DF vs. Child of Light: PS4/PC def. ed.

Its a legit explanation of the issue, i doubt the game is ALU or TMU limited but due to its high resolution it could quite possibly be fill limited 1440P buffers aren't free. I fail to see how its spinning to try and explain why a game might run worse due to hardware factors.

You misunderstood me. Those of us questioning why there are drops are looked at as spinning the truth.
I wasn't accusing you or DF of that.
 
Post doesn't make sense. You don't understand development at all obviously or you wouldn't have posted this. A 2d game struggling with fps means nothing about the console when it can do a game like forza 5 at 1080p 60fps, its simply the developer, same as when a game like strider didn't look as good on ps4. Do you understand this simple logic? Or should I find a coloring book format to so you can visualize it?
Yeah, the game being 2D has zero relevance as to why the console has framerate dips. The game was overlaced with impractically and highly demanding rendering techniques. Might as well glare at the PS4 for not being capable of rendering an indie game like Amnesia with 128 samples of SSAO.
 
How was relaying DF's message "greatly embellishing" the X1 version as inferior? I'm using exact words by DF. Don't shoot the messenger.
Well, you constant pattered Xbox One as being too weak to run 2D games, acting ignorant of the actual issue causing the framerate drops. There was nothing surprising about the Xbox One having dips if you understood the trouble supersampling causes.
 
Well, you constant pattered Xbox One as being too weak to run 2D games, acting ignorant of the actual issue causing the framerate drops. There was nothing surprising about the Xbox One having dips if you understood the trouble supersampling causes.

Where did I say it was too weak to run 2D games?
 
Yeah, the game being 2D has zero relevance as to why the console has framerate dips. The game was overlaced with impractically and highly demanding rendering techniques. Might as well glare at the PS4 for not being capable of rendering an indie game like Amnesia with 128 samples of SSAO.

Which is why DF probably said 1080p would've been preferable for stable 60.
 
Where did I say it was too weak to run 2D games?
"The more surprising news that came out of this article was the fact the X1 is having trouble maintaining stable FPS on a 2D title. Well, you tell me why X1 is struggling to maintain constant 60 on a 2D title. Even last - gen consoles are maintaining better FPS albeit at lower resolutions. Child of Light isn't that visually straining so why the drops on the X1?"
 
"The more surprising news that came out of this article was the fact the X1 is having trouble maintaining stable FPS on a 2D title. Well, you tell me why X1 is struggling to maintain constant 60 on a 2D title. Even last - gen consoles are maintaining better FPS albeit at lower resolutions. Child of Light isn't that visually straining so why the drops on the X1?"

Inquiring why the X1 version is having trouble sustaining game performance does not mean the same thing as X1 not being able to run the game.

The OP already stated it won't deter gameplay as much because the drops aren't frequent.
 
Inquiring why the X1 version is having trouble sustaining game performance does not mean the same thing as X1 not being able to run the game.

The OP already stated it won't deter gameplay as much because the drops aren't frequent.
You already knew the Xbox One had the slight framerate troubles because it couldn't handle the hardware-intensive supersampling. But you were playing dumb (assuming it was just play) and making the most ridiculous troll claims that 'supersampling is actually less GPU-intensive than standard MSAA' for the sake of getting people on your case for saying the Xbox One is struggling with simplistic games.
 
You already knew why the Xbox One had the slight framerate troubles because couldn't handle the intensive supersampling. But you were playing dumb (assuming it was just play) and making the most ridiculous troll claims that 'supersampling is actually less GPU-intensive than standard MSAA' for the sake of getting people on your case for saying the Xbox One is struggling with simplistic games.

I did read that somewhere, maybe I just remembered wrong though. I never emphasized that was the case, I said I read somewhere.
 
I did read that somewhere, maybe I just remembered wrong though. I never emphasized that was the case, I said I read somewhere.
You didn't read it anywhere. You read the DF article you posted and understood immediately that the supersampling was more intensive than the latter option. But you can't lead them on as well if you acknowledged Child of Light actually has demanding post process. I never understood the point of console wars.
 
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You didn't read it anywhere. You read the DF article you posted and understood immediately that the supersampling was more intensive than the latter option. But you can't lead them on as well if you acknowledged Child of Light actually has demanding post process. I never understood the point of console wars.

I did read it here where Last Light used supersampling AA instead of the normal one.

http://www.geforce.com/whats-new/guides/metro-last-light-graphics-breakdown-and-performance-guide

With a bit of technical know-how and the right hardware you can already downsample in games from resolutions higher than that of your screen, such as the aforementioned “4K” resolution, 3840x2160, increasing visual detail considerably. Last Light's SSAA has a clear advantage, however, in that is built directly into the game code, is optimized specifically for Last Light, has a much lower performance impact than other downsampling techniques, and can correctly anti-alias edges unlike general downsampling achieved through GPU scaling. In those cases, additional in-game or injected post-process anti-aliasing is required, further lowering the frame rate.

Metro: LL's supersampling had less of a performance impact than the MSAA used in Metro 2033.

The difference here is that it was built into LL's game code so I had misunderstood.
 
I did read it here where Last Light used supersampling AA instead of the normal one

http://www.geforce.com/whats-new/guides/metro-last-light-graphics-breakdown-and-performance-guide

With a bit of technical know-how and the right hardware you can already downsample in games from resolutions higher than that of your screen, such as the aforementioned “4K” resolution, 3840x2160, increasing visual detail considerably. Last Light's SSAA has a clear advantage, however, in that is built directly into the game code, is optimized specifically for Last Light, has a much lower performance impact than other downsampling techniques, and can correctly anti-alias edges unlike general downsampling achieved through GPU scaling. In those cases, additional in-game or injected post-process anti-aliasing is required, further lowering the frame rate.

Metro: LL's supersampling had less of a performance impact than the MSAA used in Metro 2033.

The difference here is that it was built into LL's game code so I had misunderstood.
Then I'll take that as your answer. You pretended supersampling is less demanding than MSAA in Child of Light because it was less demanding than MSAA when in a full-3D deferred-rendered next gen PC game. So while under the impression Child of Light had zero demanding effects or post process, you literally argued the Xbox One was struggling to render a 2D game because the hardware was too weak and argued against it being just because of lazy devs. You might as well claim the original Doom is too demanding for the Xbox One if such a port ever had a hiccup for any reason.
 
Well, you constant pattered Xbox One as being too weak to run 2D games, acting ignorant of the actual issue causing the framerate drops. There was nothing surprising about the Xbox One having dips if you understood the trouble supersampling causes.

lol, I see what he was doing now after reading through these posts, I didn't know what, thanks for making sense of it.
 
Then I'll take that as your answer. You pretended supersampling is less demanding than MSAA in Child of Light because it was less demanding than MSAA when in a full-3D deferred-rendered next gen PC game. So while under the impression Child of Light had zero demanding effects or post process, you literally argued the Xbox One was struggling to render a 2D game because the hardware was too weak and argued against it being just because of lazy devs. You might as well claim the original Doom is too demanding for the Xbox One if such a port ever had a hiccup for any reason.

I didn't pretend anything. I like how you jump to conclusions all the time though. My initial post was I thought supersampling was less GPU intensive because I read it somewhere and Ascaphalus and Evo7 sort of reinforced it by saying depends on the engine and what not. I then ceased all talk about that until you brought it back up. Read the posts again carefully.

I never said the X1 was struggling to render a 2D game, I said what is causing the inconsistency and instability in maintaining the 60 FPS. Then kb posted something about the X1 not being able to handle the frame buffer of rendering 1440 then downscaling to 1080p and that made it more clear. Learn to read and comprehend my sentences before posting please.