Future of FS21 graphics?

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RODHA
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Re: Future of FS21 graphics?

Post by RODHA » Thu Nov 14, 2019 2:51 pm

First of all thank you very much Stegei for this detailed explanation. Now I can understand the background.
However, I really don't fell sorry how I felt about this issue and what I said before.
Because, you usually don't make that kind of detailed explanations and this allows us to make up our own stories and stick with them.
Sometimes they are right sometimes not.

Nevertheless, I really don't think we deserve being kept in the dark that much.
And by "us" I mean all the people making time to wonder around in this forum although they already have a busy schedule with work and life.
We value this game that much and if you don't value us enough to make such explanations in an ordinary basis, that becomes quite frustrating.
Lars came to change that. Didn't happen. Chris came to change that. Didn't happen either. I hope someday it does.
PS4 / FS19

eric21
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Re: Future of FS21 graphics?

Post by eric21 » Thu Nov 14, 2019 3:56 pm

I think chris does it well

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malachi6
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Re: Future of FS21 graphics?

Post by malachi6 » Thu Nov 14, 2019 4:05 pm

RODHA wrote:
Tue Nov 12, 2019 8:09 am
Richard Dower wrote:
Mon Nov 11, 2019 11:33 am
...but i wonder if folks with 2070 and above could be treated to an ultra quality mode with enhanced visuals.
Good luck with that.

FS17 had 4K support for PS4 Pro. They removed that feature in FS19 with the excuse of "performance issues" on the hardware side.

However, that is lie with a long tail because my PS4 Pro's cooling system was screaming in FS17 at 4K and it is not even going above idle in FS19 at 3K. So, it is not a hardware performance issue it is simply a Giants mess up on their graphics engine.

And whatever the reason, if a game developer is taking a step backwards on the new version of their game then there is really not much to hope for the future.
Evidence of a lie is your personal experience?

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Riven326
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Re: Future of FS21 graphics?

Post by Riven326 » Thu Nov 14, 2019 4:16 pm

Stegei wrote:
Thu Nov 14, 2019 2:27 pm
FS19 has many new rendering features that FS17 didn't have, like Depth of Field, Bloom, HDR, volumetric lighting, improved global illumination, alpha to coverage, etc. which simply take much more GPU power. And the performance cost of those features is mostly directly proportional to the number of pixels rendered. So, even though we did make many performance optimization since FS17, the PS4 Pro was still not powerful enough to handle all the new rendering features at 4k. So we had the choice to either reduce the rendering quality or reduce the resolution to 3k. We thought that reducing to 3k rather than reducing the rendering quality has a much smaller impact on the overall image quality, so we went for this approach.

A similar "issue" is with the shadow quality. Farming Simulator 19 has a larger shadow draw range and it has less flickering of the shadows when rotating the camera compared to FS17. This however comes with the draw back, that the shadows are slightly less high resolution, which most people see as a step back from FS17. However, when locking at the overall result, especially when in motion, I think the quality of the shadows is better in FS19 than in FS17.

As for the number of thread used. FS19 was developed with dual core CPUs still making up about 40% of the PCs in use, and about 40% with 4 cores. Dependent on the workload, FS19 can use up to about 3 cores fully and about 1.5-2 cores in the average case (if not GPU bound, which is actually the most regular case). The console version (due to the more low level access to the hardware), usually fully utilizes about 3-4 cores.
We are of course developing our tech further to use more cores to also move along with the trend of the players' hardware (although more than 70% of the PC players still don't have more than 4 cores).
Thank you for the detailed explanation. The lack of any kind of anti-aliasing solution on the consoles is the biggest drawback to the visual presentation of the game. It sticks out like a sore thumb because of the HDR lighting and the high contrast.

Edit: not sure if AA exists on base consoles. I play on Pro and there is no AA.
Last edited by Riven326 on Fri Nov 15, 2019 4:01 am, edited 1 time in total.

Skunkworks
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Re: Future of FS21 graphics?

Post by Skunkworks » Thu Nov 14, 2019 4:48 pm

I am OK with current graphics... Although textures may still improve.. I am more hoping for updated physics and sounds... Not only engine sounds but all other sounds... Metal on metal when buckets move, or you attach implements etc.
Last edited by Skunkworks on Thu Nov 14, 2019 7:21 pm, edited 1 time in total.

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Riven326
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Re: Future of FS21 graphics?

Post by Riven326 » Thu Nov 14, 2019 6:29 pm

Skunkworks wrote:
Thu Nov 14, 2019 4:48 pm
I am OK with current graphics... Although textures may still improve.. I am more hoping for updated physics and sounds... Not only engine sounds but all other sounds... Metal on metal when bukets move, or you attach implements etc.
That would be great. One of the coolest things is hearing the metal tracks squeak on the Fiat 165. It's those little details that make the equipment fun to use.

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redglasses
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Re: Future of FS21 graphics?

Post by redglasses » Fri Nov 15, 2019 12:55 am

Skunkworks wrote:
Thu Nov 14, 2019 4:48 pm
I am OK with current graphics... Although textures may still improve.. I am more hoping for updated physics and sounds... Not only engine sounds but all other sounds... Metal on metal when buckets move, or you attach implements etc.
This, this is what we need. Love the name btw.
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svkb
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Re: Future of FS21 graphics?

Post by svkb » Fri Nov 15, 2019 5:00 pm

this_is_gav wrote:
Thu Nov 14, 2019 11:15 am
Remember that FS is a unique game in that the playable area is constantly changing. No other game has that.


I'm certain FS is multi-threaded. Maybe it doesn't use all cores and threads (I know it's not easy to program to use between 2 and potentially 64 threads), but I'm certain it uses more than one. Monitor performance with and without script mods (don't just disable them, remove them from your mod folder). With a bundle of scripts one thread does look higher than others (as I said, I'm pretty sure that script mods are limited to a single thread, which will be why a single core or thread looks more loaded than others).
You're probably right, I do see occasions where I have several threads ramping up even though nothing else is running. (I've confirmed this through task manager) I just didn't think that scripts would take that much processing horsepower for 1 single thread to be that much more "active" than the others.
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