (see Valve's games with looping audio and stutters when things get busy). Or even when they dedicate a thread, they continue to use a push model for sound - when almost all modern audio APIs have agreed that a callback based model is the "correct" way. (The notable exception being OSS which is broken for this reason).

    The pro-audio guys have pretty much nailed how you do low latency high priority audio, and the game programmers continue to get it wrong.

  9. Re: 35 GB of uncompressed audio? by marcello_dl · · Score: 5, Insightful

    >>(35GB of uncompressed audio)
    > It was so that lower spec PCs can run it.
    OMG have you thought your answer through? that would be effective only for a PC which is powerful enough to manage the graphics and engine and does not spare the cycles for audio.

    Given that a 166mhz pc from twenty years ago effortlessly decoded mp3s in realtime, that in the meantime people have improved decoders, encoders, formats that audio playing is parallelizable, that uncompressed audio requires uncompressed IO, I think "aliens wanted that" is a better explanation. The best of course being that a 45gb game is less piratable than a 10gb one.

    --
    ---- MISSING MISCELLANEOUS DATA SEGMENT --- [sigdash] trolololol
  10. sad resolution by sixsixtysix · · Score: 4, Insightful

    While I wasn't expecting 4k levels of resolution, that these new consoles aren't even pure 1080p/60 is pretty fucking pathetic.

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    ...
    1. Re:sad resolution by AmiMoJo · · Score: 4, Informative

      The PS4 usually manages 1080p/60. It's the XBone that is seemingly lacking.

      --
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      SJW, n: "Someone I don't like, and by the way I'm a fuckwit" - AC
  11. Re:35 GB of uncompressed audio? by vipw · · Score: 5, Insightful

    That's the claim, but the probable truth is that it's intentional bloat to reduce piracy.

  12. Re:35 GB of uncompressed audio? by Opportunist · · Score: 4, Interesting

    My guess would be that they could not use the same compression codec used on XBox due to licensing issues, found that out only briefly before release date and didn't have time to redo it for the PC version and all they could get done in time was to pump the uncompressed audio files out.

    --
    We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
  13. Nice but pointless for me by nehumanuscrede · · Score: 5, Insightful

    I have a strong gaming rig and I won't bother with Titanfall for one simple fact: The PC version requires Origin to play it.

    I tried it with Battlefield the last Battlefield game and it was such a trainwreck I uninstalled it and tossed the game in the trash before ever getting to play it. It went something like this:

    Buy the physical media ( dvd ) install game. Try to play, find out you have to install Origin, cuss, install Origin, register and do all the BS required. Try to play, find out there is a multi GB PATCH to install before I can play, cuss some more, start download ( which takes HOURS coming from their servers ) finally get it all downloaded, try to play, discover my browser opens up instead of the game, Origin now wants to install some plugin to the damn browser. At which point I gave up from sheer anger and uninstalled the entire thing, Origin and all.

    I put the Battlefield disc in the microwave then ran it through the shredder resolving to never again touch any game that had an Origin requirement.

    So, Titanfall may be the most amazing game ever made but due to the Origin requirement, it is a game I will never play.

    1. Re:Nice but pointless for me by Anonymous Coward · · Score: 5, Insightful

      Please next time return the disk as it didn't work without requiring to download and install other things that didn't come on the disk. Probably no where on the box did it say you'd have to download more patches before the game would work. If the store doesn't take software returns, do a charge back on your credit card claiming the produce was defective (didn't contain everything needed to run) or didn't work as advertised.

      Destroying the disk can be fun, but it doesn't send a message.

    2. Re: Nice but pointless for me by nehumanuscrede · · Score: 4, Insightful

      Chuckle. Anyone who has been playing PC games ( and console games for that matter ) knows that within a month of launch, you can expect one or more patches to fix the product they rushed out the door to meet some deadline. Guaranteed.

      I'm pretty much done with jumping through all the hoops for this. If you want to make it a pain in the ass just to play it, then I just won't play it. Pretty simple really.

      Not that they care as they have legions of folks who are willing to put up with the BS to play at any cost, but in time they too will become jaded with the system and become ex-gamers as well.

      Steam seems to have finally got it right in my opinion. I have zero issues with that platform now and the majority of my games come from there.

    3. Re:Nice but pointless for me by Sibko · · Score: 4, Insightful

      I tried it with Battlefield the last Battlefield game and it was such a trainwreck I uninstalled it and tossed the game in the trash before ever getting to play it. It went something like this:

      Buy the physical media ( dvd ) install game. Try to play, find out you have to install Steam, cuss, install Steam, register and do all the BS required. Try to play, find out there is a multi GB PATCH to install before I can play, cuss some more, start download ( which takes HOURS coming from their servers ) finally get it all downloaded, try to play, discover my browser opens up instead of the game...

      About the only thing Steam doesn't require here, is a plugin for your browser.
      Sorry, I just feel like pointing out the slag that other distribution systems seem to get when Steam does the exact same thing, or is worse. It reminds me of the kind of love Apple used to and still does get.

  14. Re: 35 GB of uncompressed audio? by ultranova · · Score: 4, Insightful

    When you have 128 FLACs playing back at the same time, the dynamics change.

    You can't stream 128 uncompressed audio streams from the HDD simultaneously, which means they have to be preloaded, which means you could just as well store them in compressed form on HDD and uncompress during loading.

    --

    Forget magic. Any technology distinguishable from divine power is insufficiently advanced.

  15. Re:35 GB of uncompressed audio? by Dutch+Gun · · Score: 4, Interesting

    It is as retarded as it sounds. There is absolutely no justification for it in this is this day and age. Using look ahead decompression and caching would be a net equal, or perhaps a smidgeon higher CPU usage. It means they are in effect wasting DMA bandwidth and CPU cache by streaming uncompressed files.

    I'm a DSP guy by trade, and it's one thing that's obvious - game programmers don't know how to do sound properly.

    They continue to insist on driving audio by the "main" game engine thread (see Valve's games with looping audio and stutters when things get busy). Or even when they dedicate a thread, they continue to use a push model for sound - when almost all modern audio APIs have agreed that a callback based model is the "correct" way. (The notable exception being OSS which is broken for this reason).

    The pro-audio guys have pretty much nailed how you do low latency high priority audio, and the game programmers continue to get it wrong.

    As a professional game audio programmer, let me say that you're painting with a pretty large brush when you say that "game programmers don't know how to do sound." No offense intended, but you really shouldn't try to sound like an expert on game audio about unless you've worked on a AAA game engine. There are demands that games place on hardware systems that you really wouldn't understand. It's not like a DAW system where you can devote nearly 100% of the system resources to processing the audio. Yes, of course there are similarities, but the constraints and requirements are very different.

    First of all, unless they're absolutely retarded, no audio programmer would push any sort of audio processing on the main thread. Sorry, but it just wouldn't, and isn't, happening. I don't even have to look at the source code to know that, because I know these guys aren't utter morons or incompetents.

    Secondly, if you're a DSP guy, you're largely working at a level that game audio programmers do NOT typically work at - that is, the DSP and mixing level. Most game engines use professional third-party mixing/decoding engines with excellent, highly tuned code developed by specialists over many years of work, and are every bit as optimized as pro audio engines. Having used FMOD in our own game, I know it can decode and mix real-time compressed data in dozens of streams simultaneously, applying lowpass, highpass, reverb, echo, etc to them, and still only take up a small percentage of a single core. I believe Valve licenses the Miles Sound System, but I don't know for certain that this is the engine used in question.

    That being said, I agree that leaving audio uncompressed seems unnecessary, at least for technical reasons. Having said that, I don't like to question the programmers judgment because I'm not there working on the project, and don't have all the fact. I have some recent experience with this, having recently shipped a game with a new, custom game engine I wrote that sits on top of the low-level FMOD mixing engine. We decided to keep all our samples compressed in memory, and were pretty impressed with the overall performance.

    MP3 was used for most samples, as it has the most efficient decoder, and Vorbis was used when required for either seamless looping or multichannel audio. Additionally, each voice also had lowpass and highpass filtering performed on it. Dynamically calculated reverb settings and a custom echo filter I wrote was applied to the mix as well, plus the overhead of basic mixing operations, of which I used the highest quality 5-point spline-based mixing variation. We found that, on average, audio processing tended to take between 10 and 40 percent of a single core on a typical mid-grade PC (of about two years ago), depending on the level of activity going on at the time, with the vast majority of the CPU time used for audio decoding. Overall, it was pretty impressive to see all that being done in real-time without substantially impacting the rest of the game.

    The real constraint in o

    --
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