Subject: General Tech | October 7, 2015 - 02:15 PM | Jeremy Hellstrom
Tagged: gaming, far cry primal, ubisoft
Far Cry Primal was announced and it is even more console-centric than the previous release, seeing as how the PC launch will be a month after its initial release. We can only hope that Ubisoft does spend time making sure that high end PCs do have graphic features that take advantage of the power provided by new GPUs. As for the gameplay it should be interesting as there will be no more machine guns and fancy pistols, you will be stabbing mammoths with pointy sticks and running for your life from sabretooth tigers. It also sounds as though eating enough food and other features common to the plethora of survival sims will be included, making this very different from previous games. Check out the trailer and screenshots at Rock, Paper, SHOTGUN if you haven't seen them yet.
"Ubisoft attempted to announce Far Cry Primal [official site] with a tantalising livestream, which was rather spoiled by a brief leak of the game’s name and basic details. Now we know more, including proper trailers, screenshots, and a release date… which will see the game land on PC the month after it’ll arrive on console."
Here is some more Tech News from around the web:
- Trailer Breakdown: EVERYTHING Is Brilliant About The Coast Guard Trailer @ Rock, Paper, SHOTGUN
- Master of Orion Trailer Gives First Look At Combat @ Rock, Paper, SHOTGUN
- Cyberpunk “Bigger Than Anything CD Projekt Has Done” @ Rock, Paper, SHOTGUN
- PC system requirements for Star Wars: Battlefront published @ HEXUS
- Team Fortress 2 Marks Halloween With Alien Invasion @ Rock, Paper, SHOTGUN
- Deus Ex Is 15, So Here’s Cartoon Denton & Jensen @ Rock, Paper, SHOTGUN
- Fallout: Autumn Leaves New Vegas Mod @ nexus mods
Subject: General Tech, Graphics Cards | February 15, 2015 - 07:30 AM | Scott Michaud
Tagged: ubisoft, DirectX 12, directx 11, assassins creed, assassin's creed, assasins creed unity
During a conference call with investors, analysts, and press, Yves Guillemot, CEO of Ubisoft, highlighted the issues with Assassin's Creed: Unity with an emphasis on the positive outcomes going forward. Their quarter itself was good, beating expectations and allowing them to raise full-year projections. As expected, they announced that a new Assassin's Creed game would be released at the end of the year based on the technology they created for Unity, with “lessons learned”.
Before optimization, every material on every object is at least one draw call.
Of course, there are many ways to optimize... but that effort works against future titles.
After their speech, the question period revisited the topic of Assassin's Creed: Unity and how it affected current sales, how it would affect the franchise going forward, and how should they respond to that foresight (Audio Recording - The question starts at 25:20). Yves responded that they redid “100% of the engine”, which was a tremendous undertaking. “When you do that, it's painful for all the group, and everything has to be recalibrated.” He continues: “[...] but the engine has been created, and it is going to help that brand to shine in the future. It's steps that we need to take regularly so that we can constantly innovated. Those steps are sometimes painful, but they allow us to improve the overall quality of the brand, so we think this will help the brand in the long term.”
This makes a lot of sense to me. When the issues first arose, it was speculated that the engine was pushing way too many draw calls, especially for DirectX 11 PCs. At the time, I figured that Ubisoft chose Assassin's Creed: Unity to be the first title to use their new development pipeline, focused on many simple assets rather than batching things together to minimize host-to-GPU and GPU-to-host interactions. Tens of thousands of individual tasks being sent to the GPU will choke a PC, and getting it to run at all on DirectX 11 might have diverted resources from, or even caused, many of the glitches. Currently, a few thousand is ideal although “amazing developers” can raise the ceiling to about ten thousand.
This also means that I expect the next Assassin's Creed title to support DirectX 12, possibly even in the graphics API's launch window. If I am correct, Ubisoft has been preparing for it for a long time. Of course, it is possible that I am simply wrong, but it would align with Microsoft's Holiday 2015 expectation for the first, big-budget titles to use the new interface and it would be silly to have done their big overhaul without planning on switching to DX12 ASAP.
Then there is the last concern: If I am correct, what should Ubisoft have done? Is it right for them to charge full price for a title that they know will have necessary birth pains? Do they delay it and risk (or even accept) that it will be non-profitable, and upset fans that way? There does not seem to be a clear answer, with all outcomes being some flavor of damage control.
Subject: General Tech | January 14, 2015 - 02:24 PM | Jeremy Hellstrom
Tagged: ubisoft, sad, gaming, farcry 4
[H]ard|OCP recently put out a pair of articles covering Far Cry 4, the first of which covered the various new graphics features, many of which are only available to NVIDIA users and others like the Godrays which have such a performance impact on AMD GPUs that they may as well be NVIDIA only. The second will be of more interest to gamers as they benchmark a dozen GPUs, covering NVIDIA from the GTX 750Ti through to the GTX 980 and AMD from the R7 260X through to the R9 290X. They also had a chance to test SLI performance but unfortunately as Ubisoft decided to disable Crossfire completely in the game there could not be any multiple AMD GPU setups tested. Perhaps the most telling conclusion from [H]ard|OCP is also the most obvious, even though this is an evolution of the FarCry3 engine there have been numerous issues with the game since launch and even after six patches major issues with the game and the continued refusal to support Crossfire are hurting this games performance. If you still plan to play the game you can read [H]'s full performance review to see how your GPU should perform in Ubisoft's latest ... release.
"We play Far Cry 4 on no less than twelve different GPUs for this in-depth look at what graphics settings are playable in Far Cry 4. We will talk about playable settings and show apples-to-apples so you know what to expect in this game and what upgrading your video card may do for you in this new game."
Here is some more Tech News from around the web:
- New Baldur’s Gate Set Between 1 And 2 Coming This Year @ Rock, Paper, SHOTGUN
- Ger ‘Alt Of Here With These Witcher 3 System Specs @ Rock, Paper, SHOTGUN
- Skywind Continues To Move Morrowind Into Skyrim @ Rock, Paper, SHOTGUN
- Alien: Isolation Safe Haven DLC launches on Steam @ HEXUS
- Not So Long: Pillars Of Eternity Release Date Is March 26th @ Rock, Paper, SHOTGUN
- It’s Time: Total War – Warhammer Confirmed @ Rock, Paper,SHOTGUN
Subject: General Tech | November 27, 2014 - 10:03 PM | Scott Michaud
Tagged: ubisoft, black friday
Another quick Black Friday post, this one on Ubisoft's Uplay service. At least in Canada, if you purchase one title of a selected list, you will get a choice of one from a second list, for free. While the headliners are Ubisoft's first-party titles, there are a few from EA, Sega, Telltale, Deep Silver, Bethesda, WB Games, Capcom, Square Enix, and Kalypso to round out the “Buy” list (every free bundle game is from Ubisoft, though).
The list of “Buy” (full price) games are:
- Assassin's Creed: Unity (PC, Xbox One, PS4)
- Far Cry 4 (PC, 360, Xbox One, PS3 – Not PS4???)
- Dragon Age: Inquisition (PC)
- Alien Isolation (PC)
- Assassin's Creed: Rogue (360, PS3)
- Tales from the Borderlands (PC)
- Lara Croft and the Temple of Osiris (PC)
- Middle Earth: Shadow of Mordor (PC)
- The Evil Within (PC)
- Dead Rising 3: Apocalypse (PC)
- Wolfenstein: The New Order (PC)
- FIFA Soccer 15 (PC)
- The Sims 4 (PC)
- Football Manager 2015 (PC)
- Rocksmith (2014) (PC, 360, PS3 – Xbox One is listed by not available in the store???)
- Just Dance 2015 (360, Xbox One, PS3, Wii)
- Escape Dead Island (PC)
- Tropico 5 (PC)
- Shape Up (Xbox One)
- Metro: Redux Bundle (PC)
Purchasing one of the above allows you to get one of the following PC titles:
- Assassin's Creed 4: Black Flag
- South Park: The Stick of Truth
- Far Cry 3
- Assassin's Creed III: Deluxe Edition
- Splinter Cell: Blacklist
- Assassin's Creed: Freedom Cry
- Assassin's Creed: Liberation HD
- Call of Juarez: Gunslinger
- Far Cry 3: Blood Dragon
- Anno 2070
- Might and Magic: Heroes VI (Complete)
- Rayman Legends
Of course, the first thing that pops into my mind is the AMD "Never Settle" promotion. It is interesting that game publishers are also considering a "build your own bundle" initiative, breaking from the "these two games are shrink-wrapped together" model that was previously dominant. Perhaps this will be something that Valve considers for one of their future promotions?
If you were considering paying full price for one of the first list of titles, than purchasing it through the Ubisoft store might get you an extra game for free. Personally, I've been considering Far Cry 4 and Assassin's Creed 4: Black Flag has been given a lot of good publicity. The sale started on the American Thanksgiving season and runs until December 15th, so you have a little time to think.
Subject: General Tech | November 13, 2014 - 03:19 PM | Ken Addison
Tagged: podcast, video, Intel, core m, core m 5y70, Broadwell, broadwell-y, Lenovo, yoga 2 pro, yoga 3 pro, assasins creed unity, ubisoft, farcry 4, p3500, gskill blade
PC Perspective Podcast #326 - 11/13/2014
Join us this week as we discuss Intel's Core M 5Y70, Assassin's Creed Unity, Intel P3500 and more!
The URL for the podcast is: http://pcper.com/podcast - Share with your friends!
- iTunes - Subscribe to the podcast directly through the Store
- RSS - Subscribe through your regular RSS reader
- MP3 - Direct download link to the MP3 file
Hosts: Ryan Shrout, Jeremy Hellstrom, Josh Walrath, and Allyn Malventano
Program length: 1:09:49
Subject: Graphics Cards | November 12, 2014 - 09:03 PM | Ryan Shrout
Tagged: Unity, ubisoft, assassin's creed
Over the last couple of days there have been a lot of discussions about the performance of the new Assassin's Creed Unity from Ubisoft on current generation PC hardware. Some readers have expressed annoyance that the game is running poorly, at lower than expected frame rates, at a wide range of image quality settings. Though I haven't published my results yet, we are working on a story comparing NVIDIA and AMD GPUs in Unity, but the truth is that this is occurring on GPUs from both sides.
For example, using a Core i7-3960X and a single GeForce GTX 980 4GB reference card, I see anywhere from 37 FPS to 48 FPS while navigating the crowded city of Paris at 1920x1080 and on the Ultra High preset. Using the Low preset, that frame rate increases to 65-85 FPS or so.
Clearly, those are lower frame rates at 1920x1080 than you'll find in basically any other PC game on the market. The accusation from some in the community is that Ubisoft is either doing this on purpose or doing it out of neglect with efficient code. I put some questions to the development team at Ubisoft and though I only had a short time with them, the answers tell their side of the story.
Ryan Shrout: What in the Unity game engine is putting the most demand on the GPU and its compute resources? Are there specific effects or were there specific design goals for the artists that require as much GPU horsepower as the game does today with high image quality settings?
Ubisoft: Assassin’s Creed Unity is one of the most detailed games on the market and [contains] a giant, open world city built to the scale that we’ve recreated. Paris requires significant details. Some points to note about Paris in Assassin’s Creed Unity:
- There are tens of thousands of objects are visible on-screen, casting and receiving shadows.
- Paris is incredibly detailed. For example, Notre-Dame itself is millions of triangles.
- The entire game world has global illumination and local reflections.
- There is realistic, high-dynamic range lighting.
- We temporally stabilized anti-aliasing.
RS: Was there any debate internally about downscaling on effects/image quality to allow for lower end system requirements?
Ubisoft: We talked about this a lot, but our position always came back to us ensuring that Assassin’s Creed Unity is a next-gen only game with breakthrough graphics. With this vision, we did not degrade the visual quality of the game. On PC, we have several option for low-scaling, like disabling AA, decreasing resolution, and we have low option for Texture Quality, Environment Quality and Shadows.
RS: Were you looking forward or planning for future GPUs (or multi-GPU) that will run the game at peak IQ settings at higher frame rates than we have today?
Ubisoft: We targeted existing PC hardware.
RS: Do you envision updates to the game or to future GPU drivers that would noticeably improve performance on current generations of hardware?
Ubisoft: The development team is continuing to work on optimization post-launch through software updates. You’ll hear more details shortly.
Some of the features listed by the developer in the first answer - global illumination methods, high triangle counts, HDR lighting - can be pretty taxing on GPU hardware. I know there are people out there pointing out games that have similar feature sets and that run at higher frame rates, but the truth is that no two game engines are truly equal. If you have seen Assassin's Creed Unity in action you'll be able to tell immediately the game is beautiful, stunningly so. Is it worth that level of detail for the performance levels achieved from current high-end hardware? Clearly that's the debate.
When I asked if Ubisoft had considered scaling back the game to improve performance, they clearly decided against it. The developer had a vision for the look and style of the game and they were dedicated to it; maybe to a fault from some gamers' viewpoint.
Also worth nothing is that Ubisoft is continuing to work on optimization post-release; how much of an increase we'll actually see with game patches or driver updates will have to be seen as we move forward. Some developers have a habit of releasing a game and simply abandoning it as it shipped - hopefully we will see more dedication from the Unity team.
So, if the game runs at low frame rates on modern hardware...what is the complaint exactly? I do believe that Ubisoft would have benefited from better performance on lower image quality settings. You can tell by swapping the settings for yourself in game but the quality difference between Low and Ultra High is noticeable, but not dramatically so. Again, this likely harkens back to the desire of Ubisoft to maintain an artistic vision.
Remember that when Crysis 3 launched early last year, running at 1920x1200 at 50 FPS required a GTX 680, the top GPU at the time; and that was at the High settings. The Very High preset only hit 37 FPS on the same card.
PC gamers seems to be creating a double standard. On one hand, none of us want PC-ports or games that are developed with consoles in mind that don't take advantage of the power of the PC platform. Games in the Call of Duty series are immensely popular but, until the release of Advanced Warfare, would routinely run at 150-200 FPS at 1080p on a modern PC. Crysis 3 and Assassin's Creed Unity are the opposite of that - games that really tax current CPU and GPU hardware, paving a way forward for future GPUs to be developed and NEEDED.
If you're NVIDIA or AMD, you should applaud this kind of work. Now I am more interested than ever in a GTX 980 Ti, or a R9 390X, to see what Unity will play like, or what Far Cry 4 will run at, or if Dragon Age Inquisition looks even better.
Of course, if we can get more performance from a better optimized or tweaked game, we want that too. Developers need to be able cater to as wide of a PC gaming audience as possible, but sometimes creating a game that can scale between running on a GTX 650 Ti and a GTX 980 is a huge pain. And with limited time frames and budgets, don't we want at least some developers to focus on visual quality rather than "dumbing down" the product?
Let me know what you all think - I know this is a hot-button issue!
UPDATE: Many readers in the comments are bringing up the bugs and artifacts within Unity, pointing to YouTube videos and whatnot. Those are totally valid complaints about the game, but don't necessarily reflect on the game's performance - which is what we were trying to target with this story. Having crashes and bugs in the game is disappointing, but again, Ubisoft and Assassin's Creed Unity aren't alone here. Have you seen the bugs in Skyrim or Tomb Raider? Hopefully Ubisoft will be more aggressive in addressing them in the near future.
UPDATE 2: I also wanted to comment that even though I seem to be defending Ubisoft around the performance of Unity, my direct feedback to them was that they should enable modes in the game that allow it to play at higher frame rates and even lower image quality settings, even if they were unable to find ways to "optimize" the game's efficiency. So far the developer seems aware of all the complaints around performance, bugs, physics, etc. and is going to try to address them.
UPDATE 3: In the last day or so, a couple of other media outlets have posted anonymous information that indicates that the draw call count for Assassin's Creed Unity is at fault for the poor performance of the game on PCs. According to this "anonymous" source, while the consoles have low-level API access to hardware to accept and process several times the draw calls, DirectX 11 can only handle "7,000 - 10,000 peak draw calls." Unity apparently is "pushing in excess of 50,000 draw calls per frame" and thus is putting more pressure on the PC that it can handle, even with high end CPU and GPU hardware. The fact that these comments are "anonymous" is pretty frustrating as it means that even if they are accurate, they can't be taken as the truth without confirmation from Ubisoft. If this turns out to be true, then it would be a confirmation that Ubisoft didn't take the time to implement a DX11 port correctly. If it's not true, or only partially to blame, we are left with more meaningless finger-pointing.
Subject: General Tech | November 6, 2014 - 02:47 PM | Jeremy Hellstrom
Tagged: nvidia, far cry 4, ubisoft, gameworks, txaa, hbao+
Check out the video for a look at the various in game enhancements that NVIDIA's new feaures will be bringing to FarCry 4 and gaze in awe at that gorgeous yak featured at 1:37, just look at its hair waving in the breeze and reacting to the motions of the animal. It is not clear if AMD's TressFX will provide equivalent body and shine to the beasts that HairWorks does but you have to admit that is an impressive amount of work to make meat on the hoof look pretty. There are two different technologies to improve the look of shadows, Percentage Closer Soft Shadows (PCSS, aka ShadowWorks) softens the edges of shadows based on the distance between the object creating the shadow and the surface the shadow appears on while Horizon Based Ambient Occlusion (HBAO+) is a new and efficient way to render ambient lighting and shadows accurately without paying for it with a big hit in performance. Temporal anti-aliasing, TXAA is reputed to offer the benefits of MSAA 8x at the performance cost of 4x; while it is hard to judge the accuracy of that in the video you can certainly see it is an effective way of removing jaggies from straight edges. You can also expect to see God Rays rendered properly, the shot of the sun through the tree near the end makes a rather nice set peice to display that effect.
Below you can see the recommended hardware, it is worth emphasizing that only 64bit OSes need apply on the PC.
SANTA CLARA, Calif - November 6, 2014 - Ubisoft announces today a new technology PC gaming development partnership with NVIDIA that will bring players closer to their games than ever before.
Thanks to the power of NVIDIA GeForce GTX technology, including the just-released GTX 980 and 970 GPUs, this holiday’s long-awaited FPS, Far Cry 4 will look even more beautiful. By integrating NVIDIA’s GameWorks technologies, such as HBAO+ for realistic shadows, TXAA for cinema quality smoothness, as well as enhanced 4K support, Ubisoft is delivering cutting-edge content that allow PC players to become fully immersed in their gaming environments. In addition, Far Cry 4 also integrates NVIDIA Godrays technology so gamers can feel the sun beating down in the Himalayas, and NVIDIA HairWorks, for rendering the realistic, but deadly adversaries that will be encountered in the game.
Ubisoft also reveals Far Cry 4 PC system requirements:
- Supported 64-Bit OS: Windows 7 (SP1) x64 / Windows 8 x64 / Windows 8.1 x64 ·
- Processor: 2.6 GHz Intel Core i5-750 or 3.2 GHz AMD Phenom II X4 955 (2.5 GHz Intel Core i5-2400S or 4.0 GHz AMD FX-8350 or better recommended)
- RAM: 4 GB (8 GB or greater recommended)
- Video Card: 1 GB DirectX 11–compliant with Shader Model 5.0 or higher
- Supported Video Cards at Time of Release: AMD Radeon HD 5850 / 6000 / 7000 / R7 / R9 series
- NVIDIA GeForce GTX 460 / 500 / 600 / 700 / TITAN series \
- Sound Card: DirectX-compatible (5.1 surround sound recommended)
- DVD-ROM Drive: Dual-layer Hard Drive Space: 30 GB
- Peripherals Supported: Windows-compatible keyboard, mouse, optional controller (Xbox 360 Controller for Windows recommended)
- Multiplayer: 256 kbps or faster broadband connection ·
- Note: This product supports 64-bit operating systems only.
Laptop versions of these cards may work, but are not officially supported. For the most up-to-date minimum requirement listings, please visit the FAQ on our support website at support.ubi.com.
If you are wondering whether or not your PC can run Far Cry 4 smoothly at the highest settings, please run the NVIDIA GPU ANALYZER which detects your graphics hardware and compares it to the developer's recommended GPU specification for Far Cry 4. It's a quick and easy way to see if your graphics hardware will provide you with an optimal experience in Far Cry 4.
With Far Cry 4 players will experience the most expansive and immersive Far Cry ever, in an entirely new, massive open-world. Players will find themselves in Kyrat, a breathtaking, perilous and wild region of the Himalayas struggling under the regime of a despotic self-appointed king. Using a vast array of weapons, vehicles and animals, players will write their own story across an exotic open-world landscape. Developed by Ubisoft Montréal in collaboration with other Ubisoft studios, Far Cry 4 will be available worldwide on November 18 for PlayStation4 and PlayStation3 computer entertainment system, Xbox One, Xbox 360 games and entertainment system from Microsoft and Windows PC.
Subject: General Tech, Graphics Cards | October 29, 2014 - 06:12 PM | Scott Michaud
Tagged: ubisoft, assassin's creed
Ubisoft has integrated GameWorks into Assassin's Creed Unity, or at least parts of it. The main feature to be included is NVIDIA's Horizon Based Ambient Occlusion Plus (HBAO+), which is their implementation of Ambient Occlusion. This effect darkens areas that would otherwise be incorrectly lit with our current limitations of Global Illumination. Basically, it analyzes the scene's geometry to subtract some of the influence of "ambient light" in places where it is an unrealistic approximation (particularly in small crevices). This is especially useful for overcast scenes, where direct sunlight does not overwhelm the contribution of scatters and bounces.
The other features to be included are Temporal Anti-alising (TXAA), Percentage-Closer Soft Shadows (PCSS), and GeometryWorks Advanced Tessellation. TXAA and PCSS were both included in Assassin's Creed IV: Black Flag, alongside the previously mentioned HBAO+, so it makes sense that Ubisoft continues to use what worked for them. GeometryWorks is a different story. NVIDIA seems to claim that it is like DirectX 11 tessellation, but is better suited for use alongside HBAO+ and PCSS.
Assassin's Creed Unity will be available on November 11th.
Subject: General Tech | September 29, 2014 - 02:59 AM | Scott Michaud
Tagged: assassin's creed, pc gaming, ubisoft
Ubisoft's upcoming Assassin's Creed: Rogue is currently only announced for the Xbox 360 and PlayStation 3, but it might see a PC release, too. This is particularly weird because Rogue is scheduled to launch, for the two aforementioned consoles, on the same day as Assassin's Creed: Unity is scheduled for the Xbox One, PlayStation 4, and PC. Unless they are planning a delayed PC launch, PC gamers might receive two games, in the same franchise, on the same day.
I would have to expect that its PC release would need to be staggered though, right? I mean, how would they market two similar games at the same time? In particular, how would they market two fairly long, similar games at the same time? I mean, thanks Ubisoft, but it just seems like an unnecessary risk of market cannibalization.
About that evidence, though. PC Gamer apparently found reference to the title in the Brazillian software ratings board and the title was mentioned on one of Ubisoft's Uplay page for the PC. Those are pretty good pieces of evidence, although we need to take their word on it, which is implicitly trusting screenshots from NeoGAF. Also, PC Gamer really needs to link to the exact thread at NeoGAF because it was buried under the first several pages by the time I got there.
Assassin's Creed: Unity launches on November 11th, 2014 (not the 14th). Rogue -- maybe?
Subject: General Tech | July 29, 2014 - 06:55 PM | Scott Michaud
Tagged: ubisoft, watch_dogs, watch dogs, pc gaming
Today, Ubisoft has issued a patch for Watch_Dog that fixes bugs and performance issues. Mainly, it is designed to reduce stuttering with higher levels of texture quality, especially "High Textures". "Ultra Textures" could still have problems for "some players", but Ubisoft suggests that future updates to reduce stutter are in progress.
Without knowing much about the internal workings of the patch, I expect that it addresses hiccups when swapping textures. Loading textures into memory can take a significant amount of time, and overhead, but it is necessary if the one you need is not in there. As the size of each individual texture increases, fewer can be stored in the same memory space, leading to more swapping required (especially when it is difficult to tell what a user can see at any given point in time). Ubisoft might have found a more efficient organization (for lack of a better word that I can think of) for textures that allow "High Textures" to stay below their target memory footprint, but not "Ultra Textures", at least not frequently enough to call it fixed.
Of course, I could be entirely wrong.
This patch also addresses bugs with multiple network adapters, crashes, and error messages. According to Ubisoft forums, it is available now. It is not yet on their news blog, though.