Need For Speed (2015)

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Have they said anything about what fps the game will be running at on consoles/PC?

I'm fairly confident we'll be seeing a locked rate of 30 FPS (definitely for consoles). PC, I think it'll be the same too sadly.
 
See now I've never really been a NFS kinda guy, not since the days of PS2 NFS's anyway but even me I have to look at the trailer and just be stood there gobsmacked at the graphics of the thing.

I don't currently have a next gen console but if I do get one I'm sure that will be one of the first games I look at.
 
I'm fairly confident we'll be seeing a locked rate of 30 FPS (definitely for consoles). PC, I think it'll be the same too sadly.

Yeah that wouldn't surprise me, 30fps seems unacceptable for next gen games. Isn't Forza 5/6 running at 60?
 
Yeah that wouldn't surprise me, 30fps seems unacceptable for next gen games. Isn't Forza 5/6 running at 60?

I think FM5/6 run at a stable 60 FPS, yes. I don't know what's up with this generation though. You have plenty of developers going for jaw-dropping graphics but some have been compromising the frame rate to the 30. To add to that you have the whole resolution fiasco going on with the Xbox One and the PS4.
 
I think FM5/6 run at a stable 60 FPS, yes. I don't know what's up with this generation though. You have plenty of developers going for jaw-dropping graphics but some have been compromising the frame rate to the 30. To add to that you have the whole resolution fiasco going on with the Xbox One and the PS4.
Didn't it all start with Driveclub?
 
If this game doesn't have trunk audio, neons and hydraulics I'm not buying it.

/sarcasm

Seriously though this is looking to be as good as Underground 1 in terms of customization at least. Not quite UG2 yet. I just fired up UG2 on my old PC today and the amount of stuff you can change in that game (inside and outside - remember the customizable tach?) is mind boggling. I think I spent 1 hour just customizing one car, then another hour messing around with the dyno. So. Much. Fun.

As for the 30 vs 60 FPS, I think it's EA's shortcut way of keeping the NFS sense of speed. 60 FPS is smoother and you don't get that "NITRO ENGAGE WARP NOW!!!" feeling that NFS games are famous for. Personally, I'm not too fussed with frame rate if the game's not a sim.
 
I think FM5/6 run at a stable 60 FPS, yes. I don't know what's up with this generation though. You have plenty of developers going for jaw-dropping graphics but some have been compromising the frame rate to the 30. To add to that you have the whole resolution fiasco going on with the Xbox One and the PS4.
You expected solid 60FPS with these graphics?
Need-for-Speed-Rubrica-02-1024x576.jpg
 
I do agree PC games should never be frame limited to 30FPS unless anything higher caused major glitches with the game.
 
Unfortunately, I doubt it'll be 60fps on PC. EA don't really care about PC gaming, they go for console parity and ports, I wonder ever how good the NFS15 PC port will be because it's not being independantly developed, it has to be paired with consoles and thus "capped" so 30FPS it is. It's awesome and strange that FM6 is managing to go 1080P 60FPS and yes it's a track racer as opposed to NFS15 open world but, clearly the level of detail in FM6 on 500 cars and 26 tracks and night and rain racing is more demanding than what, 40 cars, only at night racing and a world as big as, well, twice that of carbon didn't they say? Which TBH doesn't sound very big to me, unless they meant twice the size of rivals then that's better. But yeah it surprises me that EA are not at the frontline, and trying to push 1080p /60fps themselves.
 
Unfortunately, I doubt it'll be 60fps on PC. EA don't really care about PC gaming, they go for console parity and ports, I wonder ever how good the NFS15 PC port will be because it's not being independantly developed, it has to be paired with consoles and thus "capped" so 30FPS it is. It's awesome and strange that FM6 is managing to go 1080P 60FPS and yes it's a track racer as opposed to NFS15 open world but, clearly the level of detail in FM6 on 500 cars and 26 tracks and night and rain racing is more demanding than what, 40 cars, only at night racing and a world as big as, well, twice that of carbon didn't they say? Which TBH doesn't sound very big to me, unless they meant twice the size of rivals then that's better. But yeah it surprises me that EA are not at the frontline, and trying to push 1080p /60fps themselves.
Erm, yeah. About that. EA isn't the only current-gen game company doing something like that.

And regarding FM6...

Remember that it is a track racer, where the zones are smaller and straightforward, with tracks being preloaded and all that, which means allowance to put better detail in many aspects in the game. But hey, whatever floats your boat. Not every game can be Forza.

Also... Forza isn't going to be ported on PC, so how does that pertain to NFS PC?
 
Concerning the FPS and how all current gen games aren't 60FPS. 60FPS is a big feature, so if it was possible 100% of the time, dont you think publishers would opt for it? Some people seem to be confusing this current gen and thinking they are some sort of super computers.

I've noticed that the games that are particularly beautiful, vast, or have a lot of features, are being brought down to 30fps, and the ones that try to push it to 60fps usually end up with frame rate issues. There has to be some trade off somewhere, and I dont think people realize that.
 
Concerning the FPS and how all current gen games aren't 60FPS. 60FPS is a big feature, so if it was possible 100% of the time, dont you think publishers would opt for it? Some people seem to be confusing this current gen and thinking they are some sort of super computers.

I've noticed that the games that are particularly beautiful, vast, or have a lot of features, are being brought down to 30fps, and the ones that try to push it to 60fps usually end up with frame rate issues. There has to be some trade off somewhere, and I dont think people realize that.
I have noticed, but at most gaming communities, so many people expect 60 FPS everywhere with this current-gen of game consoles, unfortunately.

While 30 FPS does seem a tad bit sluggish to some whenever it comes to racing games, I don't really mind at all.
 
I have noticed, but at most gaming communities, so many people expect 60 FPS everywhere with this current-gen of game consoles, unfortunately.

While 30 FPS does seem a tad bit sluggish to some whenever it comes to racing games, I don't really mind at all.
I don't think it feels sluggish at all, but you do definitely notice a difference when you go back to a 60fps racing game.
 
I have noticed the difference between 30 and 60 but as long as the games I play can maintain 20FPS I am happy.
 
Erm, yeah. About that. EA isn't the only current-gen game company doing something like that.

And regarding FM6...

Remember that it is a track racer, where the zones are smaller and straightforward, with tracks being preloaded and all that, which means allowance to put better detail in many aspects in the game. But hey, whatever floats your boat. Not every game can be Forza.

Also... Forza isn't going to be ported on PC, so how does that pertain to NFS PC?

The comparison was made with the number of cars on screen at once, (24, almost more than likely double that on NFS15), the level of detail in each of the 24 cars compared to NFS15's cars, which still look good, but not as higher poly, the fidelity of the actual track, let's take...nurburgring as the "biggest" environment to load in terms of physical space, throw in a night/wet race with all 24 cars lights on, raining, dark, around that huge track, and then throw in the 1080/60fps number and tell me that's not impressive? Once again, not fangirling forza, just making a valid technical example.

Like i said, i know it's not an "Open" world game, but NFS15 is only twice the size of rivals which wasn't very big anyway, throw in lower detail environments, cars, fewer cars on screen at once and less detail all round, I would hope they attempt to push 1080/60 on the PS4/X1/PC altogether. I think, leveling them next to each other, I would rather play at 900p 60 than 1080/30. I think leveling the detail next to each other too, both games come out even in terms of processing power, but what do I know? Only as much as something like FH2 or Rivals which glitched out when forced higher than 30.

However, FH2 did a clever job in using it's sense of speed to make it look like a fake "60" which really made the game feel very very solid at 1080 30, probably one of the best examples i can recall on consoles, after a while, you sometimes forget it's running 30.

TL;DR However I realise there is much more "action" going on in NFS15 so that probably tanks the framerate below 60 or more so perhaps that is where the line is lain. So in that case, they should go for 1080/30 on consoles and 1080/60 and PC and none of this "we didn't program the physics or engine to run more than 30" because, in 2015 who the FF programs an engine around the frame rate?! That's like 15+ year old technology at least. I hope for my case, on PC, we allowed the best.
 
The comparison was made with the number of cars on screen at once, (24, almost more than likely double that on NFS15), the level of detail in each of the 24 cars compared to NFS15's cars, which still look good, but not as higher poly, the fidelity of the actual track, let's take...nurburgring as the "biggest" environment to load in terms of physical space, throw in a night/wet race with all 24 cars lights on, raining, dark, around that huge track, and then throw in the 1080/60fps number and tell me that's not impressive? Once again, not fangirling forza, just making a valid technical example.

Like i said, i know it's not an "Open" world game, but NFS15 is only twice the size of rivals which wasn't very big anyway, throw in lower detail environments, cars, fewer cars on screen at once and less detail all round, and I see no reason why they can not attempt to push 1080/60 on the PS4/X1/PC altogether. I think, leveling them next to each other, I would rather play at 900p 60 than 1080/30. I think leveling the detail next to each other, both games come out even in terms of processing power, but what do I know? Only as much as something like FH2 or Rivals which glitched out when forced higher than 30.

TL;DR However I realise there is much more "action" going on in NFS15 so that probably tanks the framerate below 60 or more so perhaps that is where the line is lain. So in that case, they should go for 1080/30 on consoles and 1080/60 and PC and none of this "we didn't program the physics or engine to run more than 30" because, in 2015 who the FF programs an engine around the frame rate?! That's like 15+ year old technology at least. I hope for my case, on PC, we allowed the best.
Still comparing Forza 6 to NFS? Firstly, even the Nurburgring would take less time and resources to load than an entire city, you don't know how detailed the cars are in NFS, there can be 20+ cars on screen in NFS in online multiplayer if a number that high is supported.
 
Still comparing Forza 6 to NFS? Firstly, even the Nurburgring would take less time and resources to load than an entire city, you don't know how detailed the cars are in NFS, there can be 20+ cars on screen in NFS in online multiplayer if a number that high is supported.

Yes I am but not in the way you think I am. I am in comparison to the example I just gave with 24 cars, night, rain, a huge track, plus all the sound assets, plus say an endurance setting, that is quite a technical demand if it works out. If you read my whole post you'd see i said i realise NFS is open world, but it's not actually that big, plus the draw distance looks tiny in all the gameplay we've seen so far versus FM6 that renders very, very far. Also, lol, a nfs game with 20+ car multiplayer? It will be 10-12, tops. If The Crew can only render the first 8 players around you, I doubt NFS15 will push it to 16 in an open freeroam online, let alone more than 20.

You seem to be missing the point, in terms of quality, the cars of forza are probably double, at least, that of NFS cars and 24 on them at once plus all the above, that's a lot of processing. Just because a game is open world doesn't mean it's any more demanding, hell, the majority of open world games are not demanding at all, no NFS game is demanding.

My compromise was that of the level of "action" involved in the NFS open world, which in my eyes and industry experience, probably levels it out. They probably tried 60 and realised it can't handle it, so have capped it to 30 on consoles. My other point was that i hope it's not on PC, as this game could be ran in 4k 60 easily from what i've seen graphics wise.

I could be wrong...maybe FM6 will run like arse and NFS15 will run perfectly fine without issue at 60? Always possible when it comes to technical jumps, I personally don't believe T10 can achieve 1080/60 all the time, consistantly, so i'll wait and see for my self.

Any way moving on.

I find my self stalking the NFS instagram now lol, am eager for more info on those exhausts.
 
it seems that someone think that Forza 6 uses 1 million polygons models in-game, if all goes well it will use 60K/100K polygons models in-game for all of the 24 cars on track, game with less cars on track can use cars with much more polygons in-game like Driveclub (250K) and maybe the new NFS
 
The comparison was made with the number of cars on screen at once, (24, almost more than likely double that on NFS15), the level of detail in each of the 24 cars compared to NFS15's cars, which still look good, but not as higher poly, the fidelity of the actual track, let's take...nurburgring as the "biggest" environment to load in terms of physical space, throw in a night/wet race with all 24 cars lights on, raining, dark, around that huge track, and then throw in the 1080/60fps number and tell me that's not impressive? Once again, not fangirling forza, just making a valid technical example.
Not really at all that valid actually. All Nurburgring has in game is the road, the AI opponents, trees, barriers, and mountains in the background. The environment in NFS2015 has the road, the AI opponents, trees, barriers, buildings, traffic cars, police cars, and many other elements that a city would have (such as traffic lights).

Like i said, i know it's not an "Open" world game, but NFS15 is only twice the size of rivals which wasn't very big anyway, throw in lower detail environments, cars, fewer cars on screen at once and less detail all round, I would hope they attempt to push 1080/60 on the PS4/X1/PC altogether. I think, leveling them next to each other, I would rather play at 900p 60 than 1080/30. I think leveling the detail next to each other too, both games come out even in terms of processing power, but what do I know? Only as much as something like FH2 or Rivals which glitched out when forced higher than 30.

However, FH2 did a clever job in using it's sense of speed to make it look like a fake "60" which really made the game feel very very solid at 1080 30, probably one of the best examples i can recall on consoles, after a while, you sometimes forget it's running 30.
It's still larger than most open-ended racing games. There is a lot of detail to be thrown about in this game, if you haven't noticed, with the wet weather effects on the road and the cars, as well as reflections and whatnot.

TL;DR However I realise there is much more "action" going on in NFS15 so that probably tanks the framerate below 60 or more so perhaps that is where the line is lain. So in that case, they should go for 1080/30 on consoles and 1080/60 and PC and none of this "we didn't program the physics or engine to run more than 30" because, in 2015 who the FF programs an engine around the frame rate?! That's like 15+ year old technology at least. I hope for my case, on PC, we allowed the best.
Which is why they cap it at 30 FPS, to retain a stable flow throughout the entire game.
 
it seems that someone think that Forza 6 uses 1 million polygons models in-game, if all goes well it will use 60K/100K polygons models in-game for all of the 24 cars on track, game with less cars on track can use cars with much more polygons in-game like Driveclub (250K) and maybe the new NFS

Out of 600+ of the FM4 cars, polycount ranged from 60-70,000 ing ame which some being more actually RACING in game. FM5 doubled this again to probably 140,000 per model and FM6 in game probably doubles this again nearly to maybe 280,000-300,000+ let alone forza vistas in FM6 are probably going to exceed 2,000,000+.

So 24 cars, night, rain, huge train, lights and wet particles puddles and splashes with anywhere from 300,000+ polys minimun to more than 350K in some cases, that's some serious stuff for 24x the number. i actually think they are aiming for about 400K per car in game for FM6 but that's just rumour so far

Driveclubs numbers are impressive but I'll eat my hat if NFS15 comes anywhere near 150K per model, let alone traffic and cops and geometry.

@GrandeaGTR i respect your points although i think you are giving NFS15 too much expectation of detail levels, guess we shall see.

I am not saying the game looks ugly, at all, it actually looks great, sweaty cars aside...I'm more interested in gameplay now.
 
it seems that someone think that Forza 6 uses 1 million polygons models in-game, if all goes well it will use 60K/100K polygons models in-game for all of the 24 cars on track, game with less cars on track can use cars with much more polygons in-game like Driveclub (250K) and maybe the new NFS
Do you have a source for these number's you're throwing? Forza 3 was using around 50k poly models in-game, So I'm willing to assume that you're numbers are far from accurate. However, I'll retract if you can provide the source for that.

Not really at all that valid actually. All Nurburgring has in game is the road, the AI opponents, trees, barriers, and mountains in the background. The environment in NFS2015 has the road, the AI opponents, trees, barriers, buildings, traffic cars, police cars, and many other elements that a city would have (such as traffic lights).
Nurburgring is going to have to render the 24 opponents, the superior physics in comparison to this game, landscape, and weather(with puddles and wet effecting physics).

NFS is going to be rendering the open world(which is most likely the most resource consuming thing), landscape, AI opponents(which we have no count for yet.) The traffic and police cars can be thrown in with AI opponents, because there is only going to be a certain amount aloud on screen at one given time. I'm not sure why traffic lights where thrown in there, lol. It seems like you're just grasping there. Also, what other elements are you talking about? Did you also just throw that in there for the heck of it to try to bring out your point? I'm also not sure if NFS is going to have weather, though.

Either way, the major difference here is that one is open world and one isn't, that's a big difference on its own.


It's still larger than most open-ended racing games.
Which ones?

There is a lot of detail to be thrown about in this game, if you haven't noticed, with the wet weather effects on the road and the cars, as well as reflections and whatnot.
Also, all these things are rendered in the game you're using as a comparison.
 
But DO you have a source for the polygon numbers for each car for Forza games?

Based on this:

http://www.polycount.com/forum/showthread.php?t=126662

(Scroll down to FM3 and FM4) and based on the progressive advancements of next gen hardware...I'd say my poly count numbers are very accurate, if FM3 in game game cars were around 47,000, a 60-70,000 average for FM4 probably is about exact, and if vista car range from 500-800k polys then in game in probably 10th of of that number depending on cars. With FM5 once can only assume the number is at least doubled if not tripled, and FM6 adds maybe another 25% or more on average.

Seeing as FM4 vista cars were "prototypes" by T10 own admissions for FM5 on X1 it's save to say each car is way over the 150k mark in game, and FM6 is more than likely a lot higher than driveclubs 250k.
 
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