Xbox One exclusive Ryse runs at 900p


Recommended Posts

At the moment 720P is fine for games unless your using a 22" screen or above. I play on a 19" 1366x768 screen, it is only a pixel destiny of 82 and as far as I'm concerned a pixel density of 72 is fine for images, above that only visibly improves text.

If you're only going to game on a 19" monitor you might as well not bother with the next generation.

If you're only going to game on a 19" monitor you might as well not bother with the next generation.

 

Just because they don't have a 55" plasma doesn't mean that they should skim on new console exclusives because they can't get all the glory of the pretty effects.  that is just like saying "you don't have a new car? then you should not drive."

Exactly. Just set your resolution on your PC bellow the native one of your monitor and see how ****ty everything suddenly looks.

 

But PC monitors are really ****ty at displaying anything that is not native res and high quality. A 720p 4-5GB blu-ray rip looks better on my TV than my PC monitor. With a 1080p 8-10GB rip the diff is not as big between the TV and the monitor. This said while my TV does a good job with the 720p rip it still doesn't look like the 1080p rip ;)

Exactly. Just set your resolution on your PC bellow the native one of your monitor and see how ****ty everything suddenly looks.

 

It never translates so easily.  TV's are generally 1080p/720 or some variation thereof - in fact, i'd bet the majority of tv's are still not true 1080p reoslution to even this day.  Most are some weird 1366x768 and have internal scalers that up/down convert.. yes, there are a lot of 1080p sets, yes, even 4kp, but most people won't notice on a console because there eyes are going to be set to scaled graphics already - not like on a PC where you may run 1920x1200 or 1920x1080 true resolution and even if you did, if you sat 5 feet away from your tv, i doubt you would notice.

 

apples to oranges here, but keep lying to yourself if you wish.. these never ending comparisons of pc ps4 and xone are pathetic.

Well, Battlefield 4 will only run at 720p so that's a pretty major resolution drop. We're not seeing the same consistency as the current generation. Gamers simply won't know what resolution or framerate a game will run at without doing research beforehand.

 

It should definately be written on the box imo.

Well, Battlefield 4 will only run at 720p so that's a pretty major resolution drop. We're not seeing the same consistency as the current generation. Gamers simply won't know what resolution or framerate a game will run at without doing research beforehand.

 

As long as the choice of lower res is to have a constant frame rate then I understand it.  The fact is, if the Forza guys can hit 1080p at 60 frames I don't see why the others can't.  Maybe they hand the inside track on it and an early start compared to the others but I honestly don't worry about it.  If no game was able to hit the mark then I'd see a issue.    Let's see how things look 4-6 months from now when the 2nd batch of games come out that have had enough development time.

But PC monitors are really ****ty at upscaling. On a good TV the upscaling looks far better than on a 200$ monitor. And the 360 did as well as a good TV and i'm sure the One will too. This said even good upscaling doesn't look like native res and people playing PC games at a native res of 1080p and up can tell the difference. Even the expensive video scalers can't make 720p looks like real 1080p.

Just connect that "good" TV of yours to the PC through an HDMI cable and lower the resolution from the native of that "good" TV of yours in your favorite game. Same results as games upscaled to 1080p on the consoles. Image quality is ###### and if anti-alising isn't enabled, jaggies all over the screen.

I don't remember launch titles for the X360 or PS3 having to drop their resolution to get acceptable framerates. It was only later that games like GTAIV, COD:MW and Halo 3 had to drop the resolution to maintain performance. If Valve pushes ahead with the Steam Box we may see PC-based gaming systems significantly outperforming "next generation" consoles within a few years. This might be the last generation of closed-platform consoles.

 

you dont seem to understand the point of consoles,and why they are incredibly popular,and why alot of their games are not available on pc. show me a $500 pc that will play games better than these consoles. you cant? what a SHOCKER!

As long as the choice of lower res is to have a constant frame rate then I understand it.  The fact is, if the Forza guys can hit 1080p at 60 frames I don't see why the others can't.

Different complexities. Racing games are typically one highly detailed model (the player's car) and a fast moving but low detailed environment - they aren't as detailed as first person shooters in terms of polygon counts, lighting complexity, texture quality (aside from vehicles) or environment size. Also, as a platform exclusive they don't have to worry about splitting resources and will have extra resources from Microsoft.

  • Like 2

Source: http://www.eurogamer.net/articles/digitalfoundry-ryse-runs-at-900p

 

Sub-1080p AND most likely 30fps. My my, I wonder where all that magical hidden power the xbone is supposed to have went.

I wasn't aware people were expecting 1080p and 60fps games at launch for either next-gen console unless they're games that are also being released on current-gen consoles.

Just connect that "good" TV of yours to the PC through an HDMI cable and lower the resolution from the native of that "good" TV of yours in your favorite game. Same results as games upscaled to 1080p on the consoles. Image quality is **** and if anti-alising isn't enabled, jaggies all over the screen.

 

I did not word what i wanted to say correctly. I edited my post to be clearer.

 

I did not want to talk about upscaling and realised it after i posted. Of course upscaling has to be done and will be done by the gpu. But the image will still look better on the TV anyway mine gives me better image quality than my monitor in both games and movies. If i'm running at under 1080p it wont look as bad on the TV as it is on the monitor but of course it wont look like native res.

I wasn't aware people were expecting 1080p and 60fps games at launch for either next-gen console unless they're games that are also being released on current-gen consoles.

 

6 months ago people were expecting 4k support. 1080p60 was a no brainer. Now all of the sudden 900p30, 720p60, etc are considered the bar.

Different complexities. Racing games are typically one highly detailed model (the player's car) and a fast moving but low detailed environment - they aren't as detailed as first person shooters in terms of polygon counts, lighting complexity, texture quality (aside from vehicles) or environment size. Also, as a platform exclusive they don't have to worry about splitting resources and will have extra resources from Microsoft.

 

Sure, they're not the same game types but that doesn't mean it's still not possible to do for any game coming out with enough time to use the system better.   We know the XB1 SoC is a very custom job, it's not a straight PC part that's been slapped in like what they did with the first Xbox way back in 2000.    With working on alpha a beta devkits and unfinished code/drivers they're really not pushing things.   I don't expect any launch title from either system to be great.   Regardless, what are people going to say when we end up with all those PS4 games that run at a lower res and lower frame rate than what the fans dream of?   What excuse will they come up with for that system? 

you dont seem to understand the point of consoles,and why they are incredibly popular,and why alot of their games are not available on pc. show me a $500 pc that will play games better than these consoles. you cant?

The cost of console gaming isn't limited to the cost of the console itself but includes the games and online charges. It doesn't cost anything to game online on PC yet both Microsoft and Sony charge you for the privilege - that's ?32.72 a year and ?261.76 over the life of the console. And games on console typically cost around 50% more than on PC and take a lot longer to drop in price - if you buy one game a month (?30 on PC, ?45 on console) then the difference amounts to ?180 a year and ?1,440 over the life of the console. That's a cost of over ?1,700, money that could be used to upgrade and maintain a gaming PC.

 

That also neglects the fact that a lot of people use PCs for work or other purposes (audio recording, video editing, photo organising, etc) and so that reduces the total cost of ownership, just like most console owners don't factor in the cost of a HDTV. Console gamers are paying over the odds for convenience.

  • Like 1

I seem to remember these things coming up when we have new systems and the launch titles don't look so great.  I remember it when the PS2 hit, and I'm pretty sure early PS3 games didn't look so hot either.    Just give it time and let the developers do their work.  

Well I have to say that if they had never told us this, I would have thought Ryse looked really good.  I'm not sure about the rest of you, but the game has looked very good visually every time I've watched it.  So running at 900p hasn't been obvious to me.  Either that resolution is close enough to 1080p to not matter, or they are doing something to make the difference invisible.

 

Frankly, as long as the game 'looks' good, I'm not sure why we need to get up in arms over it.  I remember this gen, plenty of games that didn't run at the 720p native and still turned out to be good looking games.

 

I do agree that 1080p/60 is the goal that any game dev should have for the next gen, but I think we have seen enough evidence to show that not hitting that mark doesn't have to be a deal breaker.

 

Of course, this wont be limited tot he X1.  They are close enough in specs that we will likely see the same issues crop up on the PS4.  Since Forza is pushing 1080p/60 and there are PS4 titles aiming for the same, I think we are premature to claim that these games not hitting the mark are representative of what these consoles can really do once devs have time with them.

The more worrying thing about Ryse is it looks rubbish game play wise and has tiny arena levels with about 3-4 characters to fight and speaking of the latter, you would think it could push for 1080p 30fps if that is all they are going to do. The E3 demo had the smoke and mirrors of grand scale but take away the cinematic intermissions, your left with the same tiny arena to fight in.

 

Early days for both consoles.

I seem to remember these things coming up when we have new systems and the launch titles don't look so great.  I remember it when the PS2 hit, and I'm pretty sure early PS3 games didn't look so hot either.    Just give it time and let the developers do their work.  

You can safely add PS4 and Xbox 360 to that list.

I definately was.

You were expecting every single launch title to run at 1080p and 60fps? That's not a realistic expectation when you consider launch titles from the current generation. Perfect Dark Zero, for instance, wasn't 720p at launch.

 

Edit: From the very article in the OP:

While some might be disappointed that some of the firm's first party exclusives aren't running at full HD, the situation is somewhat reminiscent of the Xbox 360 launch, where key titles like Project Gotham Racing 3 and Perfect Dark Zero failed to hit the native 720p target that Microsoft mandated in its own technical requirements.

You can safely add PS4 and Xbox 360 to that list.

Why is that a valid excuse? It's not like the hardware of the consoles are anything new and that the developers don't have any experience coding for it.

Games have been developed for the x84 architecture for years on the PC :s

It was a perfectly realistic expectation to expect that next gen consoles released in 2013 would run at the industry-standard TV resolution.

No, it's really not a reasonable expectation for every next-gen game in a launch window to run at 1080p and 60fps, just like games in the launch window for the current generation didn't run at "the industry-standard TV resolution." These developers were working with unfinished hardware that was constantly being updated, and they're still getting used to developing for the systems. I fully expect numerous games within the first year of both the Xbox One and PlayStation 4's release to be sub-1080p or not run at 60fps (or both).

 

And, again, I highly recommend reading the article cited in the OP.

Why is that a valid excuse? It's not like the hardware of the consoles are anything new and that the developers don't have any experience coding for it.

The x84 architecture have been developed for years on the PC :s

Besides the Jaguar core,the hardware on both PS4 and XBO is heavily/highly customized. You may argue how much it has been customized from standard CPU/GPU but it is not exactly off the shelf hardware.

This topic is now closed to further replies.
  • Recently Browsing   0 members

    • No registered users viewing this page.
  • Posts

    • JBL BAR 800 5.1.2 Dolby Atmos soundbar is an amazing deal today by Sayan Sen This Amazon Prime Day 2026 sales so far we have had a couple of nice deals related to sound and audio. First we have the Sennheiser HD 600 at its lowest ever price of just $225. Next we also have the Beats Studio Pro at its lowest price ever at just $150. However perhaps you prefer your gear to sound great on a larger scale, like throughout the room. In that case an all-in-one soundbar system can help and currently JBL's BAR 800 is a great deal for sure as it's up for grabs at just $600 (purchase link under the specs table down below). One thing that should be appreciated a lot about these JBL soundbars is their spec sheet and the frequency response data it provides. The firm is honest about it as JBL confirms the subwoofer is able to go down to 35 Hz at -6dB or F6. This means it should be covering 40Hz and up very well, where most of the bass lies. You miss out on a lot of sub-bass but that is to be expected given the price point and the subwoofer driver size. Speaking of which, it is a 10-inch driver and promises a max output power of 300 watts at 1% THD (total harmonic distortion). JBL also claims the system will provide you with a "True Dolby Atmos" experience. The surround speakers are wireless and battery-powered which means setting them up should be really convenient. The technical specs of the JBL BAR 800 are given in the table below: Specification Value Channel Configuration 5.1.2-channel soundbar system Dolby Atmos Yes, with 2 up-firing drivers Total System Power Output 720 W Soundbar Power Output 340 W Surround Speaker Power Output 2 × 40 W Subwoofer Power Output 300 W Soundbar Drivers 3 × 46×90 mm racetrack drivers, 3 × 20 mm tweeters, 2 × 70 mm up-firing full-range drivers Surround Speaker Drivers 1 × 46×90 mm racetrack driver (each speaker) Subwoofer Driver 10-inch (260 mm) wireless subwoofer Frequency Response 35 Hz – 20 kHz (-6 dB) Audio Inputs Optical, Bluetooth, Chromecast built-in, AirPlay, Alexa Multi-Room Music (MRM), USB* HDMI Inputs 1 HDMI video input HDMI Output 1 HDMI eARC output HDCP Version 2.3 HDR Pass-Through HDR10, Dolby Vision Bluetooth Version 5.0 Wi-Fi Version 6, 6E Streaming Services Chromecast built-in, Apple AirPlay, Alexa MRM Get it at the link below: JBL Bar 800-5.1.2-Channel Dolby Atmos soundbar with Detachable Surround Speakers (Black): $599.85 (Sold and Shipped by Amazon US with Prime) Prime subscription can be cancelled within three business days. Good to know This Amazon deal is U.S. specific, and not available in other regions unless specified. We only use first-party seller links (at the time of article publishing); ensure that you purchase from a first-party seller link only. Check out Today's Deals on Amazon | or our recent tech deals. Become a Prime member (for Students or SNAP) via Neowin Get Prime Access - Prime for half price (for qualifying Medicaid, EBT, SNAP) Subscribe to Prime Video, Audible Plus, Music Unlimited or Kindle Unlimited via Neowin As an Amazon Associate, we earn from qualifying purchases.
    • Microsoft releases PowerToys v0.100.1, fixes a bug that made remapped keys misbehave by Ivan Jenic Microsoft just released PowerToys v0.100.1, a patch update that addresses several stability and behavior issues found in v0.100.0. The v0.100.0 patch was a significant update for PowerToys, as it introduced all sorts of new features and additions, such as a rebuilt Shortcut Guide, a Command Palette Extension Gallery, webcam overlay support in ZoomIt, and more. However, the v0.100.0 version also introduced some bugs and stability issues. And now, Microsoft is addressing these issues in the new patch. The most impactful fix in this release perhaps is in Keyboard Manager, where remapped modifier keys were being delivered as system-key events, causing unexpected behavior in apps. The clearest example of this was Alt-to-Backspace remaps, deleting whole words instead of a single character. So, if you thought there was an issue with your keyboard, Microsoft just confirmed that it was PowerToys. Beyond the Keyboard Manager fix, v0.100.1 also addresses several other issues. It fixes a bug with Power Display that was preventing monitors from waking from standby correctly. Additionally, the new update patches Quick Access crashes on launch, and resolves a Shortcut Guide crash that occurred when switching between sidebar sections. Here’s the full changelog: Color Picker Fixed a bug where the main Color Picker window could appear inside the zoomed-in picker view Command Palette Fixed Run history initialization in AOT builds Fixed a bug where the Performance Monitor dock item could show ??? after restart Fixed the Hibernate command using the Sleep icon Limited the "pin to dock" dialog to displays where the dock is enabled Keyboard Manager Fixed modifier keys remapped to non-modifier keys being delivered as system-key events, which caused unexpected behavior in apps such as Alt-to-Backspace deleting whole words Power Display Fixed a bug where selecting On in the monitor power-state control did not wake a monitor from standby Fixed built-in display detection and brightness control on dual-GPU laptops where the internal panel is driven by the discrete GPU PowerToys Run Fixed VS Code Workspaces discovery after VS Code moved recently opened workspace data to shared storage Quick Access Fixed Quick Access flyout crashes caused by unhandled XAML exceptions during launch or page navigation Shortcut Guide Fixed a crash when navigating between Shortcut Guide sidebar sections Fixed number-key rendering in shortcut manifests and added a Postman shortcut manifest Updated bundled shortcut manifests to use the literal number-key token so number keys render correctly across apps ZoomIt Fixed a race condition in audio initialization for ZoomIt video recording You can download PowerToys v0.100.1 from the official GitHub releases page.
    • OBS Studio 32.2.0 Beta 2 by Razvan Serea OBS Studio is software designed for capturing, compositing, encoding, recording, and streaming video content, efficiently. It is the re-write of the widely used Open Broadcaster Software, to allow even more features and multi-platform support. OBS Studio supports multiple sources, including media files, games, web pages, application windows, webcams, your desktop, microphone and more. OBS Studio Features: High performance real time video/audio capturing and mixing, with unlimited scenes you can switch between seamlessly via custom transitions. Live streaming to Twitch, YouTube, Periscope, Mixer, GoodGame, DailyMotion, Hitbox, VK and any other RTMP server Filters for video sources such as image masking, color correction, chroma/color keying, and more. x264, H.264 and AAC for your live streams and video recordings Intel Quick Sync Video (QSV) and NVIDIA NVENC support Intuitive audio mixer with per-source filters such as noise gate, noise suppression, and gain. Take full control with VST plugin support. GPU-based game capture for high performance game streaming Unlimited number of scenes and sources Number of different and customizable transitions for when you switch between scenes Hotkeys for almost any action such as start or stop your stream or recording, push-to-talk, fast mute of any audio source, show or hide any video source, switch between scenes,and much more Live preview of any changes on your scenes and sources using Studio Mode before pushing them to your stream where your viewers will see those changes DirectShow capture device support (webcams, capture cards, etc) Powerful and easy to use configuration options. Add new Sources, duplicate existing ones, and adjust their properties effortlessly. Streamlined Settings panel for quickly configuring your broadcasts and recordings. Switch between different profiles with ease. Light and dark themes available to fit your environment. …and many other features. For free. At all. OBS Studio 32.2.0 Beta 2 changelog: Beta 2 Changes Fixed a CI deployment issue. There are no application changes since Beta 1. 32.2 New Features Replaced add source dropdown with new dialog [Warchamp7] Improved FPS selector UX [jcm93] Added missing file support for filters [exeldro] Added ability for plugins to set custom icons for new source types [cg2121] Included .webp files when adding a directory to Image Slide Show source [TarunCore] Added copy paste functions to frontend API [exeldro] Added filter to compose SDR into HDR [jpark37] Added delete as a hotkey to delete sources on macOS [PatTheMav] Added dynamic bitrate support to multitrack video [lexano-ivs] 32.2 Changes Forced Intel-based installations to update to Apple Silicon version on macOS [PatTheMav] This change means that OBS Studio versions built for Intel-based Macs but running on Apple Silicon Macs will automatically update to OBS Studio built for Apple Silicon Macs. If an installation was using third-party plugins, those plugins will no longer load until replaced with Apple Silicon versions. Fixed audio mixer state getting out of sync when changing settings via websockets or plugins [Warchamp7] Added theming for checked QToolButtons [glikely] Improved OpenGL performance slightly on low-end machines [kkartaltepe] Set minimum size for color source to 1 pixel [exeldro] Added minimum width to spinboxes [Warchamp7] Disallowed overwriting the crash handler [sebastian-s-beckmann] Applied process mitigation policies for Windows [notr1ch] Adjusted description of multitrack video [jhnbwrs] Changed new capture devices to use fallback frame rate by default [PatTheMav] Improved DLL loading behavior on Windows [notr1ch] Limited multitrack video config to Custom service [PatTheMav] 32.2 Bug Fixes Fixed OAuth and dock state save corruption [PatTheMav] Fixed group bounds not resizing when removing items [howellrl] Fixed canvas mixes not being restored after video reset [dsaedtler] Fixed some erroneous crashes during shutdown [Warchamp7] Fixed display capture sometimes capturing black after a duplicator failure [ThrowTop] Fixed color of controls dock output buttons in System theme [shiina424] Fixed virtual camera reset failures [stephematician] Fixed potential crash when user discards changes in the settings window [suogesi] Fixed incorrect return value in virtualcam filter [xtfo] Fixed source toolbar buttons not working after dragging a source into a group [Warchamp7] Fixed properties hint icon spacing [Warchamp7] Fixed potential crash when a video device reconnects on macOS [jcm93] Fixed an issue where PipeWire could fail on NVIDIA GPUs [hoshinolina] Fixed obs_canvas_get_video_info returning incorrect framerate [dsaedtler] 32.2 Deprecations Deprecated obs_properties_add_button [sebastian-s-beckmann] Download: OBS Studio 32.2.0 Beta 2 | Portable | ARM64 | ~200.0 MB (Open Source) View: OBS Studio Homepage | Other Operating Systems | Screenshot Get alerted to all of our Software updates on Twitter at @NeowinSoftware
    • Is a fast food restaurant a good metric to compare against?
    • Grand Theft Auto VI pricing revealed alongside Ultimate Edition and pre-loading details by Pulasthi Ariyasinghe Last week, Rockstar revealed Grand Theft Auto VI pre-orders will be starting soon, and just a day ahead of that, now the studio has announced the official pricing for the highly anticipated game. This has been a hotly debated topic among fans and industry veterans for a long time, considering the game is expected to be the biggest entertainment product launch ever. The confirmed pricing for the Grand Theft Auto VI standard edition is $79.99, which Rockstar says gives access to the "single-player experience set in the biggest, most immersive evolution of the series yet." This follows what most of our readers thought would happen with the pricing too. At the same time, a $99.99 Grand Theft Auto VI: Ultimate Edition has been confirmed as well, which lands with "an exclusive collection of premium vehicles, weapons, apparel, and action threaded across all aspects of Jason and Lucia’s story." Pre-ordering will also give fans extra bonuses, including a Vintage Vice City Pack of cosmetic items as well as a free month of GTA+. Head to the official website of the game here to check out all the cosmetic rewards the Ultimate Edition and pre-orders bring. Interestingly, the studio does not mention Grand Theft Auto VI multiplayer at all in today's announcement. Perhaps this will arrive later, following the campaign launch, or the studio is keeping that reveal for a later date. Digital pre-orders for Grand Theft Auto VI will begin on June 25, 2026, at midnight local time across regions for Xbox Series X|S and PlayStation 5. The title is slated to launch on November 19 on those same platforms. Pre-loading for Grand Theft Auto VI will kick off on November 12, giving players a week to get the game ready on their consoles. As for the physical edition, Take-Two has confirmed that this will be available without a disc, with the box only containing a download code inside. This will be purchasable starting November 12, giving players who take this route time to pre-load the title as well.
  • Recent Achievements

    • One Year In
      OHI Accounting earned a badge
      One Year In
    • First Post
      Almohandis earned a badge
      First Post
    • Rookie
      DaviKar went up a rank
      Rookie
    • Dedicated
      HidekoYamamoto94 earned a badge
      Dedicated
    • One Month Later
      timbobit earned a badge
      One Month Later
  • Popular Contributors

    1. 1
      +primortal
      474
    2. 2
      +Edouard
      172
    3. 3
      PsYcHoKiLLa
      122
    4. 4
      Michael Scrip
      83
    5. 5
      Xenon
      72
  • Tell a friend

    Love Neowin? Tell a friend!