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- DF looked at Gold Master version (minus the day 0 patch).
- Being developed by the same Saber team which did Crysis 1 Remaster and derives more from PS3/360 version (as opposed to PS4 and XBO versions deriving more from PC)
- Switch uses TAA as opposed to SMAA T2X on PS3/360. Less shimmering, much cleaner looking by comparison.
- Tops out at 900p on Switch with dynamic scaling.
- Grass density increased compared to PS3/360.
- Shadows, shadow filtering, texture and AO also improved over 360/PS3.
- Sky rendering also improved.
- Changes not as big as Crysis 1 remaster, but notably improved over PS3/360 versions of Crysis 3.
- Switch performance aims for 30 FPS (versus PS4/XBO aiming for 60)
- Hits 30 FPS consistently but has frame-pacing issues.
- DF theorizes the frame pacing issue is due to the nature of the Switch hardware after corresponding with Panic Button. (developers of Doom ports)
- The 31 FPS cap issue from Crysis 1 remastered has been fixed, so overall it still feels more consistent.
A surprise new update gets PS5 and Xbox Series X running at 60 frames per second in their high resolution modes - up from 30fps on last-gen. PS5 has the upper-hand in performance here though thanks to a move to 4K checkerboard rendering - while Series X pushes a higher quality image. Tom investigates the pros and cons of each.
PS5: 2160p / 60FPS
Series X: 2160p / 60FPS
Series S: 2160p / 60FPS
Switch: 720p / 60FPS
- It was to be expected that all versions used very similar settings.
- The Switch version is more recommended in portable mode. Provides a cleaner image on a small screen.
- Series S, Series X and PS5 are identical versions. The only differences are in loading times (slightly faster on Xbox) and a bit more stuttering on PS5.
- This game must be played, no matter the platform, but play it.
PS5 Ray-Tracing Mode: Dynamic 2160p at 30FPS with Ray-Traced shadows. (2160p ~ 1440p) 1800p Average
PS5 Ray-Tracing Mode: Dynamic 2160p at 30FPS with Ray-Traced shadows. (2160p ~ 1440p) 1800p Average
PS5 Performance Mode: Dynamic 2160p at 60FPS without Ray-Tracing. (2160p ~ 1368p) 1440p Average
PS5 Quality Mode: Dynamic 2160p at variable 60FPS without Ray-Tracing (2160p ~ 1800p) Average of 1800p
The PC version reduces its resolution by up to about 20% with AMD FSR with all settings in Ultra on an RTX 3080.
Both versions have the September 12 release patch installed.
PS5 uses temporal reconstruction rendering to scale the resolution. I don't know if it's AMD FSR, but I wouldn't rule it out.
Ray-tracing is applied in the shadows generated by natural lighting and part of the ambient occlusion. However, the main character does not cast a shadow.
PS5 features some noisy shadows in Ray-Tracing mode. Especially in small closed places.
In some areas, when ray-tracing is activated, the lighting direction is also modified to favor and get more out of this option. This results some scenarios with quite interesting differences.
Reflections on PC have higher resolution, however their overall quality leaves something to be desired on both platforms.
The overall textures are of the same quality on both platforms and modes. Some have a quality really worthy of the Nextgen.
The PS5 quality mode features superior anisotropic filtering over Performance / Ray-Tracing mode (similar to the PC version).
The PC version has a slightly higher draw distance.
Ray-tracing mode on PS5 has stuttering issues. The quality mode ranges from 60 ~ 40fps.
Definitely, the most recommended way to enjoy Deathloop on PS5 is Performance. 60FPS is non-negotiable in this game.
PS5 uses a dynamic resolution with the highest resolution found being 3392x1908 and the lowest resolution found being approximately 2944x1656.
Xbox Series X uses a dynamic resolution with the highest resolution found being 3840x2160 and the lowest resolution found being approximately 3072x1728.
Xbox Series S uses a dynamic resolution with the highest resolution found being 2560x1440 and the lowest resolution found being approximately 1920x1080.
The above pixel counts were during gameplay. The cutscenes are letterboxed and during cutscenes PS5 can reach 3840x1608 (3840x2160 with black bars at the top and bottom of the frame).
The PS5 and Xbox Series X have some graphical improvements over the Xbox Series S such as: improved draw distance, improved LOD transition distance and improved texture quality https://bit.ly/3Aogyqt
The cutscenes run at 30fps and stuttering can happen when the camera cuts during cutscenes.
For Xbox Series X and PS5, the native resolution is boosted to a 2560x1440 target. Interestingly, we keep the 4x MSAA
As for Xbox Series S? Perhaps not surprisingly, 1080p is the render target. The rest of the comparison points between the three are minimal based on close testing: shadows, textures and lighting upgrades all benefit from the remaster in equal measure, and there isn't much to split the three consoles here.
big battles using the flare gun, for example, pull performance down to the 50s, and very, very occasionally under that.
Both Xbox Series console also exhibit some tearing at the top of the screen.
PS5 seems to behave similarly to Series X, the difference being that there's no tearing but a slightly higher degree of v-sync stutter. All round, it's a decent showing a majority of the time on all three machines - just don't expect a rock-solid lock at 60fps here, as things currently stand.
- not a launch mess like Crysis 1 remastered
- less features than Crysis 1 Remastered
- "gen 9 aware", no native PS5/Series, but enhanced when running on it
- color grading, textures, better shadows, AA, draw distance, sparse voxel octree global illumination
- used image based lighting in the original game, why it's very blue
- remastered is more natural
- thousands of textures are changed to be physically based
- too many versions to test in time
- PS5/4P and Series X/One X are 1080p-2160p
- very sensitive dynamic res
- above 1440p most of the time
- Series S 900p-1440p, closer to the lower end
- different shadow positions in Series S?
- PS4/One is 1080p and 900p respectively, fixed
- higher end versions has tessellation, better particle lighting, better SSR, higher res dof, better quality gi
- reminder: the original ps3/360 versions played like doo doo butter
- PS4/4P/One/One X is capped at 30fps WITH PROPER FRAME PACING
- has checkpoint stutters, stutters a bit more on playstation
- v1.0.0 is missing ps5 functions, you'll need the launch day patch
- 60fps on current gen with proper frame pacing
- Crysis put a lot of emphasis on getting the motion blur right
- Series S has a small performance hitch when alpha particles fill the screen
- quality-wise, Crysis 2 aged well
- AI is untouched, so it's still not very good
- don't pay stealth because of the AI
- HDR "works", but it feels like a tonemapped SDR
- not recommended to use HDR
- pc video will be a Crysis 2+3 look
- lots of stuff about the SVOGI that's also in the other thread
- it's significantly better, realistic, and less blue
- specular lighting (reflections) is done by RT
- all transparent surfaces have rt reflections
- particles are affected by environment lighting
- Crysis 2 remastered has nearly all materials have RT
- shit's cray, yo
- Maldo texture mod is still based around the original lighting model
- original Crysis 2 had broken DoF, that's fixed in the remaster
- original Crysis 2 had 30fps weapon animation, fixed in remastered
- more shadow casters in remastered, modified light sources
- less work on Crysis 3
- no SVOGI, due to art driven GI
- RT reflections
- planar reflections on water surfaces
- water surfaces and grass is not locked at 30fps
- RT reflections fixes light leaking
- improved TAA, no more flickering
- new versions are a lot heavier, gpu-wise
- less cpu limited than original (RT off)
- turning down settings too low, you'll get a worse image than the original
- 5700/2060S at 1440p/Very High get 70fps and 80fps, in a certain scene
- RT Medium, 5700 at 18fps, 2060S 50fps in the same scene
- in a heavier scene, ~40fps with RT off
- RT medium, 12fps and 30fps respectively
- non RT accelerated gpu has software RT
- 2060S recommended settings for Crysis 2
- 1440p/Very High or 4K DLSS Performance/Very High
- RT Medium
- 5700 for Crysis 2
- 1440p/Very High
- Crysis 3
- 2060S: 1440p, DLSS Quality/Very High
- 5700: 1080p/Very High
- RT settings
- Crysis 2 scales RT resolution and removes some objects
- Crysis 3 scales RT resolution
- all modes are good
- DLSS settings
- DLSS is pretty good, higher quality on Crysis 2 due to less things that can break
- Crysis 3's motion vectors can break at far distance
- 4K Performance/sub-4k Quality
Всем привет! Мы недавно обновили движок форума. Next Stage ожидают перемены - в модерации и администрации.
Спасибо за понимание!