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ScrewyAurum

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It was happening to me too since the launch. Network activity would show continuous download while game loaded and it would stay there for almost 5 min. Then I changed my ISP and connection to 10MB and its been fine so far. The game really is an unoptimized mess.

 

EDIT: This was the 100 page thread I was telling aman about the other day

 

http://answers.ea.com/t5/Titanfall/March-20th-update-Connection-Issues-for-Xbox-One-and-PC/td-p/2484896

 

Bunch of guys on PC and Xbone have been facing this issue from day 1.

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No issues.. whatsoever for me...

 

Only don't find plyrs in SEA region... atleast for CTF, Hardpoint easily...

 

Switch to a Europe server.. and get into matches quickly....in any mode...

 

Yeah player count has been dropping steadily on PC in some regions, I'm seeing same people again and again. Doesn't seem to have the staying power of CoD which is shame.

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DF analysis up. Xbox 360 ver runs as good as the xbone ver.

 

There are times when the game feels uncannily

close to the Xbox One version (especially

during the less taxing training session) and

across the entirety of the clips measured

above, we end up with a 46.5fps average - not

bad at all. However, different levels exert varying degrees of stress upon the engine, and

as you can see from the analysis, performance

is variable, perhaps explaining the "above

30fps" marketing. That said, frame-rate does

creep below on rare occasions (similar to Xbox

One, we can see the odd freeze - a small clutch of duplicate frames) but there's nothing game-

breaking. In summary, after a day with the Xbox 360

game, the big takeaway here is that this is

Titanfall, and it does appear to be feature-

complete on the older console. With just one

tenth of the available RAM and far less capable

silicon, it's safe to say that Bluepoint Games has more than exceeded expectations.

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Iam playing GZ on 360 and it looks stunning on 360..Xbox 360 mein ab bhi jaan hai :D

 

 

Anyway, here's the link to full Titanfall DF article

http://www.eurogamer.net/articles/digitalfoundry-2014-titanfall-xbox-360-performance-analysis

 

 

Let's begin with rendering resolution. The Xbox One version ships at 1408x792 with 2x multi-sampling anti-aliasing - a sub-native presentation for a console aimed at the era of the 1080p display. There are few surprises with the Xbox 360 version, which adopts a strategy similar to the Call of Duty titles on older Microsoft hardware. There's a 1040x600 native resolution here, backed up by 2x MSAA. It's a set-up that allows Bluepoint to cram the framebuffer into the 360's 10MB of eDRAM, effectively allowing it to use the hardware anti-aliasing for free with no performance penalty.

 

We'll go into more depth on the various differences between the three available versions of Titanfall later this week, but initial impressions suggest that Bluepoint has done well in retaining the majority of the geometry detail of the Xbox One version. There's a necessary reduction in texture detail compared to the other versions, but nothing that overtly compromises the look of the game.

http://www.eurogamer.net/articles/digitalfoundry-2014-titanfall-xbox-360-performance-analysis

 

 

Great Job by BluePoint games :)

 

 

Xbox One vs Xbox 360

 

 

 

Xbox 360

 

_1396846372.jpg

 

 

Xbox One

 

_1396846383.jpg

 

 

 

Xbox 360

 

_1396846683.jpg

 

 

Xbox One

 

_1396846714.jpg

 

 

 

Xbox 360

 

TF-360-4.png

 

 

Xbox One

 

Titanfall-Xbox-One-Screen-Shot-2014-03-1

 

 

 

 

 

***********************************************************

 

 

XBOX ONE VS X360 VS PC

 

 

360_000.bmp.jpg

XO_000.bmp.jpg

PC_000.bmp.jpg

 

 

 

360_003.bmp.jpg

XO_003.bmp.jpg

PC_003.bmp.jpg

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