Thief

Yeah but i guess i was stubborn man. I thought i was seeing well until my bro bought his X1 and i said to him...damn MS..that is some small-ass font and my bro said...dude if you can't read that, please go to the optician. Am i glad i did. However...as soon as i noticed i wasn't able to read text messages in GTA V and such..i should have gone to it, but ah well. Hey...better late than never friend.

Btw....according to Digital Foundry for Thief it's

PC>X1>PS4

Wtf did they do with the PS4 version?

http://forum.xboxworld.nl/showpost.php?p=5096740&postcount=15587

I find it rather odd that they say 'slightly'

SPK7gp9.png


....slightly?


My man you have got to start reading the articles.

"Asset streaming is more apparent on PS4 on occasion. Entering the Crippled Burrick area causes assets to visibly pop in in as the camera pans across. Fortunately, once it's loaded the issue disappears during regular play. In this shot, we see the left pillar on the building has yet to resolve its texture on PS4."

It just didn't load in yet.........
 
how in the hell did they manage to mess up texture filtering?

also, that LOD issue on that flag that failed to load in correctly for a few seconds.. that was just weird.

Clearly the framerate isn't totally solid but it definitely doesn't seem nearly as bad as they make it out to be and looks plenty playable on both IMO.
 
Last edited:
how in the hell did they manage to mess up texture filtering?

also, that LOD issue on that flag that failed to load in correctly for a few seconds.. that was just weird.

Clearly the framerate isn't totally solid but it definitely doesn't seem nearly as bad as they make it out to be and looks plenty playable on both IMO.
Mostly agree with your points.
 
Got it on the pc but its on my laptops steam account so my son can play it ie running it on 4 year old hardware. But it still makes more sense then getting it on these consoles (especially price wise) Be nice if I could run/share it on my big pc with my titan sc as well.

Dude.... dude...

Why have you been using a separate account for your laptop?

I use the same Steam account across 5 different machines right now.. can download and play games to any of them, just can't be logged in to more than one "online" at a time..

Only have a second Steam account for when I actually want 2 people playing at the same times.

Saves aren't an issue.. cloud saves make switching machines seamless.. if you'd rather manually deal with saves, turn off cloud saving.
 
Apparently the texture stuff is a streaming issue ? Or atleast that's what I head
 
People care way too much about stuff like this. Specifically on a certain "Video Game" website.
 
On a side note, Mcmasters, did the bet for the Titanfall narrowing the sales gap for March go through?

As for Thief, the Xbox One version is running at a lower resolution with lower framerates and the only advantage it has over the PS4 version is its anisotropic filtering, right?
 
On a side note, Mcmasters, did the bet for the Titanfall narrowing the sales gap for March go through?

As for Thief, the Xbox One version is running at a lower resolution with lower framerates and the only advantage it has over the PS4 version is its anisotropic filtering, right?
Has more to do with disadvantages of the developers build for the 4, not that the 4 wasn't capable of better.
Thief: the Digital Foundry verdict
If you've just bought a next-gen console, this Thief reboot is likely not your best choice for showing off its strengths. Visually, the PS4 should be the front-runner given its 1080p presentation, but through the virtues of effective anti-aliasing, the 900p frame-buffer used on Xbox One holds its own in practice. However, the PS4's weaker texture filtering does factor into the comparison more visibly, with assets appearing blurrier than they should at a distance, and asset pop-in proving slightly more evident. Given that all other settings are a match between next-gen platforms, the Xbox One release - surprisingly - stacks up favourable against a maxed-out PC playthrough.
Performance on PS4 and Xbox One counts as a bigger concern, and neither deserves any sort of recommendation here. Frankly, it feels unpleasant to control Garrett when moving with any haste - not due to frame-rate dips alone, but because of the pacing of these frames, leading to stuttering. We'd encourage buying the well-optimised PC version, as handled by port veterans Nixxes, over either of these next-gen releases as there are far fewer issues in this regard.
 
Last edited:
Yeah but i guess i was stubborn man. I thought i was seeing well until my bro bought his X1 and i said to him...damn MS..that is some small-ass font and my bro said...dude if you can't read that, please go to the optician. Am i glad i did. However...as soon as i noticed i wasn't able to read text messages in GTA V and such..i should have gone to it, but ah well. Hey...better late than never friend.

Btw....according to Digital Foundry for Thief it's

PC>X1>PS4

Wtf did they do with the PS4 version?

http://forum.xboxworld.nl/showpost.php?p=5096740&postcount=15587

I find it rather odd that they say 'slightly'

SPK7gp9.png


....slightly?
I find the comments funny. "How can they pick 900p over 1080p bullcrap"
 
I find the comments funny. "How can they pick 900p over 1080p bullcrap"

Its probably more of a issue at least from what I can tell of "how can they pick the one that drops to 20fps over the one that drops to 25fps' regardless of visual differences that is going to be incredibly jarring, more so on the lower framerate.
 
Care too much about what stuff? The buying a new $400-500 console and then spending $60+ on a half assed game stuff?
 
It's lazy dev day. Stayed tuned for tomorrow on the next episode of days of our lives when the secret sauce is released.
Don't you get it? The secret sauce is MS money paying devs to mess up ps4 version. But anyway am sure this could be fixed with update for ps4 or did that version just get stuck with sucky team.
 
Looks like Thief isn't that great on any platform, but console wise looks like X1 is the version to get. Including Strider recently, that's two in a row for X1 over PS4.
 
The XB1 does have higher bandwidth, but to achieve it you need to both use the eSRAM and the DDR3 at the same time, this means the 'higher bandwidth' is only available to any assets that you can split over both the eSRAM and the DDR3 and have simultaneous accesses too. In short its tricky to get good bandwidth out the XB1 because it only has that good bandwidth to such a small amount of memory, but yes, it does have a memory advantage. If only memory was the limiting factor of modern games this would matter more, but unfortunately now days games are far more limited by ALU, TEX and ROPs then they are by memory read/write bandwidth. This probably has a little to do with the modern caches that exist on video cards that probably reach into the TB/s of bandwidth really dwarfing external bandwidth, making most of the game about getting data into the caches and keeping it there. Sony has a ALU/TEX/ROP/CPU advantage (just straight up) and a slight memory disadvantage, whilst also maintaining a easier system to develop with.

This is purely from a gaming point of view though and doesn't take into account how 'powerful' the kinect hardware is (something that is hard to quantify in any meaningful terms)

All said and done - something's up with this game and what was done with it on the X1 vs PS4...

From the same article:

"Sony's platform does run at a disadvantage in another regard though. Unlike the other versions, the PS4 uses trilinear filtering to treat floor and wall textures, creating a blur across far-away surfaces. It's a difference that sticks out when using the PC version's 16x anisotropic filtering, which itself is like-for-like with the clarity of the Xbox One release. Trilinear filtering is a cost-saving trick that suits games running at lower resolutions, where the tail-off in texture sharpness isn't so visible at a distance. For a game running at full 1080p though, Thief is doing itself a disservice here, and there's little to demonstrate why Sony's console can't compete with Microsoft's platform here. "

It appears for whatever reason - they (devs) apparently had to make a few minor, yet noticeable concessions to get the PS4 version to run (semi) smoothly @ 1080p (versus 900p for the X1). Question is - why force the 1080p here if you need to make the concessions in the first place? Were they forced to deliver @ 1080p? If not - then what's the explanation?
 
It appears for whatever reason - they (devs) apparently had to make a few minor, yet noticeable concessions to get the PS4 version to run (semi) smoothly @ 1080p (versus 900p for the X1). Question is - why force the 1080p here if you need to make the concessions in the first place? Were they forced to deliver @ 1080p? If not - then what's the explanation?
By the looks of it, I think Sony is pressuring devs to churn out 1080p for sake of marketing advantage. If devs didn't force themselves to do 1080p and chipped down the res to 900p (like BF4), I'm sure PS4 games would look better, have better frame rates or a bit of both. But seemingly focusing on 1080p isn't helping devs who can't handle it.
 
  • Like
Reactions: TheGeneral
By the looks of it, I think Sony is pressuring devs to churn out 1080p for sake of marketing advantage. If devs didn't force themselves to do 1080p and chipped down the res to 900p (like BF4), I'm sure PS4 games would look better, have better frame rates or a bit of both. But seemingly focusing on 1080p isn't helping devs who can't handle it.

I'm wondering if DF ran the comparison with the preview updates or not... latest update has made the X1 seemingly much quicker/stable/fluid... Not that it'd necessarily equate to much on the game itself.. but others are noticing slight visual and performance increases overall..... before the update - my system would "chug" on certain tasks/swapping between apps ... it doesn't do that now...
 
All said and done - something's up with this game and what was done with it on the X1 vs PS4...

From the same article:

"Sony's platform does run at a disadvantage in another regard though. Unlike the other versions, the PS4 uses trilinear filtering to treat floor and wall textures, creating a blur across far-away surfaces. It's a difference that sticks out when using the PC version's 16x anisotropic filtering, which itself is like-for-like with the clarity of the Xbox One release. Trilinear filtering is a cost-saving trick that suits games running at lower resolutions, where the tail-off in texture sharpness isn't so visible at a distance. For a game running at full 1080p though, Thief is doing itself a disservice here, and there's little to demonstrate why Sony's console can't compete with Microsoft's platform here. "

It appears for whatever reason - they (devs) apparently had to make a few minor, yet noticeable concessions to get the PS4 version to run (semi) smoothly @ 1080p (versus 900p for the X1). Question is - why force the 1080p here if you need to make the concessions in the first place? Were they forced to deliver @ 1080p? If not - then what's the explanation?


I dunno about that though man. The ps4 version also runs at a higher fps. Granted the difference is not major but it's there. A lot of people have been saying it looks like the ps4 version also uses some type of parallax mapping as well.

the_gapqlpov.png
 
I dunno about that though man. The ps4 version also runs at a higher fps. Granted the difference is not major but it's there. A lot of people have been saying it looks like the ps4 version also uses some type of parallax mapping as well.

the_gapqlpov.png
Wasn't there another website that said at some points fps on ps4 goes near single digits? To me this game looks like it was done by two teams who had 0 communication with eachother. But it is quite possible that Sony is pressuring for 1080p as it's working for them from fan perspective. If they didn't have higher resolution what would they have in order to compete right now?
 
Wasn't there another website that said at some points fps on ps4 goes near single digits? To me this game looks like it was done by two teams who had 0 communication with eachother. But it is quite possible that Sony is pressuring for 1080p as it's working for them from fan perspective. If they didn't have higher resolution what would they have in order to compete right now?
The only things going for PS4 games right now which are advantage is 1080p for more games, and a console that is $100 cheaper. X1 has various other things going for them.... more higher budget games, better games, media stuff, Kinect 2.

For devs who can handle 1080p game making go for it. For devs who can't (this whole debacle about sketchy Thief performance on consoles.... possibly the worst showcasing of mediocre performance on multiplat X1/PS4 games so far), then don't do it.

Dumb it down for sake of getting better performance. If it means 900p for both or 720p for both then do it.

You didn't see DICE purposely go for 1080p on X1/PS4. They dumbed it down to 720p and 900p.
 
All said and done - something's up with this game and what was done with it on the X1 vs PS4...

From the same article:

"Sony's platform does run at a disadvantage in another regard though. Unlike the other versions, the PS4 uses trilinear filtering to treat floor and wall textures, creating a blur across far-away surfaces. It's a difference that sticks out when using the PC version's 16x anisotropic filtering, which itself is like-for-like with the clarity of the Xbox One release. Trilinear filtering is a cost-saving trick that suits games running at lower resolutions, where the tail-off in texture sharpness isn't so visible at a distance. For a game running at full 1080p though, Thief is doing itself a disservice here, and there's little to demonstrate why Sony's console can't compete with Microsoft's platform here. "

It appears for whatever reason - they (devs) apparently had to make a few minor, yet noticeable concessions to get the PS4 version to run (semi) smoothly @ 1080p (versus 900p for the X1). Question is - why force the 1080p here if you need to make the concessions in the first place? Were they forced to deliver @ 1080p? If not - then what's the explanation?

Ive heard some talk on other sites that the PS4 version looks fine when its fully installed (bandwidth/streaming issue, maybe?).
 
I dunno about that though man. The ps4 version also runs at a higher fps. Granted the difference is not major but it's there. A lot of people have been saying it looks like the ps4 version also uses some type of parallax mapping as well.

the_gapqlpov.png

What does this have to do with what was posted? This is just a screen grab of what they mentioned not happening.
 
PS4 is just struggling with 1080. It's early. Thief in 2015 would probably be 1080p on both and perform much better. They clearly cut corners and put up smoke screens to have PS4 hit 1080p. It could also be the superior software and development on the X1 that let them avoid the Blur. It's not about just horsepower obviously.
Its struggling less then the X1 is @900p.
 
Care too much about what stuff? The buying a new $400-500 console and then spending $60+ on a half assed game stuff?

No. On digital foundry saying a game looks slightly better on your not preferred console and getting all butt hurt about it stuff. Most wont even get the game because it's half assed, but still get mad about it.

I haven't seen anyone on this site like this, but like i said on another site (I think you know the one) there is a 30 page thread about it.
 
Looks like Thief isn't that great on any platform, but console wise looks like X1 is the version to get. Including Strider recently, that's two in a row for X1 over PS4.

Not bad for the console you claimed would "have more 1080p games than PS4"

No. On digital foundry saying a game looks slightly better on your not preferred console and getting all butt hurt about it stuff. Most wont even get the game because it's half assed, but still get mad about it.

I haven't seen anyone on this site like this, but like i said on another site (I think you know the one) there is a 30 page thread about it.


Oh. I thought you were talking about those upset about the texture filtering being bad.
 
Well it is questionable when the PS4 is a higher resolution and.......

"Each version is guilty of genuine frame-rate drops too, especially when traversing main roads in The City. This manifests more aggressively on Microsoft's platform, where drops down to 20fps are possible, as compared to 25fps on PS4 - but in amongst the frame-pacing issues this is trivial. The stimulus seems to be interactions with multiple guards, and travelling at high speeds around the game world - neither of which are necessarily the core tenets of a stealth game. In either case, the PS4 version technically holds steadier at these particular stress points, but the end result still appears choppy."
 
I think they are using too large texture maps, to compensate for last gen low poly meshes, & the result is game running choppy at times.

The Texture filtering is something new. This somehow take away the part where XBOX runs at 900p but have slightly more( or rather deeper) fps dips (base on fps comparsion video) than PS4 at 1080p. Maybe its the Tri texture things(which suppose to be smoke & mirror effect) that allow PS4 to run higher? It does lent to reason why many developers choose 720/1080p between platforms than try to push partity closer.

They cannot blame the engine certainly, as UE3 is a proven good & stable engine. Hopefully the new SDK from MS can allow more developers to push res higher on XBOX one without causing performance hit, & the crush black in some games. & Sony can fix the filtering stuff.