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- PS5 didn't change much after the update, the only noticeable change is in the first cutscene, where the game dips a few more fps than on the launch patch.
- Flawless FPS and waaaaaay less tearing on cutscenes on the XSX, only a handful and mainly due abrupt camera change, this improvement came because:
- Lower button resolution for XSX changed, before it was 1440P and now is 1188p, which was DF's suggestion for fix the tearing/frame drops and it worked!
- Quality mode added, a good and nice addition for those who don't ''need'' the 60FPS.
- Performance mode for the 60 Series S added, with the lowest resolution being 720P and it runs around 800P on gameplay, drops to 720 aren't uncommon.
- Performance mode on the S runs well but FPS drops happens, for example on the Torch scene and on other scenes even at 720P, which shows other bottlenecks other than GPU's.
- A very nice addition overall since it was unexpected.
- Both matched for settings and resolution, except PS5 version has higher quality shadows and more dense foliage.
- Both perform solidly at 4K/60fps with almost perfectly matched performance with rare drops using DRS.
- XSX has slight fps advantage in 120fps mode (which runs at 1080p), though both drop fairly consistently in this mode. VRR helps with XSX.
- PS5 has slightly better load times.
- Not mentioned, but PS5 also has very compelling DualSense implementation.
Immortals Fenyx Rising in NextGen offers us 2 game modes. In quality mode, PS5 and Series X run at 2160p resolution at 30fps and Series S at 1440p. The drawing distance in this mode is somewhat greater and it also increases the range of lighting points as well as some particles. In performance mode, the framerate increases to 60fps. Resolution on PS5 and Series X in this mode is dynamic, between 2160p and 1440p. In some areas, the resolution of PS5 is somewhat higher (1620p) than Series X (1440p). On S Series, the resolution is locked to 1080p. The draw distance is slightly higher in Series X, also, there seems to be some issues with the shadows on PS5 in quality mode. I definitely recommend using performance mode on any of the three platforms.''
''Shadows and draw distance are worse on PS4 but sometimes it's renders at a higher resolution. So you decide.''
- Sport games usually are harder to do than most genres, the recreation of a real life sport being the main ''problem'', but NBA 2K21 does it well with the generational leap
- Player models are good with great skin shader and facial expressions, it's still not perfect but solid enough. The cloth work is also well done
- Most significant change between last and current gen version are the materials, shading and lighting, a noticeable improvement with side by side comparisons.
- Story mode is slightly worse graphics wise.
- Sweat is great.
- Courts uses new materials, more realistic ; Crowds are impressive, they even have individual fingers!
- Use of high quality planar reflections
- Next-gen version with several QoL improvements and with a completely unique U.I
- Massive loading time improvements, from PS4 PRO's 28 seconds to INSTANT on the PS5.
- XSX and PS5 are virtually identical. Native 4K.
- PS4 PRO(and probably the same for XONEX) also runs ate Native 4K, but with the obvious current-gen graphical settings.
- XSS is native 1080P with the same graphical setting as XSX/PS5, but with some scenes missing Depth of Field, U.I is also 1080P.
- All Consoles have a mixed frame-rate, with gameplay at 60 and replays at 30.
- Next-gen versions have a per-object motion blur.
- XSX(on default camera) has an almost perfect 60FPS, with single frames dropping in an unussual way.
- PS5 (on default camera) has a perfect 60FPS .
- XSS (on default camera) also has the perfect 60FPS.
- XSX has drops when using the panoramic camera, mainly when is showing most of the court, with the crowd and players.
- Those drops don't happen on the PS5 version.
- Those drops happens on the XSS version, but to a lesser extent.
- Great results overall.
- Quality mode present targetting native 4K most of the time, but Dynamic Resolution is also present, dropping to 1800P in the worst case.
- Performance mode targets near 4k, with DRS lowest resolution being 1440P.
- Performance RT tops at 1440P, dropping to 1080P in the worst situation, this also applies to Miles Morales. The game usually stays at 1440P, which makes image quality similar to PS4 PRO version, of course with a higher frame rate, fidelity and ray tracing.
- Introductory sequence demonstrates the huge asset quality improvement, with texture, shadows and lighting remade.
- Strand system present in MM is also here, making a way more realistic hair rending possible.
- Characters with skin shading and teeth, some improvements are also enabled on during gameplay, like subsurface scattering.
- Position of sun and shadows changed in remaster, mainly an artistic change rather than a technical one.
- In some cases the remaster looks very similar to the original PS4 PRO game, which highlights what Insomniac did on the PS4.
- Distant details are improved, with additonal meshers and building normals are visible from across the world, giving better details.
- Traffic with a better draw distance, but no noticable improvement, the same with street density, all similar to PS4 PRO game(in RT PERFORMANCE)
- Texture details are way better, from streets to small enviroment details.
- Switching back to MM shows the graphical evolution between both games, but Insomniac did a great job in almost making the PS4 game similar to MM, refining a already great experience.
- Ray tracing explanation(y'all already know what it does)
- Implementing a ray tracing option in 60FPS is way harder, the bigger frame time increases the need for optimizations by a lot.
- Ray tracing resolution is scalled accordlngy to the native resolution. In the native 4K mode, reflection resolution is 1080P, in RT performance mode at 1440P, reflection resolutions are 720, or lower when the image resolution drops. You can see the decrease in detail when looking closely to resolutions, which is hardly the case when you are playing
- Shadow maps from buldings and static objects are still present, but dynamic objects like the player and cars are either removed or reduced, but is not a noticable change.
- Pedestrian and cars fades away in the reflections in a shorter distance, not a noticable change.
- Some animations in reflections are at lower frame rates so is not 1:1.
- Those cutbacks are impressive, since they only change the quality of the reflection, not the number of surfaces with reflections in the game, making all very acceptable reductions.
- Some places have the material changed in order to take advantage of Ray tracing, giving a huge boost in quality.
- Puddle gate REDEEMED, the infamous puddles in Fisk Construction site now shows proper reflections, not only similar but better and more accurate than E3's 2017 demo.
- Reflections details quality, such as trees, are improved compared to pre-release material.
- This is an impressive feat by Insmoniac, it doesn't guarantees anything since we don't know what will be the complexity of next-gen games, but it bodes well.
- Almost flawless 60FPS. Dips occurs in 3 situations. Cutscenes, when the scene becomes more demanding(like with explosions or a lot of particles), and duplicate frames, either in gameplay and in camera cuts, which is problem also present in Miles Morales.
- Both MM and Remastered have a very good frame rate in gameplay, with a frame here and there dropping(to 59~58).
- Loadings are instanteneous, Insomniac is currently at the top of the industry in this aspect.
- Save transfer is a little convoluted, you need to have the PS4 version in your system to transfer it, it works but it could be better.
- PS4PRO and XONEX already were able of delivering a 4K image so in next-gen consoles, including the Series S(Series S version is native 1080P) , it's the same, biggest improvement is in the Anti Aliasing
- The same applies to frame rates.
- Unfortunately cutscenes, replays and ''To be a Pro'' camera mode are still capped at 30FPS.
- Very fast loading times but you still have some littles cutscenes before the game starting(probably skippable, I don't play FIFA and they didn't say in the video).
- Cool Dualsense features, both Haptic Feedback and Adaptive Triggers.
- Skin shading, shadows and lighting have huge improvements.
- The way how shadows react with each player is way more realistic, with shadows being properly casted depending on the area of their body.
- The way the sunlight lits the field is different on next-gen version, they are not sure what it is, could be different materials, baked lighting etc.
- Old gen uses a traditional method of hair rendering, groups of cards of hair are applied to the head and if the developer wants it can have its own physics(which is the case in FIFA). It's cheaper and easier, it works looking from far away but when zooming in you can see the defects of this method.
- Next-gen version uses a strand based hair(similar to AMD's TressFX and NVIDIA's Hairworks), each individual strand of hair is rendered individually, instead of the card based method of old gen, possible the best hair ever used in a videogame because when this method was utilized in the past, for example in Tomb Raider 2013(with TressFX), it uses the normal geometry process in the GPUs, which worsens peformance, while in FIFA 21 it uses Compute shaders delivering a very good looking hair while not hindering performance.
- Main noticeable defect is a flickering effect, it seems to be a bug.
The versions tested were 1.003.000 on PS5 and 0.1.24550.0 on Xbox Series X|S. Default video options were used for this video.
In the scenes tested, the game still seems to usually run at 60fps even when using the higher fov settings http://bit.ly/3pm3VqY
PS5 and Xbox Series X use a dynamic resolution with the highest resolution found being 3840x2160 and the lowest resolution found being approximately 2346x2160 on both consoles. PS5 and Xbox Series X often render at a resolution of 3840x2160, but in the scenes tested, the resolution on PS5 was below 3840x2160 more often than Xbox Series X was.
Xbox Series S uses a dynamic resolution with the highest resolution found being 1920x1080 and the lowest resolution found being approximately 1536x1080. Drops in resolution below 1920x1080 on Xbox Series S seem to be uncommon.
Performance can vary somewhat and the scenes here aren't exactly like-for-like which should be kept in mind when comparing the performance of the consoles here. All three consoles use lower resolution buffers for certain effects. The real-time cutscenes are letterboxed and run at 30fps