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Performance Analysis: F1 2015

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  • Performance Analysis: F1 2015

    UPDATE 11/7/15 2:00pm: A closer look at F1 2015 suggests that the Xbox One version of F1 2015 is actually running at 1440x1080, not the 900p the developer has previously suggested. It's an extra eight per cent of resolution over 900p, but more importantly, it limits upscaling artefacts to the horizontal axis only, in part explaining why image quality looks better than expected. We've also revised our comments on texture filtering as the situation here is a little more complex than previously thought.
    Original story: F1 2015 is an enticing prospect for fans of Codemasters' racing series. Built using a reworked version of its existing Ego engine, this year's instalment is the first driving game from the studio that targets 60fps since the Colin McRae Rally titles on PS2 and the original Xbox. PS3 and Xbox One saw a prevalence of 30fps caps, but with the new wave of consoles there's a sense that things are starting to change - that there's more of a focus on 60fps gameplay in genres that particularly stand to benefit from smoother, more responsive action.
    We'll be taking a closer look at F1 2015 in our upcoming Face-Off (we only received PC code yesterday), but an early look at the game on PS4 and Xbox One reveals some good intentions let down by clear technical shortcomings in the race to achieve the desired 60fps. First impressions start positively enough, as F1 2015 comfortably delivers a significant graphical upgrade over last-gen instalments in the series: trackside scenery is rich with minor detail, while the cars are meticulously modelled right down to the joints that hold the suspension rods in place. F1 2015 uses a mixture of different texture filtering techniques for varying elements in the presentation - sometimes we see a near flawless blend in the overall presentation, but other times the overall effect is not quite so impressive. It seems that some elements in the scene use 4x or 8x anisotropic filtering, while the road appears to use inexpensive trilinear filtering - which is fine as it's mostly a blur in motion.
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