Trials Fusion Runs at 1080p on PS4/PC, Day One Patch Increases Xbox One Version to 900p

Ubisoft has seemingly confirmed resolutions for the upcoming racer.

Posted By | On 14th, Apr. 2014 Under News


Trials Fusion Screencap

According to B-Ten, which received a mail from Ubisoft, RedLynx’s Trials Fusion will run at 1080p resolution on the PS4 and PC, with the Xbox One version running at 800p. The Xbox One version will be at 900p by the time you actually jump into the game though thanks to a day one patch which increases the resolution.

The Xbox 360 version will be running at 600p but it’s important to note that all versions will run at 60 FPS. The aforementioned day one patch will also serve to fix several issues including unsynced replays, leaderboard problems, etc.

Trials Fusion releases digitally on the PS4, Xbox One and Xbox 360 on April 16th, while the PC version is out on April 24th. The retail version for PC, PS4 and Xbox One will be out on April 17th, which is also when the Season Pass will be released. Will you be picking up Trials Fusion? Let us know in the comments.


Awesome Stuff that you might be interested in

  • insaneupsdriver

    It’s cause the xbox one is garbage

  • CervantesPR

    only 900P on xbox one? and thats AFTER a patch lol for a side scroller exite bike game knockoff game? ??? LOL @Kevin Kirby where are you?? where is your whole “power of the cloud” “NEW SDKs” talk now???? where are all your excuses?? these xbots lol

    • incendy

      Obviously this is just a case of poor optimization. Forza 5 is the only AAA exclusive that is running both 1080p and 60fps at this time on either the X1 or the PS4.

    • Xtreme Derp

      No, it’s not “poor optimization”. Trials Fusion uses a deferred engine which is a problem for 32MB ESRAM.

      Factual PS4 Hardware Advantages: +6 CUs, +560 GFlops (44% greater), +16 ROPs, +6 ACEs/CQs, better GPGPU support, better performing CPU, and faster unified memory. PS4 OS may also have less overhead or reserves.

      Both Sony and MS have world class coders that will extract every bit of performance out of their consoles with their drivers/APIs/SDKs. The difference is PS4 simply has more powerful hardware to work with, so it will always stay ahead in graphics performance.

      The bottom line is even if Xbox had a far more powerful CPU and 10000GB of 10000 GB/s memory, it’s ability to render graphics is STILL limited by the weaker GPU. There’s no getting around the weaker GPU, there’s no free lunch.

      If they’re both running at the same resolution the Xbox version will have lower framerate and/or visual effects, or the PS4 hardware isn’t being pushed.

      PS4 will have better performing games for the entire generation as it has more powerful hardware, you can’t overcome a hardware gap with better drivers/SDKs. Any game running on Xbox One can be run with better framerate/resolution/visual effects on PS4.

      Xbox has memory size and bandwidth bottlenecks, weak GPU and GPGPU, only 16 ROPs, and OS virtualization overhead that all degrade gaming performance. Take your pick.

      1080p 60 FPS games on PS4: MGS V, CoD Ghosts, FFXIV, Tomb Raider, MLB The Show 14, Resogun, Trials Fusion, other sports and indie games.

    • incendy

      If you honestly think this game is fully optimized for the Xbox One, you are a fool.
      And if you think X1 architecture for GPGPU is weak, you are an even bigger fool. X1 was built around doing parallel processing. In fact the X1 bandwidth for CPU compute is 30gb/s compared to 10gb/s on the PS4.

    • Xtreme Derp

      LOL no. Go on beyond3d right now and tell one of the main Trials Fusion programmers sebbbi that it’s “poorly optimized”. Call him lazy while you’re at it.

      http://forum.beyond3d.com/showthread.php?t=64574

      You’re too dumb to understand the technical differences between Trials Fusion and other 1080p games on Xbox, stop saying Lazy Devs to cover your own stupidity, ignorance, and malicious fanboy delusions.

      LOL completely wrong and clueless. Just another demented misterxmedia cultist.

    • incendy

      I wouldn’t say they are lazy, they are releasing their game on 6 platforms simultaneously. But obviously with that comes at a cost of optimization on each one. If you think that isn’t the case, you don’t write a lot of software.

    • Xtreme Derp

      Xbox One can’t do a deferred rendered frame buffer at 1080p full stop. Microsoft knew from the beginning where the games industry was heading (Cryengine, Frostbite,Unreal Engine & Fox Engine to name a few, all use deferred rendering, along with most modern game engines, like Trails) & used 32 MB of ESRAM anyway (which is far too small to make a 1080p frame buffer).

      It’s launching at 800p with a 900p patch, 1080p was never even in question.

    • incendy

      How big do you think a 1080p frame actually is? Very curious.

    • CervantesPR
    • Psionicinversion

      think it depends on your tv if its 20 inch its wide if its 47inch its that wide 😀

    • incendy

      Hehe very true, but I was talking about the amount of pixels in data, which is always below 16mb : ).

    • Xtreme Derp

      Depends on the number and size of the render targets. Deferred rendering tends to be larger than forward rendering. Devs are choosing to cut the resolution/AA to fit the framebuffer into ESRAM instead of trying to spill some of into DDR3 memory.

      Recent next gen example below, that takes about 80MB.

      Red Lynx is a pretty technically accomplished dev with their last two Trials games. You should check out the interviews.

    • Psionicinversion

      whats deferred rendering? do most games do that now? and why dont they use undeferred rendering?

    • incendy

      It is a method of applying effects and lighting to a frame after it had been created. Each draw call, you would create the scene and then you would have subsequent deferred updates on your scene to apply things like lighting, Anti Aliasing etc before it is rendered. Most games do this one way or another but the techniques used vary.

    • incendy

      Now that the game is out and we can see it is not optimized, I guess we can end this conversation. Sad they screwed up my beloved franchise. Not sure if it they took on too many platforms or what, but this is a big step backwards for this franchise : (

    • CervantesPR

      yep it is 1080P with FPS dips,static picture crowds and tons of aliasing ohh and severely downgraded from the E3 build, and you sure like to mention “it has the only exclusive at 1080P 60 FPS” as if that mattered, how about cod ghosts? metal gear solid 5? 1080p 60FPS on PS4, 720P on xbox one
      http://abload.de/img/642yyc.png
      http://abload.de/img/6_6kzzrk.png

    • Psionicinversion

      tbh it does look dog $hit, ive seen the videos and its empty theres nothing around really nothing animated except the car…. but both consoles are in the same boat when it comes to 3rd party games there both underpowered

    • Xtreme Derp

      http://www.eurogamer.net/articles/digitalfoundry-tech-interview-trials-hd
      http://www.gamersyde.com/download_trials_fusion_multiplayer_competition_trailer-31836_en.html

      The main thing that’s been saddening me about this thread is seeing people dump on Red Lynx, as if they’re some average indie developers. Trials HD and Trials Fusion pushed a lot of really advanced technology, and I see no one is reading the Eurogamer links that myself and JaseC posted, so I’m going to try and help people out by quoting from them this time.

      On Trials HD:

      The shadows and lighting were changed the most. Now we have universal real-time soft shadows cast from each object,, including translucent shadows (windows, fences, glass, etc). All object materials are modelled with pixel-perfect precision, and we have parallax mapping on each surface adding the highly needed extra bit of detail to the rough warehouse surfaces.

      we achieve a constant full 60 frames-per-second representation all the time. The game rendering is also vertical-refresh-locked to produce absolutely tearless graphics output – a thing we rarely see even in current generation retail console games.

      All our materials have per-pixel control for base colour, diffuse lighting, specularity, glossiness, ambient lighting (ambient occlusion), normal (compressed two-channel normal), height (for parallax mapping), opacity and emissive components (for self-illuminating surfaces).

      We have compressed all this info into two or three DXT5 textures in a way that causes the least compression artifacts. The DXT5 format alpha channel is much higher quality compared to the other three channels (RGB). And the RGB channels are also tied together (same end values and interpolator). The green channel also offers slightly increased bit depth compared to the red and blue channels.

      On Trials Evolution:

      Increasing the draw distance from 40 metres to 2000 metres meant that we had to render over five times more objects per frame than we did in Trials HD. Many things in the engine got completely overhauled to cope with the vastly increased object count. For example, our graphics engine now uses a ‘close to hardware’ low-level GPU interface instead of the higher-level DirectX API to submit draw calls and the GPU state.

      We fully optimised our particle engine with VMX128 instructions, and this freed up one of the six hardware threads just for visibility culling purposes, while still allowing us to double our particle counts. We now have a dynamic depth buffer pyramid-based occlusion culling system that discards all occluded objects very quickly, and gives a nice boost of performance for complex scenes. We also implemented object and terrain geometry LOD (level of detail) systems to scale down polygon counts based on distance to the camera.

      The shadow mapping system was also improved. The new system calculates very tight bounds for shadow map cascades based on depth buffer analysis (inspired by the SDSM algorithm by Lauritzen, Salvi and Lefohn), and allowed us to reach the required shadow map quality for the large-scale terrain without much extra cost.

      Virtual texturing has really changed the way we deal with textures. The system does fine-grained analysis of the visible scene and determines which texture areas should be loaded to the memory. It is designed to keep only the texture pixels in memory that are actually required to render the current scene. Because there’s always a constant amount of pixels in screen (720p = 921K pixels), the memory footprint of virtual texturing is always the same, no matter how many and how large textures the game world contains. This has allowed us to texture many of our objects with very large 2048×2048 (and some even with 4096×4096) textures and has completely freed our artists of any texture memory budgets when designing the game world.

      We now have a fully gamma-correct (linear space) lighting pipeline, so the rendering looks much more natural compared to the old pipeline. We have also added a fully artist-controlled colour grading system that allows them to pile up any amount of Photoshop filters and bake the filters to one big 3D texture lookup table that is sampled at the end of our post-processing pipeline. This lookup also includes an Xbox PWL gamma repair ramp (to make the image look as much like real sRGB as possible).

      The smoke and dust are basically just alpha-blended particles with slight background blurring enabled (a new feature). Our newly optimised particle system is able to run more particles, so we utilised it as much as possible. We also added proper physically correct exponential fog and a post-process ‘god ray’ filter that adds a slight volumetric feeling to the lighting and fog effects.

      In Trials Evolution we do terrain foliage generation, particle processing and texture compression using the GPU. Our deferred lighting and anti-aliasing shaders use Xbox-specific GPU microcode for “warp wide” branching. This technique can be used to reduce cost of incoherent dynamic branching (but depends on GPU warp size and is thus not available on most PC GPGPU platforms except for CUDA).

      We use a modified version of FXAA. It’s originated from FXAA 2, but our version causes significantly less blurring to textures. We again use the Xbox-specific microcode branching trick to get extra performance out of the shader (limiting the effect to areas that have high-contrast edges). Our version runs at 0.8ms, less than five per cent of the 16.6ms frame.

      So there you have it. Don’t think that just because the game is only doing motorbikes through a 2 dimensional path that it can’t be strenuous on the system. In the last game in the series Red Lynx were rendering draw distances of 2 kilometers, with a fully real time deferred lighting and shadowing engine, with virtual texturing (that looked far better than what we saw in Rage) and they were already using GPU compute.

      The level editor is the key thing here. Not only do you have those large backdrops to put all your pieces into, the fact that you are able to stick geometry in wherever means that the game has to do much more in real time than Forza 5.

      Deferred rendering + 60 fps = less than 1080p on Xbox One, at least so far. I asked this before, does anyone know of any other games that use deferred lighting, run at 60 fps and run at 900p or higher?

      I don’t know of any though I might be forgetting one. That’s a technical *achievement* from a developer that coded some of the best technology on Xbox 360.

      Again, for anyone going ‘It can’t even run Trials at 1080p???’ please find me a game running at 60 fps with deferred lighting running at a higher (or even the same) resolution.

    • cozomel

      You sound stupid, but thats what fanboyism makes you sound like. And they did optimize it, they got it up from 800p to 900p. Dont be in denial, cuz your beloved X1 cant do better. Oh and btw, Ridge Racer on PS3 is 1080p/60fps.

    • Xtreme Derp

      Bu bu bu just wait for the directx 12 esram tiled resources cloud latency stacked dGPU SDK update!

  • Psionicinversion

    How many games are Ubisoft making?

  • Xtreme Derp

    http://www.eurogamer.net/articles/digitalfoundry-tech-interview-trials-hd
    http://www.gamersyde.com/download_trials_fusion_multiplayer_competition_trailer-31836_en.html

    The main thing that’s been saddening me about this thread is seeing people dump on Red Lynx, as if they’re some average indie developers. Trials HD and Trials Fusion pushed a lot of really advanced technology, and I see no one is reading the Eurogamer links that myself and JaseC posted, so I’m going to try and help people out by quoting from them this time.

    On Trials HD:

    The shadows and lighting were changed the most. Now we have universal real-time soft shadows cast from each object, including translucent shadows (windows, fences, glass, etc). All object materials are modelled with pixel-perfect precision, and we have parallax mapping on each surface adding the highly needed extra bit of detail to the rough warehouse surfaces.

    we achieve a constant full 60 frames-per-second representation all the time. The game rendering is also vertical-refresh-locked to produce absolutely tearless graphics output – a thing we rarely see even in current generation retail console games.

    All our materials have per-pixel control for base colour, diffuse lighting, specularity, glossiness, ambient lighting (ambient occlusion), normal (compressed two-channel normal), height (for parallax mapping), opacity and emissive components (for self-illuminating surfaces).

    We have compressed all this info into two or three DXT5 textures in a way that causes the least compression artifacts. The DXT5 format alpha channel is much higher quality compared to the other three channels (RGB). And the RGB channels are also tied together (same end values and interpolator). The green channel also offers slightly increased bit depth compared to the red and blue channels.

    On Trials Evolution:

    Increasing the draw distance from 40 metres to 2000 metres meant that we had to render over five times more objects per frame than we did in Trials HD. Many things in the engine got completely overhauled to cope with the vastly increased object count. For example, our graphics engine now uses a ‘close to hardware’ low-level GPU interface instead of the higher-level DirectX API to submit draw calls and the GPU state.

    We fully optimised our particle engine with VMX128 instructions, and this freed up one of the six hardware threads just for visibility culling purposes, while still allowing us to double our particle counts. We now have a dynamic depth buffer pyramid-based occlusion culling system that discards all occluded objects very quickly, and gives a nice boost of performance for complex scenes. We also implemented object and terrain geometry LOD (level of detail) systems to scale down polygon counts based on distance to the camera.

    The shadow mapping system was also improved. The new system calculates very tight bounds for shadow map cascades based on depth buffer analysis (inspired by the SDSM algorithm by Lauritzen, Salvi and Lefohn), and allowed us to reach the required shadow map quality for the large-scale terrain without much extra cost.

    Virtual texturing has really changed the way we deal with textures. The system does fine-grained analysis of the visible scene and determines which texture areas should be loaded to the memory. It is designed to keep only the texture pixels in memory that are actually required to render the current scene. Because there’s always a constant amount of pixels in screen (720p = 921K pixels), the memory footprint of virtual texturing is always the same, no matter how many and how large textures the game world contains. This has allowed us to texture many of our objects with very large 2048×2048 (and some even with 4096×4096) textures and has completely freed our artists of any texture memory budgets when designing the game world.

    We now have a fully gamma-correct (linear space) lighting pipeline, so the rendering looks much more natural compared to the old pipeline. We have also added a fully artist-controlled colour grading system that allows them to pile up any amount of Photoshop filters and bake the filters to one big 3D texture lookup table that is sampled at the end of our post-processing pipeline. This lookup also includes an Xbox PWL gamma repair ramp (to make the image look as much like real sRGB as possible).

    The smoke and dust are basically just alpha-blended particles with slight background blurring enabled (a new feature). Our newly optimised particle system is able to run more particles, so we utilised it as much as possible. We also added proper physically correct exponential fog and a post-process ‘god ray’ filter that adds a slight volumetric feeling to the lighting and fog effects.

    In Trials Evolution we do terrain foliage generation, particle processing and texture compression using the GPU. Our deferred lighting and anti-aliasing shaders use Xbox-specific GPU microcode for “warp wide” branching. This technique can be used to reduce cost of incoherent dynamic branching (but depends on GPU warp size and is thus not available on most PC GPGPU platforms except for CUDA).

    We use a modified version of FXAA. It’s originated from FXAA 2, but our version causes significantly less blurring to textures. We again use the Xbox-specific microcode branching trick to get extra performance out of the shader (limiting the effect to areas that have high-contrast edges). Our version runs at 0.8ms, less than five per cent of the 16.6ms frame.

    So there you have it. Don’t think that just because the game is only doing motorbikes through a 2 dimensional path that it can’t be strenuous on the system. In the last game in the series Red Lynx were rendering draw distances of 2 kilometers, with a fully real time deferred lighting and shadowing engine, with virtual texturing (that looked far better than what we saw in Rage) and they were already using GPU compute.

    The level editor is the key thing here. Not only do you have those large backdrops to put all your pieces into, the fact that you are able to stick geometry in wherever means that the game has to do much more in real time than Forza 5.

    Deferred rendering + 60 fps = less than 1080p on Xbox One, at least so far. I asked this before, does anyone know of any other games that use deferred lighting, run at 60 fps and run at 900p or higher?

    I don’t know of any though I might be forgetting one. That’s a technical *achievement* from a developer that coded some of the best technology on Xbox 360.

    Again, for anyone going ‘It can’t even run Trials at 1080p???’ please find me a game running at 60 fps with deferred lighting running at a higher (or even the same) resolution.

    • Psionicinversion

      to your question i dunno, is deferred lighting a big performance hit?

      and to the devs fair play looks like theyve put in alot of work… when i troll i just troll the PS4 i dont troll the actual game cus i wouldnt know where start to build a game like some of these guys know what i mean.

    • Cinnamon267

      “Again, for anyone going ‘It can’t even run Trials at 1080p???’ please find me a game running at 60 fps with deferred lighting running at a higher (or even the same) resolution.”

      We only just got consoles that can run a game higher than 30. If you want one example, MGS 5. Deferred lighting 1080p 60 on PS4. It isn’t because the method is super demanding, it’s because the previous consoles were too old to do it in a meaningful way.

  • You are flat out wrong

    Reason Freeman? Guy Brohski? Hello?

  • Xtreme Derp

    Factual PS4 Hardware Advantages: +6 CUs, +560 GFlops (44% greater), +16 ROPs, +6 ACEs/CQs, better GPGPU support, better performing CPU, and faster unified memory. PS4 OS may also have less overhead or reserves.

    Both Sony and MS have world class coders that will extract every bit of performance out of their consoles with their drivers/APIs/SDKs. The difference is PS4 simply has more powerful hardware to work with, so it will always stay ahead in graphics performance.

    The bottom line is even if Xbox had a far more powerful CPU and 10000GB of 10000 GB/s memory, it’s ability to render graphics is STILL limited by the weaker GPU. There’s no getting around the weaker GPU, there’s no free lunch.

    If they’re both running at the same resolution the Xbox version will have lower framerate and/or visual effects, or the PS4 hardware isn’t being pushed.

    PS4 will have better performing games for the entire generation as it has more powerful hardware, you can’t overcome a hardware gap with better drivers/SDKs. Any game running on Xbox One can be run with better framerate/resolution/visual effects on PS4.

    Xbox has memory size and bandwidth bottlenecks, weak GPU and GPGPU, only 16 ROPs, and OS virtualization overhead that all degrade gaming performance. Take your pick.

  • richard6272

    The actual footwear allows elevated circulation, correct posture and also the improvement of muscles.When training a dog for hunting, the whistle is used for the come in signal as well as the sit command.Many believe it is due to the simplicity of the game.Hence, personality development program is also an important part to learn and you should have the proper knowledge about it.Verify Alexander Wang for inspiration about how to accomplish probably the most laid back http://www.skycatmall.co.uk/nike-free-trainer-50-c-76/ again design by layering.Fashion blog are going to be exclusive method to advertise the latest fashion trends in the website and are mostly used by online fashions retailers to promote the latest & upcoming fashion trends.

    A cloisonne lapel pin has a jewelry-like gloss.” The rest is street-hip history.Now a series of Louis Vuitton multi-colored has come.Several superstars have get more inside beat considering the building from the collection to verify they are genuinely bank collections because of their people.A brand of anti-fungal cream, Ring Guard is used against skin conditions such as athlete’s foot, eczema, jock itch, ringworm and other bacterial skin infections.During a scrimmage, players will often put into practice a lot of the skills they learned during their practice time.It can often be tough to tell when the midsole breaks down and ceases to perform, but as a rule of thumb, a two- or three-day-a-week player will wear Cheap Nike Free Run 2 out a midsole in five to six months.

    Pourquoi dites-vous ce que vous ne faites pas ?You can buy jerseys, shirts, t-shirts and other outfits for men, women and children.An apparel industry analyst reported to the “Daily Economic News” on Yesterday (August 21) that in recent two years, there is an increasingly increase on the raw material and transportation of Nike.It is not for the feint of heart.To buy fashionable designer plus size clothes, consider the following suggestions:in 1998.Long term stay hotels are hotels that cater specifically for people (usually business people) who need something a bit more spacious for anything from a week to a year.

    You can spend between fifteen to thirty minutes working on athletics and cardiovascular strength by doing sprints and other running exercises.MLS Direct Kick- MLS Direct Kick brings you the best of Major League Soccer teams.100% leather, sneakers, hi-tops, suede trim, and boots are some of the many famous baby shoe designs to choose from.Sittner urged John to start contributing to a mutual fund through the university’s 403(b) savings plan (the rough equivalent of a 401(k) plan) instead of his current IRA.If your goal is to soften the cool complexion, rather than emphasize the coolness, consider some dark browns and faint golden hues in your hair.

    This intent facilitate you to keep away from problems and wishes also distribute you some eminent convention as you satisfaction in being in the marvellous outdoors.Whatever keeps costs low.Most of the accolades for the quarterly results, released August 17, will go to Footlocker’s impressive 9.Revenue increased 31% to $228 million, beating analysts’ forecast of $220.Jason Kidd is nothing if not an accomplished player, having set records and made great achievements in the NBA and as an Olympian.The food issues and the adopted child in this instance probably come from the lack of food and satiety.

    Even Microsoft has tweaked the latest version of the Windows operating system so it works on ARM chips.Often I wonder why people complain instead of getting off their butts nike free trainer 5.0 for sale and getting out there and doing it.My dress is aubergine.Unit should fail during normal useIn additon, because of the good quality that it also lead the boots to the best sellers in the world of boots.Can you are happy to be a good legend in a the game of basketball?The first tip is that you should get a profession early in the game.Occasion aerospace bring about made it easier for the business put together which include.) that you would like the matter to be resolved.


 

Copyright © 2009-2015 GamingBolt.com. All Rights Reserved.