DF Titanfall BETA Tech Anlysis X1/PC

TeKPhaN

I deal in absolutes
Sep 11, 2013
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In our earlier exchange with Titanfall developer Respawn, the words "frame-rate is king" rang loud as its mission statement. Perhaps it's not too surprising, then, that visually the game is a composite of striking and bland elements - a vibrant effects-fest in motion, but with a clinical simplicity elsewhere that can be hard to overlook. We've seen these cutbacks before, of course, and if there's one thing that can get you off the hook for taking this approach, it's a low-latency 60fps golden standard. In the case of the Titanfall beta, however, the results aren't entirely as expected.

Before we get stuck into the tests, we have to put the current state of the game into perspective. This is a beta build, and one which we were told by staff at a recent preview event is the most stable the team had to hand for show, rather than necessarily its most up-to-date code. Other adjustments are promised to be in the works, though how greatly they'll remould the game from its current form remains to be seen.

What we can confirm for this build, though, is an internal resolution of 1408x792, with a pass of 2x MSAA to tackle aliasing before any upscale to your preferred resolution. This pixel count is something the team is happy to verify - even with indications that it could end up around the 900p mark for the final product. It may not be a gargantuan number as-is, but it pulls the game away from the ho-hum 1280x720 that was on most peoples' bingo cards - a step up, if not a remarkable one, in terms of the final image.

Still, in a generation where fists are being banged on tables for full 1080p, this does seem like a compromise - and one that speaks to the team's determination to hit 60fps first and foremost. By and large, Titanfall is a healthy 60fps shooter as promised, but only as long as it's played with an on-foot Call of Duty mindset. With Portal 2's Source engine at its core, it's as fluid and responsive as you could hope for when pistolling Pilots and kicking AI grunts.
However, it all changes once you buckle into a Titan, and in this build we see lengthy passages of play (particularly by the end of a mission) falling within the 35-45fps range. Neither one of the levels on show is especially worse than the other in this regard, and it's clearly the barrage of alpha effects that ends up pressing the hardware too far.

It's also impossible to ignore the tearing that creeps up during such dips. Adaptive v-sync is in play, which taps in any time the engine detects a frame going over budget and missing a slot within its 60Hz refresh. Temporarily removing this lock helps to make control over the action feel smoother than it otherwise would, but at a big - and regular - cost to the overall presentation. As a game with a heavy focus on competitive multiplayer, these are clearly optimisation problems that need tackling before the game goes to market in March - with screen-tear high on the list.

In its current form, it's difficult to understand Titanfall's resolution choice considering the variable performance. As it renders at 792p, The game relies on the Xbox One's scaler to output at 1080p. Now, we've just updated our Xbox One to the latest system software and the good news is that the harsh edge-enhancement has completely gone. We'll be looking at the improved scaler in a little more depth very soon, but while the situation is clearly an improvement on the preview code we saw previously, there's still a good deal of aliasing to contend with. It appears that Respawn is caught between a rock and a hard place with regards image quality vs. performance.

Frame-rate hit or not, trundling forward in a Titan still kicks off the most spectacular moments possible in the game. The animation for loading into a cockpit is a show-stopper, and details like having each window pane rendered individually before meeting in the centre are complex touches that surprisingly don't stretch the frame-rate. Certainly, most alpha effects from missiles look plain in isolation, but in their numbers, and in concert with lengthy smoke trails and spark particles, you can convincingly create a maelstrom of elements that still looks impressive.

That said, it's unfortunate that once you stop to have a look around at the arena that the environment appears so clinical. Much of Fracture, for example, is built to a very strict and rigid wireframe, with no evidence of next-gen technologies such as tessellation to round off the more egregious corners. Shading is also largely missing, outside of baked-in shadows and ambient occlusion that fades in we near objects. The two maps shown so far are vibrant and well-suited for the wall-run-and-gunning gameplay, but without these extra layers of detail the whole world come across as a little plain, lacking in dynamic destruction and enhanced environmental detail and animation. It's clear where the emphasis is: Titanfall relies upon the sheer intensity of its action for its measure of spectacle.

These are issues that aren't solved by the PC route, even on maxed settings. Right down to the geometry LOD pop-in, many of the Xbox One version's foibles are still present on relatively unbounded hardware. Making a quick dart forward makes it very easy to catch pop-in across rocky formations and vegetation, even on PC, while physics-affected debris on the floor fades in metres away.

Fortunately, the PC version finds other ways to set itself apart. This is primarily by means of offering a full 1080p (or higher) image, up to 8x MSAA, plus a field-of-view slider that can be tweaked from 70 to 90. This at least nips in the bud all the issues that are currently hitting the Xbox One version, though the admitted lack of mod support for the game means custom tweaks will be trickier to add.

Visually, PC gamers looking for an edge over the console release in terms of lighting, shadows, effects or model detail may be disappointed. Even at the "insane" texture quality setting on PC, the oil rig structures around the Fracture map still share precisely the same washed-out mapping as the Xbox One, while floor mapping is also like-for-like. Much of the game's assets and rendering tech are shared in this sense, right down to the distance of the shadow filtering cascade.

The other area we'd expect the PC beta to show its strengths is in performance. Taken on by an Intel i7-3770K PC clocked at 4.3GHz, with 16GB RAM and a relatively modest Radeon HD 7850 GPU with just 1GB of GDDR5, we manage to max the game out almost entirely while holding 60fps at 2x MSAA. The snag is in the shadow quality settings, where holding on to the highest option causes hiccups down to 40fps - easily solved by dropping it a notch, with little if anything noticeable in the way of a quality hit. Given that the card is flexible enough to even handle 2x MSAA at this resolution, the beta build appears to not place too great a demand on the GPU side. Indeed, upping to 4x MSAA still produces a good experience, with frame-rates in the 55-60fps area with v-sync engaged (both double and triple-buffering are supported).

Although based on the Source engine, it's clear that a lot of work has gone into improving the tech - it's now DirectX 11 based, it utilises up to six CPU cores, but despite that, it's hardly a processing heavyweight: while we deployed the i7, further tests reveal that even a lowly AMD FX-6300 or Core i3 is capable of providing solid 60fps gameplay. In short, the Titanfall beta suggests a well-balanced game that should hold its own across a wide range of hardware - and once again we see £100 GPUs besting the console experience.

All of which leads us back to the assessment of the Xbox One version's fate. Titanfall is only a month shy of its final March release, and the tussle in this early beta is clearly between performance and effects-work. Given Respawn's reputation in the business, we'd hope frame-rate does indeed prove to be king. However, with recent suggestions of the internal resolution being pushed up higher to the 1600x900 mark, it's not clear where the GPU power can be found to maintain a large boost in pixel count while at the same time clearing up the frame-rate issues we find in the current 1408x792 version.

However, while the Xbox One beta has its own fair share technical quibbles, there is an undeniable entertainment factor to the game that takes precedence. It's a simple package, but the commitment to 60fps so far is strong enough to convince that the right talents are working on the project. In the meantime, while we have a firm handle on the Xbox One and PC versions of the game, we can't help but wonder how the Xbox 360 version will compare.



http://www.eurogamer.net/articles/digitalfoundry-2014-titanfall-beta-tech-analysis

Hopefully they can tighten things up...
 
Honestly if someone told me that the X1 beta was the 360 version, I wouldn't bat an eye.

But the game is really fun. So what the hell.
 
Sounds like framerates take a hit when you get into the Titan at 792p... good news is that it's still in the beta phase.
 
Happens on the PC version as well. I am sure it's fixable. The game has an issue with Vsync as well, but is resolved on the PC side of things using AMD/Nvidia's Vsync.
 
What's sad is I still have some minor framerate issues from time to time even though the game looks like a 360 game. It's either that or the servers might need to be a little bit tightened up. That's what cracks me up about Battlefield 4 as well, they aimed for 60FPS, but half the time it doesn't even matter over there either if EA's servers are so bad that they rubber band all the time.
 
Needless to say, Titanfall isn't the game I hoped it would be. I sincerely thought we would get a great, skill based FPS but as it turns out we're (and by "we" I mean PC players mainly) are getting a shoddy port of a consolized FPS experience. A shame really as I had hoped this would cover my arena twitch shooter itch until Cliffy B. get his new game done.
 
Honestly if someone told me that the X1 beta was the 360 version, I wouldn't bat an eye.

But the game is really fun. So what the hell.

Agreed, the graphics don't change my opinion of the game, I think it's very fun, but it doesn't look next-gen to me. Sure it's 60 FPS, but I don't think it looks any better than COD: Ghosts, which got ripped to shreds for its graphics.
 
Needless to say, Titanfall isn't the game I hoped it would be. I sincerely thought we would get a great, skill based FPS but as it turns out we're (and by "we" I mean PC players mainly) are getting a shoddy port of a consolized FPS experience. A shame really as I had hoped this would cover my arena twitch shooter itch until Cliffy B. get his new game done.

I'm having some fun playing loadout if you haven't tried it yet. Not fantastic but good fun if you're into arena shooters.
 
Needless to say, Titanfall isn't the game I hoped it would be. I sincerely thought we would get a great, skill based FPS but as it turns out we're (and by "we" I mean PC players mainly) are getting a shoddy port of a consolized FPS experience. A shame really as I had hoped this would cover my arena twitch shooter itch until Cliffy B. get his new game done.


tbh i was surprised at how much of a port the pc version is.
 
I'm in a very small minority of those disappointed in the game. It's not as good as I expected going by all the hype.
I don't know, but the bots are cheating the experience for me.

Bf4 is the better game in every way...IMO. Just doesn't feel close to a GotY game that everyone is claiming.
 
I agree qbert. I enjoy the game, but it's not as amazing as people make it out to be. I'm hoping the full game will do more for me. One big thing I have a problem with right now is the fact that there are no options for headsets in the game. Chat comes through my receiver, and I can't get it to come through my headset. I'd also like to be able to set a push to talk button on my controller.
 
I'm in a very small minority of those disappointed in the game. It's not as good as I expected going by all the hype.
I don't know, but the bots are cheating the experience for me.

Bf4 is the better game in every way...IMO. Just doesn't feel close to a GotY game that everyone is claiming.

I am on the same boat. I could only play one match before boredom sets in. The bots are pointless also. I always see them standing around in threes. Few times you'll see them move around like they're confused. All this talk about the cloud and how it was going to do great things in Titanfall has me thinking what's the point? I feel that this game will get good ratings due to the people behind it.
 
if i change it in my audio panel then I get all sound through my headset. I only want chat through my headset ;(




I actually like the npc's more than I thought I would. They bring a nice bit of atmosphere to the game. I do wish it was 8v8 or 10v10 with the npc's still there though.
 
i have my pc connected to my surround sound through an hdmi cable and a usb headset plugged into my computer
 
Gonna have to agree with Qbert. With the all hype surrounding, it's just nothing ground breaking about. The game gets a bit repetitive pretty fast. Titans are fine and the game has nice balance of weapons but the overall game isn't something I can see myself playing over and over again.

It's not CoD with mechs, it's different, but it's just not something that I can see myself getting behind. BF4 is still king for me
 
I'm in a very small minority of those disappointed in the game. It's not as good as I expected going by all the hype.
I don't know, but the bots are cheating the experience for me.

Bf4 is the better game in every way...IMO. Just doesn't feel close to a GotY game that everyone is claiming.

As I said once before, the game would not meet all the mass hype it was getting, and I agree it doesn't really match it in reality. GOTY hype already is just silly gamer talk. However, the game is fun IMO, really good fun.
 
I'm having some fun playing loadout if you haven't tried it yet. Not fantastic but good fun if you're into arena shooters.

Yeah, loadout is great. The time to kill is near perfect and movement plays a big part in doing well. My only gripes are:

1) Beams are kinda op, not wicked OP but slightly, they need an ever so slight nerf to bring them in line with slugs.
2) You can't shoot while dodging. You could do this in other games with a dodge mechanic and it really sorts the good/great players from the okay/bad ones. The good/great players dodge left, right, back and forward while hitting their targets, the okay/bad ones jump all the time which just telegraphs exactly where they're going for the next 1-2 seconds.

Other than that I've enjoyed what I've played. I'd play more but I'm trying to get a bunch of stuff done in Path of Exile before the current league ends.

tbh i was surprised at how much of a port the pc version is.

I expect some things like the shared textures and such, but no text chat? FFS, it's a staple. I know a lot of people are like "WTF dude, there's voice chat" but some of us don't want to listen to a bunch of yahoos babbling about everything that happened to them that day like some lonely girlfriend, we want to be able to type stuff like "NS" and "WP".

I'm in a very small minority of those disappointed in the game. It's not as good as I expected going by all the hype.
I don't know, but the bots are cheating the experience for me.

Bf4 is the better game in every way...IMO. Just doesn't feel close to a GotY game that everyone is claiming.

Oh, I agree with you.

See? I clicked the agree button.

I was hoping we'd get a far more skill based game due to the mobility options and lack of A.I. driven kill streaks but that's simply not the case.
 
Yeah, loadout is great. The time to kill is near perfect and movement plays a big part in doing well. My only gripes are:

1) Beams are kinda op, not wicked OP but slightly, they need an ever so slight nerf to bring them in line with slugs.
2) You can't shoot while dodging. You could do this in other games with a dodge mechanic and it really sorts the good/great players from the okay/bad ones. The good/great players dodge left, right, back and forward while hitting their targets, the okay/bad ones jump all the time which just telegraphs exactly where they're going for the next 1-2 seconds.

Haven't even tried beams yet. I'm using the tube for my rocket and having a 'blast'. Just started playing a week ago. But I've been killed by beams a lot and think their damage should be reduced by distance from target more. I agree with the dodge while shooting needs some work. Make it possible but less accurate? Seems like a good compromise to me.
 
I expect some things like the shared textures and such, but no text chat? FFS, it's a staple. I know a lot of people are like "WTF dude, there's voice chat" but some of us don't want to listen to a bunch of yahoos babbling about everything that happened to them that day like some lonely girlfriend, we want to be able to type stuff like "NS" and "WP".

Text Chat is disabled on beta. The key binding menu states it.
 
Ahh, I didn't notice that. I just realized that I wasn't seeing any text chat then later on I was watching a YT vid with "beta impressions" where the host was bitching about it not being included. To be honest i played like half a dozen matches the first day I got in the beta then maybe 2-3 over the next two days and haven't touched it since. Good to know that it will be in the final build at least.
 
I'm in a very small minority of those disappointed in the game. It's not as good as I expected going by all the hype.
I don't know, but the bots are cheating the experience for me.

Bf4 is the better game in every way...IMO. Just doesn't feel close to a GotY game that everyone is claiming.
I wouldn't say that I'm disappointed in the game, but I agree it's far from a shoe in for GOTY. To me it would have never been GOTY anyway just due to what type of game it is, but I have a hard time believing that it'll be considered GOTY by most fans of the genre either. With that said, I think it's a lot of fun and I'm keeping my preorder.
 
Played some more today....game is fugly, no doubt about it. BO2 for sure looks better.
 
I've been playing the beta for the last day on PC and it is great at max settings and the highest AA settings but if the Xbox One cannot run this at 1080p 60 FPS and 4xMSAA there is a problem, the game is based off a modified Source engine and cards on the PC as low and old 6970 were running the game at 60FPS at 1080p. What a pathetic showing by Xbox One.

http--www.gamegpu.ru-images-stories-Test_GPU-Action-Titanfall_Beta_-test-tb_1920.jpg
 
I've been playing the beta for the last day on PC and it is great at max settings and the highest AA settings but if the Xbox One cannot run this at 1080p 60 FPS and 4xMSAA there is a problem, the game is based off a modified Source engine and cards on the PC as low and old 6970 were running the game at 60FPS at 1080p. What a pathetic showing by Xbox One.

http--www.gamegpu.ru-images-stories-Test_GPU-Action-Titanfall_Beta_-test-tb_1920.jpg

Why compare the Xbox One to the PC? If Pc is your game, then stick with it. There are options. I think anyone comparing PC to consoles are looking for disappointment--and in which case, you more than likely will be every time.
 
I'm surprised by the people that aren b1tching about the game......really surprising.
 
Why compare the Xbox One to the PC? If Pc is your game, then stick with it. There are options. I think anyone comparing PC to consoles are looking for disappointment--and in which case, you more than likely will be every time.
Did you forget which thread you were in? It's specifically about X1 and PC comparison lol...
 
Why compare the Xbox One to the PC? If Pc is your game, then stick with it. There are options. I think anyone comparing PC to consoles are looking for disappointment--and in which case, you more than likely will be every time.

That's not the point, the Xbox One cannot run a game at 1080p which has very light horsepower requirements which is a testament at how slow the Xbox One really is. The source engine is 10 years old at this point and it shows when you play the game.