Face-Off: Fallout: New Vegas
The epic adventure analysed on PS3, 360 and PC.
| Xbox 360 | PlayStation 3 | |
|---|---|---|
| Disc Size | 4.8GB | 9.75GB |
| Install | 4.8GB (optional) | 4570MB (mandatory) |
| Surround Support | Dolby Digital | Dolby Digital, 5.1LPCM,7.1LPCM |
As the HD console generation has matured, gamers have been spoiled by developers looking to push the hardware in new and exciting directions, using the experience they have gained to make games that look better and play better.
Bethesda will know exactly what we're talking about. The engine that powered The Elder Scrolls IV: Oblivion was substantially upgraded before it resurfaced in Fallout 3, Oblivion 360's paltry 1024x600 resolution upped to native 720p, anti-aliasing doubled from 2x to 4x MSAA, with overall performance improving too.
It's somewhat remarkable therefore that Fallout: New Vegas has seen no technological improvements over its predecessor whatsoever. It's the exact same engine seen in Fallout 3 and over and above the many reported bugs, it's a real shame that the game looks and feels so old. Performance could and should have been better for a sequel of this quality, graphical disparities and limitations should have been sorted out - but weren't, and performance issues that PC gamers have had since the Oblivion days still remain unresolved.
Thankfully, in a title like this, content is undoubtedly king, and Bethesda/Obsidian have handed in a truly remarkable game. From a technical perspective, the question is whether there's really anything we can add to original Fallout 3 Face-Off. Let's begin with the base assets: a triple-format comparison gallery, along with a series of head-to-head movies, kicking off with the HD console comparison.
Console comparison of Fallout: New Vegas. Use the full-screen button for full resolution or click on the EGTV link for a larger window.
In terms of the make-up of the basic framebuffer, nothing has changed from the launch of Fallout 3 two years ago. Both Xbox 360 and PlayStation 3 versions operate at native 720p, the difference being in the implementation of anti-aliasing. The Microsoft platform enjoys the very best hardware AA solution the Xenos GPU has to offer, with full on 4x MSAA being implemented. The PlayStation 3 game suffers in comparison, with absolutely no AA being implemented at all.
Performance-wise, the game is something of a mixed bag. There's little doubt that generally speaking the Xbox 360 version is the smoother experience, but it has a number of blackspots where frame-rate dives and it can be prone to screen-tear. There's also an argument that the experience is smoother compared to the PS3 game not so much because of the rendering, but because of the background streaming.
All three versions of Fallout: New Vegas are prone to slowdown and stuttering as background data is spooled in (even the PC game, running from an extremely swift Samsung F1 hard drive, is affected) but unfortunately it's the PS3 game that is most obviously impacted, sometimes with two or three second pauses where the action completely locks up as the engine seeks to spool in more data.
This is somewhat bizarre bearing in mind that Fallout: New Vegas dumps a whopping great 4.5GB of game assets onto the hard drive via its mandatory install - presumably to cut down on access times - yet it is the 360 version that is clearly well ahead in this regard, even when running from DVD.
So let's take a look at the game running in order to get a handle on what's gonig on here. There are two movies to take a look at, each illustrating a different element of performance. In the first we're trying to get to the bottom of the streaming issues in the game. The first major landscape traversal sees you leaving the opening area of Goodsprings and travelling cross-country to the near convict-occupied town of Primm. It's a simple enough route - you just follow the highway. Here we cover the first leg of the journey before your character is ambushed by bandits.
This performance test concentrates on the impact background streaming has on the fluidity of gameplay as you journey between Goodsprings and Primm.
To begin with, all looks fairly level, but by around 15 seconds into the video you can already start to see momentary pauses in the PlayStation 3 version as more data is loaded in. In comparison, the 360 copes that much better, with just the odd torn frame to signify that something is going on in the background.
However, at around the two-minute mark (where the video thumbnail is taken), we see a pause of a couple of seconds on PS3 and the arrival of a mammoth amount of torn frames on the Xbox 360. It seems to be the case that the introduction of a couple of opponents to square off against impacts gameplay performance substantially. It strongly suggests a pretty woeful internal asset management system.
A selection of gameplay analyses, including more landscapes and combat in Boulder City.
Taken as a whole, the Xbox 360 version of Fallout 3 is the better performer, but neither game acquits itself with much aplomb. On landscape traversal in particular - a big part of the Fallout experience - the 360 version maintains 30FPS on a much more consistent basis, though it's clear there are still elements here that can cause glitching and stuttering.
The fact that the 360 game drops v-sync when frame-rate dips below this target is an issue, but the impact of the screen-tear varies. As the game is pretty slow-paced and the difference between one frame and the next is rarely that different, the tearing is often unnoticeable. There are areas where it is an issue (Freeside in particular springs to mind), but across the run of play the combination of smoother frame-rate and faster streaming leaves the PS3 version looking rather jerky in comparison.
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Comments (78) Latest comment 1 year ago
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I agree with this it's one of the main reasons I switched to the consoles and didn't bother to upgrade my PC gaming rig. I just couldn't be arsed troubleshooting for entertainment as well as work.
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yes you can, if you plug in an offical xbox controller it will actually populate all the xbox controls as well.
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(I've got FO:NV on Steam but haven't downloaded it yet, too much work to finish first)
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Too bad that Castlevania turd runs at 20 fps.
Fallout:New Vegas is far better game that overhyped turds than DF is praising,even graphically.
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I suspect this was a quick cash in while the next game on a new engine is worked on. Not saying this game is bad, i am enjoying it, but some of the bugs are really quite extreme, and that is down to the engine (and so being difficult to fix) rather than quality control.
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"There are examples of smarter compression on the 360 version: the developers use XMA audio (effectively interchangeable with the PC WMA codec) while the PS3 version uses the older MP3 standard"
There are some problems with this statement.
For one, it makes it look like WMA is better than MP3, which is not the case. Actually WMA has a longer history than MP3, and MP3 has not been a static non-evolving format either.
Only at extremely low bitrates, it can be argued that WMA offers less horrible-sounding compression. FO:NV certainly doesn't employ such low bitrates though.
From 128kbps and up MP3 using LAME sounds better than WMA. Microsoft's claims that WMA sounds better than MP3 at half the bitrate has been debunked a few times using impartial studies.
More compression is not the same as smarter compression.
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I play it on PC (full AA,AF, Ultra High settings), works fine out of the box and haven't found any game-breaking bugs up to now. Only the occasional frame drop when it streams data and a bug where a wandering-random-NPC in the Mojave Outpost was "typing" without having a computer on his desk.
So, it works great for me, maybe I'm just lucky.
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For the record F3 gave me no trouble.
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A lazy port is a lazy port regardless of platform and what could have been better on the 360 could also have improved on the PS3 if the devs had the desire or funding.
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However, I've just started playing FNV myself and I must say it's a great side dish so far.
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if i remember correctly, Xbox 360 not use XMA, but use XMA2. And its not the normal PC WMA. I have tried extracting the XMA2 to pc, its not playable by WMP.
but maybe it really just an WMA codec put in different header lol.
btw the low res texture on xbox 360 really looks ugly
oh and glad to see finally DF release video comparison PC in 1080p
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using the "open backup manager" on jailbroken PS3.
maybe it will fix the loading issue? O_o
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But as it doesn't, i'll get the 360 version over the ps3 version.
I can't stand stutter and pauses and zero AA.
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Anyway, great game + it plays really well even on my HD4250 IGP. Mouse and keyboard however not so good ... I am probably going to replay it on the 360 once the GotY edition is out.
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I do love the game though.
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Thank you for that, RL.
As for the game, as with Fallout 3, I'll wait about a year and then buy the GOTY version with ALL DLC included
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It's still an absolutely fantastic game though, don't let this article put you off what is a brilliant accomplishment content-wise.
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I doubt this games leaves any room for spins... i doubt any fan would brag or claim for such thing to be better in their console
PC get the least mess of versions but still seemed kinda dated.
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Care to explain Just Cause 2 then? Or how about the PS3 version of Oblivion which is superior to the 360 version?
Yes, you are talking out of your arse.
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I'm playing the game at 1920x1200 with most settings maxed on a Core 2 Quad system with a Geforce GTX 260.
Using the dll file (which, if I've understood it correctly, tricks the game into thinking you have a Geforce 7900 card which then results in some magic that gets rid of the NPC related slowdowns, without any visual trade-offs) improved my framerate substantially and I've now been able to enjoy the game for 25 hours with very few issues aside from a few minor bugs and three or four game crashes.
And regarding this:
"... Microsoft has scored a major victory by tying up the exclusive rights to New Vegas DLC. The chances are it's a timed exclusive similar to what happened with Fallout 3. This undoubtedly gives the 360 version an advantage that the other platforms cannot match"
That's really only relevant if you're comparing the two console versions. The PC version already has hundreds of mods available - I'm currently using around ten and at least a handful of them I wouldn't want to be without, and I'm sure there will be a lot more of those coming - and that really beats even a good DLC pack by a landslide.
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I'm not even sure if the MP3 bit is even accurate. I think it's been mentioned somewhere that Sony uses AAC.
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Surely a new engine or at least a phone call to carmack would have been possible here
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138hrs in Fallout 3, numerous play throughs of Fallout 1 & 2 --- cannot be bothered with this game anymore -- i can put up with shite gfx and glitches \ bugs but as i;ve said before, corrupt save files i will not put up with.
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I know it's most likely to be running at 60fps, but you'd think they'd at least make it 720p by now, with it being quite a linear game compared to Fallout...
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"I'm not even sure if the MP3 bit is even accurate. I think it's been mentioned somewhere that Sony uses AAC. "
Well, I just assume Richard Leadbetter checked the disc and saw MP3 files there. I just wanted to point out the common misconception that WMA is better than MP3, because it's really not.
XMA does have some specific features (compared to WMA), but that doesn't concern audio quality (nor compression ratios) as far as I know.
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"
They've tried that on a few ps3 games in the past, moving away slightly from the 360 version and trying to match the pc version.
I remember them trying it on the last tomb raider 3d game(underworld?). The ps3 engine looked much nicer than the 360 version which used the old TR legend engine, but unfortunately the ps3 framerate stuttered terribly at times on TR underworld.
It did graphically look much closer to the superb pc version though, but the 360 version was a lot smoother.
Depends what you prefer really, scaled back graphics but better performance, or better textures but far more issues regarding framerates and pauses.
Horses for courses really, but i'll be getting the 360 falloutNV over the ps3 version(for my own personal reasons).
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http://ww w.newvegasnexus.com/downloads/f...
Running an I5 3.8ghz / ATI 5850.
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When there's sandbox games as good looking as Red Dead Redemption (or Halo Reach for that matter) or as interesting as Borderlands, it's pretty hard to take a title like this one seriously.
Oh, and the load times and loading frequency on this sucker? Awful. As in Dead Rising awful.
I know it's politic to say that graphics are unimportant. But for a game like this, they really are. Games of exploration should reward your senses. This game offends the senses in too many ways.
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Richard is one of the fairest technical reviewers around. He's no fanboy, and genuinely loves the tech behind games.
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Whenever the PS3 version of a game has a leg up in a specific aspect of the game, he automatically goes into a little tangent about how the 360 version should have been equal to the PS3 version in that regard. The facts regarding the differences actually present are extremely sound. It's just his opinions on these specific things that I don't agree with.
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Dated, unstable, bug-ridden mess = money goes (well it has gone already) elsewhere.
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"360's paltry 1024x600 resolution"
Many games does this, and it's (IMO) due to a stupid design decision from Microsoft. The X360 has 512MB of unified memory, but also a 10MB block of GPU memory (EDRAM). This block is meant to hold the frame buffers used for rendering the game. However, lets look at the memory consumption of buffers that are 720p, in 32bit.
One buffer takes up 1280x720x4 bytes, which equals 3.51MB.
*Three* buffers then takes up: 10.54MB!
From the calculations above you can see that the Xbox can only handle render paths that uses just two buffers at a time - a back buffer and a Z-Buffer. This is a very old-school approach to rendering, and almost every single modern engine needs at least 3 buffers.
The solution to this is, for many developers, to simply scale down the resolution a bit. The mentioned 1024x600 buffer size means that each buffer now takes up: 1024x600x4 = 2.34MB while (roughly) maintaining the same aspect. Using down-scaled buffers it is now possible to implement a modern render pipeline on the X360.
Obviously MS should have done a little math before settiling on 10MB GPU ram for a 720p device
"It is quite baffling how the texture quality is degraded on the X360 yet they aren't limited on RAM budget."
Again, this is not quite true. It's correct that the X360 has unified memory - but the flip-side is that it has very strict requirements for how textures are placed in memory - which leads to a lot of "wasted" memory. A few more details:
A texture actually consists of a number of images - the top-level, full resolution, texture - and then a number of mip maps (to avoid flickering when the texture is downscaled in the distance). On the X360 each of these mip levels must be placed on a 4kb memory boundry! And all mip-levels from 16x16 texels and down is packed into a so-called "mip tail", which is stored in a 32x32 memory block.
This all sums up to a very large amount of memory being "wasted" due to these alignment requirements. It's as good as impossible for the developer to use these tiny blocks of wasted memory for anything usefull, but as I said it really sums up.. especially in games that has a lot of unique content.
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Therefore it's maybe a bit unfair to make demands about how certain problems should now have been fixed, just because time has passed. There is no amount of cleverness and code trickery that'll make 10.54MB of data fit into a 10MB block of memory
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Still I haven't played another game, besides FO3 as much as I played this, the world is just so immersive (big part of that is the first person perspective thats properly implemented here) that you can play on and on...
p.s.
I do wonder why first person is dying so badly, why is every game nowadays in 3rd person? Even first person shooters come in 3rd person nowadays! *cranky old grandpa voice*
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#69
"I think this engine is just a bad multiplatform engine."
I think it's just a bad engine.
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have you dropped in the "fixed" D3d9.dll?
have you gone into your nvidia control panel and made sure power management is set to max performance?
the game seems to very much prefer to have vsync and AA turned off too for stability
these fixed game speed issues for me
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The d3d9.dll files helps get the frames to 60 but it doesn't help with microstuttering or pausing
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Yes, that's what they could try (or 16bit for that matter) - for some of their buffers at least. Not all types of buffers supports being in 24/16bit. It obviously depends on what they want to store in them
While it's *technically* possible to use a 16bit ZBuffer, for instance, the resolution would be so poor that you would see clipping/sorting errors in the background.
Effectively they could try to come up with some sort of compression scheme for the data in their buffers, and then pay a price in their pixel shaders to unpack the packed data when they need it. Or they could try to reduce the amount of data they need. Or they could use more "passes" in their render pipeline (the 10mb limit is simply how much data can be available at the same time)
Since the article mentions that FO3 actually runs 720p natively they probably found a way to do something like that.
My point was that in many cases the *best* solution is to use a sub-720p resolution! You sacrifice a little resolution, but the overall picture quality and performance of the game can be higher, since a more advanced render pipeline can be run.
Another point is that people should not be so quick to assume that the devs are simply morons if a certain game doesn't run 720p. First of all there are good technical reasons for why it's done, and secondly chances are that the devs have considered pros and cons of that solution more than the average gamer