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-Both competing next gen consoles have wins depending on the game being tested, PS5 slightly better overall
-SX/SS are way better than older xbox stuff where input latency was usually worse
-BC games are the same as they were before but now operating at their best case scenario due to the BC performance improvements, example of doom 2016 pre/post patch where xbox was behind on the disc code but the current patch has them completely even
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[*]Native 4K/60fps on Series X. One of the cleanest games they've seen.
[*]1800p/60fps on PS5
[*]1080p/60fps on Series S.
[*]Series X has Ultra Textures and High Shadows.
[*]PS5 has Ultra Textures and Medium Shadows.
[*]Series S has High Textures and Low Shadows.
[*]Framerate is close to perfect on all platforms, with a few exceptions.
[*]Load times are virtually identical on all next-gen platforms, with PS5 typically coming in about 1/2 a second faster.
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The Medium is available on both Xbox Series X and Series S as well as PC, meaning that this is the first title we've played that cannot run on prior generation Xbox One hardware - and that makes sense, factoring in the unique presentation. Resolution-wise, The Medium uses dynamic resolution scaling with a wider variation than is typical, most likely due to the dual viewport display used throughout the game. While exploring the world in full-screen, resolution tops out at native 4K on Series X and 1080p on Series S: during these segments, DRS scaling averages out to roughly 1440p on X and 900p on Series S. However, when exploring in split-screen mode, the minimum resolution drops further. On Series X, the lowest case is around 900p while the Series S equivalent is 648p. ";i:1;a:4:{s:3:"tag";s:1:"u";s:6:"option";N;s:8:"original";a:2:{i:0;s:3:"[U]";i:1;s:4:"[/U]";}s:8:"children";a:1:{i:0;s:118:"Remember, the game is literally rendering two independent scenes at the same time, explaining the drops in pixel count";}}i:2;s:961:".
In terms of the ray tracing support, The Medium features RT reflections - but only in certain locations and only on Xbox Series X and PC - with Series S dropping back to more conventional screen-space reflections. They do the job, but simply cannot reproduce detail that isn't present in the current camera view, so detail can to vanish in some scenarios. There are other differences between Xboxes as well: shadows, for instance, are rendered at a lower resolution on Series S. All shadows in The Medium are traditional rasterised shadows, it should be noted, rather than ray traced shadows - with the exception of shadows visible within a ray traced reflection. That said, the reliance on fixed camera angles helps avoid artefacts often associated with traditional shadow maps and the result is superb. Shadows dance around as your flashlight passes across the scenery, while Unreal Engine 4 contact shadows are also used to improve close proximity detail.
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Новый крузис, похоже ";i:4;a:4:{s:3:"tag";s:3:"url";s:6:"option";N;s:8:"original";a:2:{i:0;s:5:"[URL]";i:1;s:6:"[/URL]";}s:8:"children";a:1:{i:0;s:142:"https://www.dsogaming.com/pc-performance-analyses/the-medium-cannot-run-with-constant-60fps-on-the-rtx3080-even-at-1080p-high-rt-off-settings/";}}i:5;s:1:"
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The Medium cannot run with constant 60fps on the RTX3080, even at 1080p/High/RT Off settings
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Два игоря сразу только Wii U могла рендерить :reggie:";}, 1701116101, 1714602045
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PS5 has a more consistent framerate.
XSX loads faster but weirdly almost 3 times faster than PS5 (Backwards compatibility could be the issue)
XSS : Dynamic 1080p
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Params: post, 830099, a:3:{i:0;a:4:{s:3:"tag";s:5:"media";s:6:"option";s:7:"youtube";s:8:"original";a:2:{i:0;s:15:"[MEDIA=youtube]";i:1;s:8:"[/MEDIA]";}s:8:"children";a:1:{i:0;s:11:"IukT233YwlE";}}i:1;s:1:"
";i:2;a:4:{s:3:"tag";s:5:"quote";s:6:"option";N;s:8:"original";a:2:{i:0;s:7:"[QUOTE]";i:1;s:8:"[/QUOTE]";}s:8:"children";a:1:{i:0;s:1248:"Xbox Series X uses a dynamic resolution with the highest native resolution found being approximately 3456x1944 and the lowest native resolution found being approximately 2261x1272. On Xbox Series X a form of temporal reconstruction is used to increase the resolution up to 3840x2160.
Xbox Series S uses a dynamic resolution with the highest native resolution found being approximately 2304x1296 and the lowest native resolution found being approximately 1536x864. On Xbox Series S a form of temporal reconstruction is used to increase the resolution up to 3840x2160.
PS5 uses a dynamic resolution with the highest native resolution found being approximately 3008x1692 and the lowest native resolution found being approximately 2112x1188. On PS5 a form of temporal reconstruction is used to increase the resolution up to 3840x2160.
The native rendering resolution changes often on PS5 and Xbox Series X. The native rendering resolution on Xbox Series S seems to usually be below 1920x1080.
PS5 and Xbox Series X have some graphical improvements compared to the Xbox Series S such as extra trees and foliage, some higher quality textures and an improved draw distance for some shadows. PS5 has improved texture filtering compared to Xbox Series X";}}}, 1701116101, 1714602045
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INSERT INTO xf_bb_code_parse_cache
(content_type, content_id, parse_tree, cache_version, cache_date)
VALUES (?, ?, ?, ?, ?)
ON DUPLICATE KEY UPDATE parse_tree = VALUES(parse_tree),
cache_version = VALUES(cache_version),
cache_date = VALUES(cache_date)
Params: post, 830100, a:1:{i:0;a:4:{s:3:"tag";s:5:"media";s:6:"option";s:7:"youtube";s:8:"original";a:2:{i:0;s:15:"[MEDIA=youtube]";i:1;s:8:"[/MEDIA]";}s:8:"children";a:1:{i:0;s:11:"JNS8qszbo0U";}}}, 1701116101, 1714602045
Run Time: 0.000399
INSERT INTO xf_bb_code_parse_cache
(content_type, content_id, parse_tree, cache_version, cache_date)
VALUES (?, ?, ?, ?, ?)
ON DUPLICATE KEY UPDATE parse_tree = VALUES(parse_tree),
cache_version = VALUES(cache_version),
cache_date = VALUES(cache_date)
Params: post, 830283, a:2:{i:0;s:21:"Дрыще-Краш:
";i:1;a:4:{s:3:"tag";s:5:"media";s:6:"option";s:7:"youtube";s:8:"original";a:2:{i:0;s:15:"[MEDIA=youtube]";i:1;s:8:"[/MEDIA]";}s:8:"children";a:1:{i:0;s:11:"qcAyJ8gjKmg";}}}, 1701116101, 1714602045
Run Time: 0.001092
INSERT INTO xf_bb_code_parse_cache
(content_type, content_id, parse_tree, cache_version, cache_date)
VALUES (?, ?, ?, ?, ?)
ON DUPLICATE KEY UPDATE parse_tree = VALUES(parse_tree),
cache_version = VALUES(cache_version),
cache_date = VALUES(cache_date)
Params: post, 830284, a:2:{i:0;s:24:"Орех на сыче:
";i:1;a:4:{s:3:"tag";s:5:"media";s:6:"option";s:7:"youtube";s:8:"original";a:2:{i:0;s:15:"[MEDIA=youtube]";i:1;s:8:"[/MEDIA]";}s:8:"children";a:1:{i:0;s:11:"yu2Jd6FIo2I";}}}, 1701116101, 1714602045
Run Time: 0.000502