Splinter Cell: Conviction demo analysis
Extraordinary rendition?
Much delayed with rumours of massive re-tooling work behind the scenes, Splinter Cell: Conviction is finally in the last furlong of development and Ubisoft released a playable demo on Xbox Live just a few days ago.
Similar to BioShock and its sequel, Conviction is running using elements of Unreal Engine technology, but it's not the most recent UE3 iteration. Way back when, Ubisoft took an older version of the code and redeveloped it extensively for use in Splinter Cell: Chaos Theory. Rather than migrate to UE3 and re-engineer that, the team instead decided to build new technologies on top of its original code, resulting in the so-called LEAD engine that is the basis for Splinter Cell: Conviction.
If you're interested in the game's renderer and the initial design decisions in what has been a mammoth five-year project, this GDC 2010 presentation from Ubisoft Montreal's Stephen Hill is well worth a few moments of your time.
In it Hill discusses the challenges in moving across from the old technology to the new and describes the tent-pole elements of the new renderer. Every light source in the environment is fully dynamic and can be activated or deactivated, and Ubisoft Montreal has developed its own system of dynamic ambient occlusion.
More recent innovations like SSAO (screen-space ambient occlusion) weren't around when Conviction started its own development cycle, so the team developed its own dynamic iteration. There are some overlaps conceptually with SSAO, but the new approach gives more flexibility to the artists and according to Hill's figures, it's a very fast performer too.
Onto the performance analysis of the available demo code and what we see is a fairly solid run of play from the demo. Frame-rate is fairly consistent in 30FPS territory, with the regular spectre of screen-tear when the engine is under load. Probably the most noticeable example is in the initial cinematic. As there is not so much lateral movement it manifests more as a slight "wobble" as opposed to the phenomenon at its worst.
Overall image quality is bolstered with good shadowmap quality and no noticeable cascade issues, and texture filtering is good too no shimmering textures, showing an accomplished anisoptropic/trilinear combination.
Splinter Cell: Conviction is similar to many other 360 games in terms of performance, targeting 30FPS and dipping out of v-sync before dropping frames.
In the final analysis, around 12 per cent of this test resulted in torn frames, but often it is difficult to notice. In the demo at least, there is little in the way of fast motion, no sudden panning motions and no high contrast colour schemes that would show off the phenomenon more immediately, which brings us on to how basic image composition and deft touches by the developer can visually mitigate the sorts of stats that frame-rate analysis throws up.
The demo has had some plaudits for the clarity of its image quality, but in actual fact the game runs at 1024x576, with just 2x multisampling anti-aliasing (MSAA). This compares with native 720p for the last Double Agent offering (with an edge blur to simulate AA).
The stats for Conviction aren't hugely impressive, but the game is still attractive. Having much of the demo in darkness and with low contrast edges and no overuse of specular helps to keep the more obvious side-effects of going sub-HD less apparent, so in a sense the art direction itself helps.
Alongside that, effects added by the developer work well - a well-realised depth-of-field literally takes close-range shapes that would be prone to showing off badly scaled edges and smoothes them off in a realistic fashion.
The demo is short but sweet, and technologically speaking it looks like being an interesting game. Those looking for a platform exclusive which showcases the strengths of the host console in an Uncharted 2 or God of War III kind of way are going to be disappointed. But Conviction appears to be a release where its charms aren't immediately in your face.
Take the AI for instance: choose a restart point within the demo and check out your opponents' behaviour. These enemies aren't predictable: their exact responses change even when you adopt similar strategies against them. Other more visually apparent technologies, such as the way light and shadow are handled, are all closely entwined with the core gameplay, and while this is showcased to an extent in the demo, it appears Ubisoft Montreal has more tricks up its collective sleeve than are revealed in the sampler.
The developer has talked about Sam Fisher interacting in crowd-based levels, along with level crammed with a ton of individual items and there's also been some discussion about destructible environments, but none of this is seen in the demo. Roll on final review code.
Splinter Cell: Conviction is due out for Xbox 360 on 16th April and PC on 30th April.
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Comments (50) 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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The resolution is definitely disappointing. Not just sub-HD, but sub-sub HD. And the tearing isn't pretty.
The mechanics feel fluid, and I liked the tutorial.
Not a day-one purchase for me, but I'd probably pick this up when it gets to $30 or so, which is typical for me.
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I'm also surprised it was running at FF13 resolution. I've played the demo myself and it doesn't look like it's running at that resolution. I can't let numbers toy with what my eyes see. So I still say that this game is a looker, especially after that interrogation scene.
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A very daring change of direction of SC gameplay in the demo but I m liking it, as need to innovates in some ways.
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It still looks great though, and I think I'm going to like this one.
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Shame there's no PC demo and that the PC build will use Ubisoft's ghastly online DRM, that pretty much put me off buying it on that platform and I'm not sure I want the 360 version either (sub-720p and screen tearing are a bit hard for me to accept these days).
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Especially when they remember it's not a platform exclusive.
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lol @"platform exclusive", along with the "console exclusive" bullshit.
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Ditto Bioshock 2
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Cool, so it looks good in the dark. Jesus, I bet even SPAM looks good in the dark...
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Well I was enjoying the demo and its sublime gameplay dynamics, but now that I know it's sub 720p I don't think I'll be able to play it. I mean I'd never know by looking at it and haven't noticed a single screen tear but the fact someone else has is just as bad! Sub 720p: you might as well be playing on a Spectrum!!!&^&^$*$@:@:@!!!!!!!!!!!!!!!
Seriously? You didn't notice it before, but now that you know about it, you won't be able to play it? No offense, but that's garbage. You even admitted it yourself that you would never know by looking at it. What difference does it make if you enjoyed the game for what it is? I seriously don't get that.. If you liked the game, who cares if it's sub-hd?
Now, that does not mean that all the screen tearing is justified, especially when it's sub-HD.. But I seriously don't get that analogy. It's like everything is backwards. If you tell someone smoking is bad for their health, they'll continue smoking anyway. If you tell someone McDonald's makes you fat, they'll keep eating it anyway. If you tell someone a game they enjoyed is sub-HD, suddenly it's the end of the world
Something' s wrong with y'all..
Edit: -5? Something is seriously wrong with you all...
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Your comment is awfully familiar. Do you copy and paste all your new comments from older ones??
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[link url=http://en.wikipedia.org/wiki/File:Vector_Video_Stan dards2.svg
]http://en .wikipedia.org/wiki/File:Vector...[/link]
Still, Splinter Cell is awesome.
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McDonald's makes you fat????!!!! OMG WTF NMMFFM!!!!!!!*****%%%%
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Must admit to be disappointed at many other Ubisoft games that all exhibit high levels of tearing.
Well crafted games like Uncharted 2 and Metal Gear Solid 4 manage to avoid it so what gives? Personally think as consumers we should stop buying games without a v-sync option.
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I bet you would make a great limbo dancer as everything goes straight over your head.
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character A - 'fisher is on his way here and he is not happy'
character B - 'i don't care if he is goddamn ecstactic'
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I'm not too bothered about the low res, I was just suprised it was THAT low.
Regarding italics, you need angled brackets, not square ones.
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I'm 25 so I don't give a monkeys, but there is no age warning on that video. The first lines uttered are "fuck you" along with a blokes face being smashed up.
As said, I don't care, but watch out for the Daily Mail brigade.
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I do agree that the videos should be rated, but then i also think there is way too much swearing on these boards (people seem to swear at everything)..
Back on topic, the demo looks interesting (not sure about the intro video, but i like how it zooms through the levels. I would hope that the hints arnt like that in all levels as that would kinda ruin the overall feel of the game... for the initial levels though, its quite ingenious.
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Very true. I am disappointed with the low resolution in this game, but it still looks good due to all the lighting and shading work they've done. And, of course, their design decisions to keep things dark as possible while highlighting the interesting stuff.
I think we're a bit spoilt for choice this year. So many goodies coming out.
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If this was a PS3 exclusive it would get hammered.
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Agreed.
Also, after playing the demo, I must say that I'm quite disappointed. I'm not against streamlining the experience but it seems like much of the stealthy thrill is missing. The tech was also very dated.
I was very much looking forward to this but not so much any more... Alan Wake pls be good!
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The fact is, wherther members of the public provide opinion is one thing, but to have it sourced BY EG is a different matter.
Why else do you think websites put caveats such as "The following content may be distressing to certain viewers" or "The opinion represented on this board do not represent the opinions of the BBC".
My point is that the forums (albeit full of swearing) are a different thing altogether from a sourced article by EG with no warning.
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Too bad the didn't contact us. There are some extensions you can add to that technology that really knocks you off your feet.
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On top of that I read the campaign is very short, and i wasn't impressed by the graphics. SC"s of old were always impressive looking games, this was just meh.. very meh.
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ok so you say 1024x768 is not sub HD. Tell me since when? So 1024x768 is new Hd ready standard? HD standard starts at 1280x720 and not less. MGS4 is sub hd game because its not in 1280x720.
Acroding to international standards HD ready is 1280x720 and Full HD is 1920x1080.
X resolution is also as important as Y res. Perhaps MGS rising will be in HD standard.
EDIT
Oh and Halo 3 is not in 1024x556 is in 1152x640 do some reaserch mate before you say wrong stuff.
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Ok mate let me ask you something. You buying only games with superB graphics? Graphics is the only thing that matters?
Dragons age was ugly graphicly but awesome as hell.
Ok i will run like hell and sell my 360 and buy ps3 because ps3 has games with better graphics? LOL and ROLF
Splinter Cell: Conviction was never described as graphical powerhouse on 360. Halo 3 engine was just bit modified halo 2 engine. Mass effect 2 has awesome graphics. Some sites in previews already comparing alan wake to uncharted 2, kotaku for example.
I played SC conv. demo few times and i will but it but not day 1 yes game dont look superB but quite good. Sc conv. is using modified UE 2.5 remember that.
You said "3rd party software means nothing these days" are you on crack or something. I just think that you are graphics whore thats all.
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I want full 1280*720 MLAA OA HDR graphics.
They should release this game for the PS3, and forget about the xbox version.
It has tearing all over the place even at this resolution! Xbox is showing it's age.
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http://ww w.youtube.com/watch?v=7XQRAIggn...
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