Darksiders 360 patch analysed
Screen-tear now significantly reduced.
THQ has released a patch said to address the screen-tear issues in the Xbox 360 version of Darksiders, with the code auto-updating the next time you run the game while connected to Xbox Live.
Earlier in January, developer Vigil Games said said that "it's something that's really not a difficult fix for us" while sources at THQ mentioned that the problem didn't appear in preview versions of the game - suggesting some kind of issue that materialised only in the run-up to launch.
It's extremely rare that patches actually increase the performance level of a game. Cutting down screen-tear to an appreciable degree without impacting frame-rate involves some pretty substantial optimisations to the engine, so it was with some level of intrigue that Darksiders performance was put through the Digital Foundry frame analysis tools in both original and patched conditions.
The result? Well, screen-tear is indeed dramatically reduced. In the sample of clips below, the launch version of the game has 43.5 per cent torn frames. The new version is considerably improved, taking that number down to 21.6 per cent.
Tearing from the old version of the game is on the top of the graph, while performance of the new patch is below. The green graph line indicates frame-rate from the launch version, while cyan shows the update.
So, what happened? How has the tearing been reduced by a factor of over 50 per cent? Based on what the video above shows us, it looks to be more of a case of the original code running with no limit to frame-rate. The game seeks to pump out as many frames as possible (maxing out close to 60FPS in some places), resulting in more tearing. The patch seems to be capping maximum output from the engine at 30FPS, thus giving the game engine a bit more room to breathe in less strenuous scenes.
While the video isn't exactly like-for-like (though the comparison clips are taken from the same game areas, synced to the same cut-scenes), it does suggest that when performance dips below 30FPS, both the launch and patched versions seem to act in much the same way. In short, it's fair to say that capping frame-rate in this way produces a more stable look to the game. So, how does this stack up to the PS3 version of Darksiders? It's one of the games currently being analysed for the next Face-Off, so look out for that next week...
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Comments (24) Latest comment 2 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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I sound like a broken LP (pun), but Bayonetta is sooo amazing, omg!
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I think bayonetta's were fine, but at this point I just skip the scenes to get to the action right away.
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And replayability is immense, you have litle bonus for doing loads of stuff, almost every Achievement gives you something else too.
My opinion, of course.
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Just out of interest can anyone tell me why this is? Or why it's so difficult to do?
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Game devs spend *months* at the end of a project optimising the game - its extremely unlikely that they'll suddenly find some magic code fix that they somehow managed to overlook. The biggest changes tend to come from art-side optimisations anyway, which you don't generally get in X360 patches since they have to be under 4mb in size.
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If the tearing is greatly reduced there is little we can argue about the patch, it makes things better. However, it is such a lazy patch... before: #define kMaxFPS 60, after: #define kMaxFPS 30; compile, send to MS for approval, eat sandwich, get pat on the back.
And still 21,6% of torn frames seems a huge lot. An engine should keep up with 30fps most of the time, not 80% of the time. Surely a little optimization would have been nice before launching the game.
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Like was said, optimising a game is quite a difficult thing to do. Once the game has been released, there usually isn't much more they can do.
However Darksiders on the PS3 is capped at 30fps where as the 360 version ran at a higher frame rate, but suffered from the screen tearing because of this. Seems they simply forgot to apply the cap to the 360 version.. Glad to see they fixed it pretty quickly though, I've been enjoying the game a lot but the tearing was rather bad.
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I haven't touched it since i spent 25 mins on that damn Tiamat thing without killing it, even though i followed the 'cross blade, stun, attack, press circle, repeat' method
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Another option would have been that Vigil released a patch which added a VSYNC ON/OFF option to the menu screen (Bioshock, Saint's Row..) so the player could choose between framedrops (ON) / screen tearing (OFF).
WIth this patch, the've kept the same bad performance when going under the capped 30 fps. 20% instead of 40% is a big leap, but the leap everyone wanted is from screen tearing to none.
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If it was a straightforward good v evil, would be like many other but instead we have an unique approach where angelic host is the baddies and the sexy strong spec wearing femme fatale! Strange combinations that worked but not a pervert game that some people seem to think?
Second Miiiguel that this game is darned good!
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Most games affected by screen tearing are actually trying to churn out around 40 frames per second, which doesn't make any sense at all.
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