Ridge Racer 7: The 1080p Dream
While the 1080p dream is all but dead in the here and now, things were very different back in 2006 when the PlayStation 3 launched. Sony luminaries were keen to use the so-called "Full HD" resolution as a point of differentiation against its competition and when the system hit retail, Namco Bandai's Ridge Racer 7 seemed to vindicate the claims: full 1080p resolution running at 60 frames per second. Almost three years later, it remains probably the best example of true, native 1080p we have on any of the current generation consoles... although Geometry Wars 2 on 360 clearly has it own charms.
On a personal level, I know the ins and outs of the game's technical performance pretty well. In developing Digital Foundry's 1080p-capable TrueHD capture system, it was effectively the only source we had available for a consistent console-based 1080p60 signal that offered enough motion and detail to challenge the real time encoders we use to cram over 300MB/s of uncompressed video data onto hard disk. And so, I'm fully aware of the often repeated, low detail textures and the relatively low poly cars. But despite this, I still love the game: not just because I'm a sucker for the classic Ridge Racer gameplay, but also because of Namco Bandai's ambition in bringing this game to market. They set out to achieve v-synced 1080p60 and by and large they achieved it, a distinction that remains unique in racing games three years after launch.
In stark contrast to the "Full HD" game I looked at earlier in the week (Sacred 2), Ridge Racer 7 looks different and offers more response in visually taxing situations if you do opt to "power down" to 720p. And thanks to the ability to save replays and view them in the AV player on the game's front-end, we are able to accurately measure the disparity in performance between 720p and the native 1080p mode. Yes, there is a difference, and yes it is far more noticeable and impactful on controls in the online mode, where cars can be bunched together far more than they are in the single-player mode. But just how much of a difference is there? Check out the video: 720p frame rate is the top-right indicator, with 1080p performance directly beneath it. If you're not seeing the 720p line on the graph there's a simple explanation for that: it doesn't drop a single frame.
The drops in 1080p performance can be momentarily dramatic, but as an average overall across the whole video, frame rate is just over 59FPS somewhat justifying Namco Bandai's decision to go for the full 1080p experience...
This particular replay was chosen because it is the most stressful workout of the engine I have available. The dips, while clearly highly impactful on response, are tolerable for owners of 1080p displays when the choice is between the two images you see below.
Digitally lossless 720p and 1080p shots of the same section of Ridge Racer 7 action taken from the comparison videos we analysed.
And with that, we return to the present day 720p-based gaming reality, and with it, a humble, personal plea to Namco Bandai. I know that the usual form is to roll out a new Ridge Racer whenever a new system launches, but alas, there is no new gaming hardware on the horizon. I'm sure I'm not the only one secretly yearning for an eighth installment of the best pure arcade-style road racer available.
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Comments (16) Latest comment 3 years ago
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The more that I think about it, the harder it is to give an answer to that question.
Ridge Racer 7 features relatively standard-length tracks, with at least as many nice graphical features as you'd expect from any racing game, with you racing against lots of different cars of different types....there's really nothing there that suggests that any technical aspect of the game has been cut down in order to achieve something close to 1080p60.
Isn't Wipeout HD "True 1080p @ 60fps" as well?
In a sense, but Wipeout HD does dynamically change resolutions (specifically horizontal resolution) when the game gets busy in order to maintain framerates. Of course, people generally don't notice this and it is mostly 1080p60, so whether the resolution changing actually stops it from being a 1080p60 game is up to you.
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Any console has its limits, there's only so much complexity you can throw at a scene in 1080. If you were a developer and had to choose between a game that ran 1080p (that only a small percentage of your customers will actually appreciate, remember) or one that could have twice as complex shaders/materials in 720p, what would you choose? The second option will let you make the game look much prettier for the majority of your users.
Looking at those uncompressed screenshots you can see RR7 has very simple materials and postprocessing, hence they can afford to do 1080, but I doubt it's worth it for many games.
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I was quite amused to see Geometry Wars 2 mentioned as it's hardly the kind of game that pushes the hardware. Granted there can be lots of effects and particles and stuff, it's nevertheless a vector-based game so hardly impresses in the same way the games mentioned in the first paragraph do.
The truth is the current crop of consoles are not really designed for 1080p at all, although the PS3 at least has Blu-ray movies to back up its claims. If you want to play all games at 1080p then you'll have to either wait for the next gen machines or buy a PC.
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Namco have always done interesting things with the RR franchise. I always remember the "interlaced" version of Ridge Racer 1 they released with RR Type 4. I'm not sure why they described it as interlaced as all PS1 games were interlaced at 480i... It's just a shame they couldn't squeeze all the cars onto the track in that mode.
I'd really like to see another Ridge Racer this gen. I don't know why Namco just do them when there's a new console out. Going back to the PS1 games, when you consider the graphical leaps they made from RR1 to Type 4 I'd really like to see what sort of improvements Namco could make if they allowed their developers to make more than one game per system per generation.
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@ Law07
SSHD isn't 1080p. It's something like 1280x1080, but I'm sure that there are a reasonable amount of true 1080p games on the PS3.
@ photoboy
I think price (both manufacturing and retail) may have been a big factor why the PS3 didn't have twin HDMI. There are still many who see it is expensive now at £299 (and it's being sold at a loss).
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Current consoles just can't do 1080p60 racing games, pity but true. No big deal, GT5 and Forza3 looking awesome on sub-1080p resolutions.