Final Fantasy XIII: How Will It Work on 360?
Plus full analysis of the PS3 demo.
Welcome to the Digital Foundry channel at Eurogamer. Check out the Editor's blog to find out what it's all about, and make sure to explore for loads more technical breakdown and analysis.
We’ve had the Final Fantasy XIII demo for quite some time now, and our detailed analysis of the code (and by extension our first look at Square-Enix’s Crystal Tools engine) is now complete. First impressions? While the engine itself doesn’t particularly excel from a technical standpoint, it’s still a great-looking game, with much of the credit reserved for the development team's many artists.
First things first. Despite some rumbling from certain quarters of the internet, the game engine is most definitely running at 720p resolution, with clean visuals brought out thanks to the inclusion of 2x multisampling anti-aliasing. The inclusion of MSAA is somewhat rare on PS3, but very common indeed on Xbox 360. What is clear, however, is that Square-Enix is facing key technical challenges, with variable and sometimes disappointing performance in the demo code. Translated interviews suggest these issues have already been overcome, but in the here and now, the apparently outdated demo is all we have to work with.
Square-Enix is clearly targeting 30FPS for the game, but it is falling some way short in certain scenes and that’s generally down to the bewildering range of transparent alpha effects employed in the combat. This generally doesn’t tend to be so much of an issue for 360 (thanks to the daughter module of 10MB eDRAM connected directly to the GPU), but it can hit PS3 hard. The solution is generally to employ a lower resolution buffer for these effects (as seen in Killzone 2 and Red Faction Guerilla to name two examples), but right now, Square-Enix is adopting a zero compromise approach to the visuals in terms of visual effects and that’s what’s causing the lag. Where the company is compromising is with certain effects such as the characters’ hair. You’ll see an almost interlacing-style effect – it’s called ‘alpha to coverage’ and it’s an immense fill-rate saver, albeit at the cost of visual quality.
But any way, onto the technical analysis. We have two videos for you to digest, available in both embedded article format and streaming HD. Let’s get going.
Part one of our video analysis of the demo, annotated by Alex Goh.
The first video deals with a lot of what we’ve covered, along with further technical notes on how Square-Enix has achieved what they have with the demo.
Final Fantasy XIII demo analysis, part two.
A second video, with more action from the demo. Towards the tail-end of the vid, we try to put the engine under as much stress as possible to see much the frame rate can be impacted. You’ll also note that some scenes with multiple characters on-screen can also make a real dent in performance. What is interesting about the characters themselves is that while their heads are very highly detailed, the bodies have far fewer polygons in comparison. What is also curious is just how much Square-Enix relies on 2D artwork for the backgrounds, with token 3D objects overlaid to give a greater idea of depth. Again, the fact that it works as well as it does is entirely down to the quality of the art.
A collection of the games video sequences.
This final video is analysis-free and simply collates a range of the game’s pre-rendered video scenes. Final Fantasy XIII actually employs different types of cut-scene. There are the showpiece CGI scenes, which are rendered at full 1080p. Next up, there are what you might call engine replacement scenes. There’s nothing here that the engine itself couldn’t render, but it appears that Square-Enix has decided instead to off-load more complex scenes to pre-rendered video, allowing them to break out more crazy effects, higher detailed models and even 4x multisampling AA.
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Comments (77) Latest comment 3 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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then after the first few lines of mumbo jumbo i realised i don't give a fuck about tech issues....and i never liked FF either....O_0
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If the storytelling is being planned without compromise, with the assumption the end-result is going to be streamed, then there's a lot of work involved in converting it to a real-time playable format. Which most likely means it won't be done that way.
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The title article pretty obviously was going to be about technical issues, and PS3/X360 Comparrisons. Seeing as there is so little difference between cross-platform games, and all other "comparrison" articles have to go to pretty minute detail to find differences, what were you expecting?
@DutchDemons
So you read an article clearly about technical issues in a Final Fantasy game despite not being interested in either? I think that reflects more on you than on the level of interest the article contains.
About the article itself, when did it become such an issue for a game to be across multiple discs? I've never really cared, since FF7. Obviously all on one is slightly less hassle, but in a way i kind of like/d multi-disc games, made them feel a bit more epic.
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Devil is in the detail!
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Oh how I wish the PS3 had "lightning fast eDRAM".
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Indeed, everyone but Sony and their fanboys seem to know this.
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Anyway, on the topic of 'engine-replacement scenes', its a practice thats been employed for a long time, and not just in this generation. Primarily it allows the developer much greater freedom to switch scenes back and forth, or to include greater detail or object diversity in a scene that could otherwise be achieved without clearing out the ingame assets and loading a set of new ones (in the case of a cut-scene involving more than one 'set', sometimes multiple times). Uncharted, as a recent example, employed this technique very effectively to insert transitions between areas, often hiding the actual loading of the new level's assets behind the cut-scene being played. Final Fantasy as a series is notorious for leaving the player looking at a blank screen while the narrative bounces between various different scenes and locations. This will go along way to preventing this and maintaining the player's level of immersion.
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Why is it long overdue? Should every game be, say, a first-person shooter?
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Title should be changed to speculative analysis..
Besides this is a really really old demo.
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Redbull influenced Hamster+Wheel?
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Or is that just me? No? No? Just me then.
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As for Final Fantasy XIII, sounds like the game will be pretty much identical on both platforms, the key difference being that one will come on more than a single disc. Personally, I'll opt for the PS3 version for that reason alone and since the game is unlikely to run natively at 1080p anyway, those 1080p video sequences are going to look that bit nicer than anything the 360 can render real-time at 720p, right?
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EDIT: schnide, guess this answers your question....
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ffs
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"As expected, the PS3 version of a multiformat game will be the worse looking version, nothing new or unexpected there."
Did you even read the article??? Where did you get this conclusion from?!
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As for demo size, I have seen many demos which are big files (over half the game) yet don't equate to half the game.
As for the PS3 using pre-encoded 1080p video, I do doubt this will make it to the 360 but I am sure the game engine at 720p will do a good job, if there is a few scenes which really do push it further the 360 could still use pre-renders for those.
Basically only time will tell, but this does really fit with what I orginally thought, the PS3 version may have a slight edge, but is that enough to spend £300.00 for a PS3... I don't think so.
Saying that I am hoping for a PC version so I can have 1080p at all times.
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Pause button?
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I still play the earlier FF on the DS and PSP, these minute graphical differences between the consoles won't make much of a difference if the gameplay and story is good.
I'm just happy they have returned to a more turn based format.
I wished they had an option to increase the difficulty the last few FF games weren't much of a challenge.
I'm curious to see how the 360 version will look. Not many games are ported from the PS3 to the 360.
Will be interesting to see if they give it a go or rush out a piece of crap.
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Sure makes lots of sense that PS3 will have advantage of BD, but AA advantages and frames rate more usually go to the X360. Still as a lots of FMV will be involved.....so would seem PS3 will edge X360 slightly.
Simply put, I would put nothing in stock until we have actual games and EG head-to-head tm machine been put to work!
EDIT: And a proper grounded up PC version would destroys PS3 and X360 from a great height! Still not meaning that I would play on PC version as would always rather the comfy and lazy way of playing the console game on console anyway!
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Some of us just love to know about this sort technical details, I wish EG would do a series of articles on "current-gen technologies" and give some good explanations and videos about effects like HDR, depth of field and so on.
Most people couldn't care less, but hell, some of us actually enjoy technology.
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Have they 100% confirmed they're including it now? Because I read the IGN interview as them angling towards just doing English with both versions.
I hope we do get the Japanese track. Square-Enix do good English dubs (Dragon Quest VIII's was awesome) but the original's the original. Tempted to go for the import anyway.
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I do hope that MS are allowing for multi disc games to be installed to HDD, with only one disc required to be left in the drive to play.
No need to force any disc swaps if they only demand that disc 1 stays in the drive.
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I forsee a 10/10 score regardless of all this minor nit picking.
ps. it's sure to be smoother on the 360, which is ludicrous considering that this is one of the games that the PS3 was made for.
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I usually don't enjoy the comments sections attached to them, though.
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Build/Buy a good PC.
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I stuck the Last Remnant demo on and that ran godawfully.
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"ps. it's sure to be smoother on the 360, which is ludicrous considering that this is one of the games that the PS3 was made for."
srsly just lol
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Someone actually puts a lot of effort behind two twings, which is:
1. There WILL be Final Fantasy XIII on 360
2. The demo (whichever build it was) is available already on PlayStation 3
So the article is examining how it will be / Should be done. Interesting read.
But you have to come in, and say "fanboy" and "wishful thinking" and "omg,it is an old build! It cant be done better on 360!". Really?
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If so, say hello to Jaz and Rad for me!
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Have they 100% confirmed they're including it now? Because I read the IGN interview as them angling towards just doing English with both versions.
To be honest I was just referring to the news item that showed up bemoaning the 360 version. Having now actually looked at the source interview on IGN I can see you're right: Kitase says quite unambiguously that they're not planning on providing the Japanese voices outside of Japan.
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Being honest, Last Remnant was a complete clusterfuck. Its only playable on 360 because MS introduced their installation feature making it playable, and lets not ask what happened to the PS3 version of it...
Tri-Ace is a separate team, and they never were technically that adept so its not surprising their 360 product hasn't been stunning.
I'm sure FFXIII will look good, but I'm not expecting to be wowed technically. Which isn't to say I dont have high hopes for it as a game, just that the signs aren't pointing at it being a coding showcase.
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It's interesting how fps and refresh rates and lighting effects are now debated in the console world, it used to be the realm of PC players tweaking games 'Video' settings to get a game playable and looking nice, console games just, well, worked and we accepted them.
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GTAIV is one of the best games I have played. In fact, I'm still playing it.
Go figure.
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Chr!st almighty, when are you people going to stop over analysing the technical aspects of games. Especially when comparing the two current generation of consoles, enough already!!
I couldn't believe what I was reading during the videos though, I mean, who stops to analyse partical effects when your playing a game? or whether the resolution of self shadowing and lighting when both characters are on screen cause a FPS drop??!
How do you know?? for all you know, it could be an object in the background that it slighty higher poly than it should be in that shot!
A FPS performance bar does not always reflect what is happening on the screen, believe it or not, there are other things going on in the back ground...
Please don't think that just because SQE were stupid enough to give you a build with a perforance analyser on it that you are now the gods of what effects the performance of a game. Your not, no one person is!
It takes a team of highly skilled individuals to bring these games to the self, if it was as easy as just running an FPS analyser and looking at where it slows down, anyone could increase the FPS!! they can't! if they could, they'd be doing it, not talking about it!
Now be quiet about performance, and do what you are supposed to be doing, telling us about the game!!!
:/
Ikari
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You've misunderstood the nature of how the information is obtained, and its actually worse than you think. It's not that they have a build with a performance analyser, they're using an external frame grabber and studying the output from that.
In general though I agree with you: as 'technical analysis', Richard Leadbetter's articles are dubious at best.
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This really looks incredible. The amount of work that has gone into the character and enemy designs and the way they move and 'act' is just amazing. Even on the people that are just minor characters in the background. I still don't think any other JRPG can touch FF.
Oh, nice soundtrack as well. Very reminiscent of both Unlimited Saga and FFX.
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FUGGIN' AWEZUM WERK GYZE!!
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FUGGIN' AWEZUM WERK GYZE!! "
Did anybody else read that as SDF setup early defence?
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If this article's piling of guess-work upon supposition upon assumption upon speculation represents a delusion you feel the need to protect, feel free to hit the ignore button, I only come to EG every few months to remind myself why I only come to EG every few months. That would be down to articles like this, and commenters like you.
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I have a fine PC. I can't see what relevance that has to FFXIII.
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hahah OMG you actually post on 360 forums as well as PS3 ones (despite the fact you are jealous not to own one).
Even in your own 360 fanboy page you still have to slag off the PS3. You really are histerical haha.
Sorry to everyone else - this isnt faboyism, i just have to actually see what this thick cunt actually says on a 360 page considering 99% of his ridiculous posts on on PS3 pages when he doesnt own one, nor know the first thing about them,
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If that happens I'll eat my left shoe.
Of course it would be waaaay too expensive to turn those FMV sequences into real-time rendered ones that still look acceptably close the pre-rendered movies while keeping loading times reasonably low.
A far better and more likely solution is that they just rely on having to spread across multiple discs anyway and perhaps compress a bit more and/or render to lower resolutions.
This article is already highly speculative, but that particular speculation was bordering on the silly IMHO.
"Next question now : How will it work on Wii ?
LOL, yeah I wonder how the remake will look like on the PS5
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Some of us can actually accept that people have different opinions. It might be something you want to work on, but I guess that takes away the chance for you to hop in a thread and spew some bile.
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http://ww w.gametrailers.com/video/e3-09-...