Same here. i got the 360 version couple days ago just for the achievements. Didnt notice much of a difference.Originally Posted by NSPIV Go to original post
Load times are equally terrible on both platforms for example.
Xbox One looks slightly better, and there are no pop-ins like on 360, but other then that i felt they were the same.
i actually preferred 360 cause of the controller... Xbox One controller is pretty annoying for Trials.
LmfaoOriginally Posted by Barrybarfly Go to original post
It looks better than Evo and that's good enough for me. Gameplay takes precedence, but unfortunately all platforms do not have multiplayer etc.Originally Posted by Guunners Go to original post
I'm not sure what's so funny? Is there a joke I missed? *scratches head* The PS4 version is lightyears better than the 360 build (Heck it's better than the X1 build)...of course if people all connect their consoles to toasters and not high definition TVs then I guess Barry's statement would seem somewhat funny.Originally Posted by Camzarcar Go to original post
One thing I will mention is that to me the PC, X1 and PS4 version also play better and feel smoother. Is it a case of a higher sampling rate for physics, a matter of simplified geometry on the 360 build or other factors? I'm not the only person to have noticed this.
Next generation consoles are around 10x more powerful (graphics and compute capability) and have 16x more memory (512 MB vs 8 GB) than last generation consoles. That's a HUGE difference.
All cross generation games (BF4, CoD Ghosts, Titanfall, etc) look much better on next gen consoles. Next generation version has higher resolution, more detailed textures, better frame rate, more advanced lighting and particles, more decorative objects and small details. Trials Fusion doesn't differ in this regard, except that our Xbox 360 version doesn't compromise frame rate like the other games do. We are 60 fps also on Xbox 360. This was very important for us. We didn't want to compromise the game play.
We kept the game play identical in Xbox 360 version. The bike physics is using exactly the same code as next generation consoles, and the level driving lines are the same. Players can compare their times and share shortcuts/playing tips in forums (regardless of their console). We have all the same game modes and all the same levels on Xbox 360 version. In some other games, the levels are smaller or vastly simplified on Xbox 360 version (the game plays differently). In our game, if you learn a level on any console, you know it on all of them. I often play Xbox 360 and Xbox One side by side on my desk. If I can zero fault some extreme on Xbox 360, I can zero fault it on Xbox One as well (and vise versa). I can do all the medium/hard track time savers on both consoles as well. It's the same game on all platforms, only the graphics look better on next generation consoles. There's more stuff in background, more background animations, better quality lighting, higher resolution and higher texture quality. But nothing that affects the game play itself.
I want to emphasize that our Xbox 360 engine is actually improved from Trials Evolution. It can now handle slightly more active physics objects, slightly more light sources and slightly higher level complexity levels. The level editor file size limit is also increased compared to Trials Evolution. Fusion allows you to do more complex creations on Xbox 360. We spend more time and effort to optimize Xbox 360 than any other platform.
The next generation consoles obviously have even higher editor complexity limits, because the consoles are 10x more powerful (to process more objects and physics) and have 16x more memory (to store the level). You can push more physics stuff, more lights and more objects without the game slowing down. In our levels we used this extra performance and memory solely to make the level backgrounds look better (more dynamic stuff, more decorative objects). We wanted the game play to be identical between the platforms.
Two thumbs up!Originally Posted by sebastianaalton Go to original post
Ah, I suspected as much. It seemed to be handling physics in my skill game better, it does still have trouble if there are multiple collisions to process but I can work around it now and optimize where possible..I want to emphasize that our Xbox 360 engine is actually improved from Trials Evolution. It can now handle slightly more active physics objects, slightly more light sources and slightly higher level complexity levels. The level editor file size limit is also increased compared to Trials Evolution. Fusion allows you to do more complex creations on Xbox 360. We spend more time and effort to optimize Xbox 360 than any other platform.
As for file size, I've got plenty of code and objects and am where I'd hit the limit in Evo, but still no warning, so it's good this is confirmed and I can go crazy with detail!
I'm looking forward to showing you guys actually, a big step up from my Evo work and it's partly to do with the engine improvements, and now file size limit increase too.
It's a shame some notable limitations from Evo remain, but I have been having a blast in the editor. Blazed through the campaign in one day and have been building obsessively since. We do desperately need more objects though. The lights turn off under restrictive conditions too (probably not so restrictive on the better hardware I'm guessing), but stadium light abuse has made it not too much of a concern.
Darn. Well, it's to be expected really. However, I have design talent on my side, you'll seeThe next generation consoles obviously have even higher editor complexity limits, because the consoles are 10x more powerful (to process more objects and physics) and have 16x more memory (to store the level). You can push more physics stuff, more lights and more objects without the game slowing down. .![]()
Originally Posted by sebastianaalton Go to original post
Its cool to know all this stuff. That means us next generation editors have less complexity limits compared to the 360 then? I have been unclear on that one.
Im on ps4 and it the game runs and looks great for me. I do wonder however how much the game was held back simply because of including the 360 version.... hmmm...
Example: Riding along the blimps on Blimp my Ride is noticeably worse on 360 than say PS4. The rider never properly contacts it in any version (not a good drive line object), but it is more pronounced on the 360. Is this simply due to the scale/resolution then making the distance/gap between the rider and riding surface appear greater (even if its the same)? Is it placebo? I'm not trying to be argumentative or undermine what Seb is saying...just reporting my observations.
Detailed response was very much unexpected and also appreciated![]()
Great!! Finally some explanations about the 360 version!! Thanks!!
The 360 game runs really smooth, except for those random mini freezes/lags and the tire/suspension giltch...
On 360 I never noticed screen tearing but on the PC I noticed it frequently, so you have done a great job about that on 360.
At the moment probably the most annoying thing is.... (watch video below) Any plans on fixing it?