Xbox One X

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That's a computer generated image for the booth my man. Probably something the booth Designer sent them.

Yeah the first time I watched it I had just gotten up after 2 hours of sleep and had it on the smaller view, thought it looked fake then but when I went and watched it full screen it's clearly a concept video not an actual video tour of the booth.
 
From E3 but published today:

Hands-on with F1 2017 on Xbox One X in True 4K/60fps at Microsoft’s E3 2017 Booth

CDqFLz6P-DG2x_LOXkAEiVkk.medium.jpg


F1 2017 is shaping up to the most beautiful racing game from Codemasters to date, and regardless of which system you play it on, you’re sure to be in for a real treat. However, those on Xbox One X will reap the most benefits on console in terms of visual fidelity and performance.

Recently, we shared our detailed F1 2017 Preview that explored the 12 Classic Cars and the new Career Mode in the game, but I wanted to take a deeper look at the game’s visual quality on Xbox One X in this slightly more technical and gameplay hands-on.

EBK17xF.jpg


First and foremost, F1 2017 runs in True 4K resolution on Microsoft’s Xbox One X. No upscaling, no checkerboarding, or any other dynamic rendering techniques from what we could see – this is a full 2160p with a resolution of 3840 × 2160 at a locked 60 frames-per-second, and like Forza Motorsport 7, it looks glorious. Codemasters had a great showing for F1 2017 at E3 2017, which was located at Microsoft’s Xbox booth.

Both Nick and myself played it, and we walked away very impressed. Not only do we have the greatly improved resolution, but also improved draw distance and texture filtering, as well as increased anisotropic filtering. It resulted in a much clearer, more detailed image with a shaper presentation all-around.

0vWfee7.jpg


My only criticism about this was the extremely irritating screen-tearing, which is a problem that Codemasters titles are notorious for on console. This remains an issue on Xbox One X as of E3 2017, and it’s used to stop the frame-rate from falling. It was a big problem in F1 2016, a game that suffers with several torn frames across every race usually played.

Hopefully, Codemasters optimizes their game and continues to push for 60fps whilst removing the screen-tear issue, as it severely spoils the experience due to how noticeable is can be on a 4K display, and it naturally plagues 1080p owners as well.

35q9HKc.jpg


During my demo, I checked out the Circuit Gilles Villeneuve, which is in Nick’s home city of Montréal, Canada. It’s where the annual Canadian Grand Prix is held every year for Formula 1. I absolutely love this circuit, and it’s so much fun to drive on.

With the Classic Cars being the big push for Codemasters’ latest release, it made sense to use one of them – so we were in the 2010 Red Bull Racing RB6, which enjoyed 9 wins, 15 pole positions and 6 fastest laps across the 2010 Championship season. We also checked out the 2002 Ferrari F2002, a legendary race car driven by Rubens Barrichello and Michael Schumacher.

aOD6EkJ.jpg


My hands-on time mostly consisted of hot-lapping the RB6 and F2002 on the Montreal Grand Prix circuit, and as I kept practising in these cars, I slowly began to continuously improve and get better lap times. That’s the beauty of the F1 series – it pushes you to do more, and eventually, I even surpassed Nick’s best time on his own hometown circuit.

The Classic Cars are definitely a great addition to F1 2017, and they vary the overall car line-up. I also had the chance to briefly try it out on the wheel, which continues the excellent handling and physics models used by Codemasters in their games for wheel users. It’s really an impressive showcase all-around for the Codies, but I do wish the screen-tear issue could be finally sorted.

7rwTpVV.jpg


In fact, the problem bugged me so much, I pointed it out to the game’s Creative Director, Lee Mather, when speaking to him about the game whenever it occurred. He recognised the issue and understood our frustration, so hopefully it’s something we see rectified on consoles across the board – or at least on Xbox One X, considering it’s the most premium console that’s in the market right now.

It was great to speak to Mather about the game and the franchise, and hear about the team’s big and ambitious plans, and their ideas for moving forward. He also shared a lot of guidance and insight from development with us, and how having the big focus every year is an important aspect of the Formula 1 series.

suwZE2u.jpg


For example, F1 2015 was all about moving onto Xbox One and PlayStation 4 and building a new engine specifically for those systems, whilst F1 2016 focused on the Career Mode and Championship gameplay. F1 2017 aims to refine everything F1 2016 offered with four new circuit variations, whilst also introducing 12 Classic Cars and expanding the features and functionality of its predecessor.

Overall, Codemasters is racing towards victory with F1 2017, especially if you’re on Xbox One X, where you’ll be treated to the best visual experience. If the screen-tear issue is rectified, then there’s no doubt that Microsoft’s latest console is by far the best place to experience F1 2017, unless you have a dedicated wheel rig setup for a high-end Windows PC.

HnkoLdF.jpg


Regardless, Xbox One X will be the best place to enjoy F1 2017 on console, and Codemasters have “additional visual enhancements” to come that we didn’t see in the E3 2017 build. With the console not launching until November 7th, it gives the developer plenty of time to optimize both the game and engine for the upcoming system.

F1 2017 launches on Friday, August 25th for Xbox One, PlayStation 4, and PC. Enhancements have also been promised for the PlayStation 4 Pro, so it’ll be interesting to see how it fairs on Sony’s machine when the game launches in a couple of weeks’ time in comparison to Xbox One X when that console finally ships this November. For even more on F1 2017, be sure not to miss our in-depth preview coverage.

https://ar12gaming.com/articles/f1-2017-hands-on
 
From E3 but published today:

Hands-on with F1 2017 on Xbox One X in True 4K/60fps at Microsoft’s E3 2017 Booth

CDqFLz6P-DG2x_LOXkAEiVkk.medium.jpg


F1 2017 is shaping up to the most beautiful racing game from Codemasters to date, and regardless of which system you play it on, you’re sure to be in for a real treat. However, those on Xbox One X will reap the most benefits on console in terms of visual fidelity and performance.

Recently, we shared our detailed F1 2017 Preview that explored the 12 Classic Cars and the new Career Mode in the game, but I wanted to take a deeper look at the game’s visual quality on Xbox One X in this slightly more technical and gameplay hands-on.

EBK17xF.jpg


First and foremost, F1 2017 runs in True 4K resolution on Microsoft’s Xbox One X. No upscaling, no checkerboarding, or any other dynamic rendering techniques from what we could see – this is a full 2160p with a resolution of 3840 × 2160 at a locked 60 frames-per-second, and like Forza Motorsport 7, it looks glorious. Codemasters had a great showing for F1 2017 at E3 2017, which was located at Microsoft’s Xbox booth.

Both Nick and myself played it, and we walked away very impressed. Not only do we have the greatly improved resolution, but also improved draw distance and texture filtering, as well as increased anisotropic filtering. It resulted in a much clearer, more detailed image with a shaper presentation all-around.

0vWfee7.jpg


My only criticism about this was the extremely irritating screen-tearing, which is a problem that Codemasters titles are notorious for on console. This remains an issue on Xbox One X as of E3 2017, and it’s used to stop the frame-rate from falling. It was a big problem in F1 2016, a game that suffers with several torn frames across every race usually played.

Hopefully, Codemasters optimizes their game and continues to push for 60fps whilst removing the screen-tear issue, as it severely spoils the experience due to how noticeable is can be on a 4K display, and it naturally plagues 1080p owners as well.

35q9HKc.jpg


During my demo, I checked out the Circuit Gilles Villeneuve, which is in Nick’s home city of Montréal, Canada. It’s where the annual Canadian Grand Prix is held every year for Formula 1. I absolutely love this circuit, and it’s so much fun to drive on.

With the Classic Cars being the big push for Codemasters’ latest release, it made sense to use one of them – so we were in the 2010 Red Bull Racing RB6, which enjoyed 9 wins, 15 pole positions and 6 fastest laps across the 2010 Championship season. We also checked out the 2002 Ferrari F2002, a legendary race car driven by Rubens Barrichello and Michael Schumacher.

aOD6EkJ.jpg


My hands-on time mostly consisted of hot-lapping the RB6 and F2002 on the Montreal Grand Prix circuit, and as I kept practising in these cars, I slowly began to continuously improve and get better lap times. That’s the beauty of the F1 series – it pushes you to do more, and eventually, I even surpassed Nick’s best time on his own hometown circuit.

The Classic Cars are definitely a great addition to F1 2017, and they vary the overall car line-up. I also had the chance to briefly try it out on the wheel, which continues the excellent handling and physics models used by Codemasters in their games for wheel users. It’s really an impressive showcase all-around for the Codies, but I do wish the screen-tear issue could be finally sorted.

7rwTpVV.jpg


In fact, the problem bugged me so much, I pointed it out to the game’s Creative Director, Lee Mather, when speaking to him about the game whenever it occurred. He recognised the issue and understood our frustration, so hopefully it’s something we see rectified on consoles across the board – or at least on Xbox One X, considering it’s the most premium console that’s in the market right now.

It was great to speak to Mather about the game and the franchise, and hear about the team’s big and ambitious plans, and their ideas for moving forward. He also shared a lot of guidance and insight from development with us, and how having the big focus every year is an important aspect of the Formula 1 series.

suwZE2u.jpg


For example, F1 2015 was all about moving onto Xbox One and PlayStation 4 and building a new engine specifically for those systems, whilst F1 2016 focused on the Career Mode and Championship gameplay. F1 2017 aims to refine everything F1 2016 offered with four new circuit variations, whilst also introducing 12 Classic Cars and expanding the features and functionality of its predecessor.

Overall, Codemasters is racing towards victory with F1 2017, especially if you’re on Xbox One X, where you’ll be treated to the best visual experience. If the screen-tear issue is rectified, then there’s no doubt that Microsoft’s latest console is by far the best place to experience F1 2017, unless you have a dedicated wheel rig setup for a high-end Windows PC.

HnkoLdF.jpg


Regardless, Xbox One X will be the best place to enjoy F1 2017 on console, and Codemasters have “additional visual enhancements” to come that we didn’t see in the E3 2017 build. With the console not launching until November 7th, it gives the developer plenty of time to optimize both the game and engine for the upcoming system.

F1 2017 launches on Friday, August 25th for Xbox One, PlayStation 4, and PC. Enhancements have also been promised for the PlayStation 4 Pro, so it’ll be interesting to see how it fairs on Sony’s machine when the game launches in a couple of weeks’ time in comparison to Xbox One X when that console finally ships this November. For even more on F1 2017, be sure not to miss our in-depth preview coverage.

https://ar12gaming.com/articles/f1-2017-hands-on

The article updated saying it was checkerboarding.
 
Wonder why the first variant of the XBO can't be updated to support HDR
Likely because MS uses a hardware solution. They we're baffled by Sony's software implementation. Regardless, they are building games to utilise the method in the XOneS.
 
Likely because MS uses a hardware solution. They we're baffled by Sony's software implementation. Regardless, they are building games to utilise the method in the XOneS.


Ok, I wanna be that percentage of people who say "but why, MS is a software company, whyyyyyyyyyuyyyyyyyyyyyy :/
 
What is going on in this thread? Everyone is getting along...

No Val, no nonsense. The nerve of some people to try and bring a whole community down that's excited for the next big thing in gaming. You're either team green or you don't need to be seen.
 
Likely because MS uses a hardware solution. They we're baffled by Sony's software implementation. Regardless, they are building games to utilise the method in the XOneS.

Now if only devs would include it in all games, with tens of millions of consoles out there supporting it I would think it would be a given. Yeah no 1080p TV's support it nor do most 4K sets currently in homes so I can see why it hasn't been a priority yet but it's still a great feature for those of us who do have TV's that support HDR.
 
That and it's pointless anyway if they couldn't tell the damn difference in the first place.

Many have been saying that about CB for a while now, it's very hard to tell the difference and it's just a smarter way to go. That's why people talking "faux K vs native 4K" isn't the same argument as 720p/900p vs 1080p, neither of those resolutions can pass as 1080p and CB was rarely used at those levels, CB faux K can come close enough to native that when compared head to head you really have to try hard to find the difference..
 
Many have been saying that about CB for a while now, it's very hard to tell the difference and it's just a smarter way to go. That's why people talking "faux K vs native 4K" isn't the same argument as 720p/900p vs 1080p, neither of those resolutions can pass as 1080p and CB was rarely used at those levels, CB faux K can come close enough to native that when compared head to head you really have to try hard to find the difference..

Isn't CB generally only distinguishable from native 4K in still shots?

I mean I guess there's variable quality levels or implementation of CB. But generally, you would have to count pixels in a still frame. Correct?
 
No Val, no nonsense. The nerve of some people to try and bring a whole community down that's excited for the next big thing in gaming. You're either team green or you don't need to be seen.

I don't trust you anymore. Neither do your parents....
 
Isn't CB generally only distinguishable from native 4K in still shots?

I mean I guess there's variable quality levels or implementation of CB. But generally, you would have to count pixels in a still frame. Correct?

Not sure exactly on how they distinguish it, point is most of us don't sit there and count pixels we just go by how good the game looks on our TV's. I won't say CB is as good as native but it's close enough that it makes it worth doing if native is either not realistic or just so demanding that you can't get any other benefits because of it. You are right though not all CB is created equally either, there are also other ways besides CB to mimic 4K. I'm just glad devs have these tools since getting to a place where native 4K is realistic for all games without making cuts/compromises seems to be quite a ways off.
 
Not sure exactly on how they distinguish it, point is most of us don't sit there and count pixels we just go by how good the game looks on our TV's. I won't say CB is as good as native but it's close enough that it makes it worth doing if native is either not realistic or just so demanding that you can't get any other benefits because of it. You are right though not all CB is created equally either, there are also other ways besides CB to mimic 4K. I'm just glad devs have these tools since getting to a place where native 4K is realistic for all games without making cuts/compromises seems to be quite a ways off.

I'm agreeing with you. I'm just saying that DF had to look at still shots of Horizon ZD to see any side effects other than a slightly softer image.
 
I'm agreeing with you. I'm just saying that DF had to look at still shots of Horizon ZD to see any side effects other than a slightly softer image.

Oh I know, I didn't mean to seem like I thought you were disagreeing if it came across that way.
 
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That's right. It creates a blurring or something?

Yeah I forgot to mention there was a game mentioned the other day that uses CB on the Pro and when they were moving the grass got blurry compared to the lower res version on the standard PS4. I haven't seen that happen like that in other CB games though, not saying it doesn't but I haven't noticed it, in Horizon it looks clean and clear at all times from what I remember.
 
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