Сравнение мультиплатформенных игр

Так сразу бы и купил, понятно что щас уже под это поколение точить будут. Олдген уже не в приоритете.
 
Hunt: Showdown обновили (Update 1.7) для Xbox Series S/X/PS5 до 60fps, сравнение олдгена (не помню было-ли оно здесь):
 
- Frame rate and stability aren't exactly where they should be.
- Both PS5/Series X turn in a full 4K with dynamic resolution.
- Lowest counted during tested areas were 1800p on PS5 and 2016p on SX.
- Series S has typical pixel count of 1296p with a low of 1080p (I'm guessing the highest is 1440p ?)
- SSR and AO can look a bit messy on Series S.

- Modes with 64 players or below can run with a flat 60 FPS with occasional 1 frame drops on all consoles.
- In the 128 player modes, somewhat frequent dips on all consoles
- Generally 60 FPS with worst readouts in mid to low 50s.
- However the main issue lies with the unpredictable frame time spikes which can often go in the 100s of MS.

- The best way to remedy is to download the PS4 and XBO versions on either next-gen consoles. You get lesser player count on all the maps with 128 players, but none of the spike issues.
- SX version is not smart delivery so you can individually download the XBO version.

- "Rubber banding" issue familiar to series fans from BF3 is still present. Again, it comes and goes on unpredictable basis.
- DF also touches on some of the bugs seen in their testing (loadout disappearing, loading maps where they can't spawn etc).
 
  • native Series and PS5
  • native 60fps
  • 2.65s loading on PS5. 15.20s on backwards compatible
  • 4-5s for Series
  • same texture and object draw, better AF
  • Series S is dynamic 1440p, scales on horizontal axis
  • Series X is dynamic 2160p, horizontal scaling
  • alpha is 66% of 4k
  • PS5 is fixed 2160p
  • alpha is full res
  • PS5 is nearly perfect, dragon fights drops around 50fps
  • PS4 version is now 60fps
  • no haptic feedback or adaptive triggers
  • Series has fewer drops when fighting dragons
 
MATRIX UE5 Demo:


  • 50-70 people worked on this
  • made to tackle criticisms of previous demos (small area, lack of interactivity, ROCKS)
  • uses hardware accelerated Lumen
  • Lumen is ray traced and screen space
  • nanite for skinned geo is still work in progress
  • car deformation switches cars from nanite to more regular geometry
  • chain link fences are actually geometry!
  • the most important aspect of Nanite is probably the reduction of pop-in
  • the open world demo will be available on pc as a UE5 project
  • world partition used to stream in the open world
  • zones of the city is streamed it via world partition and it's how they populate the world
  • the city is generated as a point cloud in Houdini
  • the point cloud is then imported into UE5 and the point cloud data to build the world
  • devs were regenerating the world up to twice a week, right up to the finishing of the project
  • virtual shadow maps and area light shadows
  • Keanu and Carrie Ann Moss were scanned
  • and player pedestrians made using metahuman
  • the scene with Laurence Fishbourne and two Keanus is a mix of stock footage and digital
  • the army of Carrie Anns was video because of performance, but was rendered in Unreal
  • John appreciates the integration of video and render
  • made them a new AI system, cars and pedestrians represented as points
  • AI updates based on the distance from the camera
  • pedestrians and AI are persistent
  • the shooting segment's destruction was driven by the Chaos Physics system in real time
  • cares are 3 nanite zones, when collision happens, one of the zones is replaced with a deformable mesh, does have a performance cost
  • Chaos also used for cloth
  • the recreation of the famous bullet time scene used the original character model from the movie
  • the bridge destruction scene was video for performance reasons
  • lumen gets ride of the "ue4 look"
  • in general, the "ue4 look" is gone due to reduction of bloom
  • temporal super resolution works on every system
  • demo is dynamic resolution, but always scales up to 2160p
  • not DLSS level due to the lack of hardware
  • TSR works very well
  • native 4K ain't a panacea, just look at Forza Horizon 5
  • shimmering effect around the main character due to reconstruction
  • 24fps when they blend with cinematics
  • gameplay is 30fps targeted
  • frame pacing isn't great in 24fps segments, will be improved
  • PS5 runs about 1fps better on average
  • driving around cause slowdown when driving across zones
  • faster the driving, the more the frame rate dips
  • asset initialization is causing slowdown
  • SSD is not affecting performance
  • asset streaming isn't as much as you think
  • Series S targets 1080p
  • resolution based artifacts
  • nanite might have some resolution scaling issues
  • stutter between camera cuts, difficulty to count pixels due to a number of factors
  • with TSR off, 1620p on both high end systems when not stressed
  • Series S is 720p-ish
  • internal res counting is for academics
  • Series S to high end duo is like DVD to BluRay
  • camera cut pause is due to the scene being in a different area and loading new data
  • this isn't really done in other games
  • shout out to all the "HT ray tracing is dead" journalists! yall wrong
  • HW acceleration allows for deformable objects to contribute to ray bouncing
  • higher fidelity asset tracing than sign distance field
  • you can see indirect shadows in RT reflections
  • HW RT in consoles increased performance of Lumen
  • this demo is impossible on last gen machines due to memory, storage, gpu, etc
  • VRR is recommended
  • Alex thinks UE5 has to prove itself at 60fps with some of this tech
  • it's not just a "turn off lumen to get 60fps"
  • due to the lack of new rendering tech, there's a lot 60fps games; could change in the future as new rendering tech gets used in games
  • 40fps on 120hz screens? viable
  • DF has a precomiled Valley of the Ancients if you're a supporter, *wink wink*
  • the demo shows that manpower is probably the limiting factor nowadays
 
  • RT reflections, only on high end devices
  • looks great
  • dynamic 4k (1620p-2160p), 30fps
  • RT is in every scene, so resolution can jump to 4K
  • the perfect mirror in Starlord's room doesn't use RT
  • cubemap fallback
  • TAA makes 1620p nearly indistinguishable
  • ambient occlusion is of lower quality in RT mode
  • there's no difference in consoles
  • consoles match PC's high RT setting
  • consoles don't have transparent reflections
  • Series S has a frame rate toggle
  • unlocked framerate gets up to 60, but not during combat or cutscenes
  • if you don't have a VRR displace, keep the lock on
  • RT mode is a near locked 30, only drops when using Starlord's visor
  • no real point to Quality Mode now
  • performance mode still has drops in combat
  • one of the best RT Reflection implementations on consoles like DMC5
 
  • Framerate is tied to dynamic resolution scaling with no way to turn it off unless using mods.
  • Some texture options are very lack luster and don't add much to the visuals.
  • High end systems have frametime issues
  • DX12 seems to be the cause of major frametime issues.
  • Running the game in forced DX11 seems to fix most frametime issues, still not a perfect solution. Some frametime issues still exist, but the FPS is significantly improved.
  • 30FPS mode has frametime issues too, so putting that on won't help.
  • Running DX11 breaks the vsync but can be enabled at the driver level.
 
  • on paper the One X's gpu > Series S's gpu; more memory and higher bandwidth
  • however Series S cpu > One X's cpu, so One X is limited to 30fps but at higher resolutions
  • Guardians of the Galaxy
    • Series S - 1080p/30, better shadows and textures
    • One X - 1440p-1890p/30
  • Forza Horizon 5
    • SS - 1440p/30 or 1080p/60 (both dynamic); 4x msaa; quality has higher object detail
    • OX - 2160p/30 (dynamic), 4x msaa; object detail similar to performance mode on SS
  • Halo Infinite
    • SS - 1080p, 30 or 60; 30fps has framepacing issues
    • OX - 2160p/30 or 1440p/60; 30fps has framepacing issues, 60fps has framerate drops
  • Far Cry 6
    • SS - 1224p/60fps, dynamic
    • OX -2160p30fps, dynamic
  • CoD Vanguard
    • SS - 1440p/60 or 1080p/120, dynamic,
    • OX - 2160p/60, dynamic, lots of visual effects downgraded; cutscenes are 40-50
  • CoD Warzone
    • SS - 1080p/60, actually Xbox One mode
    • OX - 2160p/60, dynamic, actually 45-55
  • Cyberpunk
    • SS - 1080p-1440p/30, better pedestrian density
    • OX - 1440p/30, driving dials fps to low 20s
  • Metro Exodus
    • SS - 1080p/60 (lower internal res), full ray traced GI
    • OX - 2160/30
  • pretty even so far for Oliver
  • loading (OX HDD, OX SSD, SS)
    • Vanguard: 24.4, 11.8, 3.5
    • FH5: 85.5, 42.9, 24.3
    • Halo: 61.3, 27.8, 14.1
    • the Ascent: 128.9, 30.8, 30.3
  • Backwards Compatibility
    • Final Fantasy 13 -
      • SS - 1152p, 2x msaa
      • OX - 1728p, 2x msaa
    • Mirrors Edge
      • SS - 1440p/60, has drops
      • OX - 2160p/30
    • Series S has Auto HDR, better loading, and 60fps on some 360 games
    • some One series games don't have One X enhancements on Series
    • Doom 2016
      • SS - 1080p
      • OX - 2160p
    • Red Dead Redemption 2
      • SS - 864p
      • OX - 2160p
    • Far Cry 4
      • SS - 60
      • OX - high res, 30
    • Prey
      • SS - 60
      • OX - high res, 30
  • One X is better with older games
  • Series S has some fps boost for some games, faster load times, also has new hardware features
  • One X is competitive in recent titles and very much in older titles, but will struggle more with 60fps
  • One X will be unsupported eventually while Series S will be support alongside the Series X
 

  • menus work good with m&k and controller
  • DX11, no shader compilation waits, or compilation stutter as seen in DX12/Vulkan games
  • no Field of View option, possibly due to a lot of off camera tricks
  • nvidia reflex to reduce latency, avg 11ms less vs ps5
  • PS5 controller mapping
  • faster loading, ~4s faster over PS5
  • possibly limited by ssd and framerate
  • PS4P/PS5 (will call this PS5 from here on out) uses checkerboarding to achieve 4K
  • constant camera sway and particles cause artifacts in checkerboarding
  • high res and DLSS fixes this issue
  • DLSS has better resolved than native at times
  • DLSS Performance 4K (1080p internal) is better than PS5
  • PS5 quality is called "Original"
  • Shadows are the most obvious improvement, way less blobby at higher than original
  • cascade range of shadows on ps5 is very short, on ultra, can cause a big difference in visuals in some scenes
  • Geo Quality next most obvious improvement, less pop in
  • high AO adds bounced lighting, similar to SSGI
  • volume fog and screen space reflections is situational, increases resolution above original
    • PS5 looks softer than Original due to checkerboard rendering
  • Optimized Settings (Ryzen 3600/RTX 2060 at 1080p)
    • high shadows
    • Ultra+ is very performance hungry, use high
    • high geo
    • original is good, high if you'd like
    • high AO
    • textures - depends on your vram, higher settings offer little improvement
      • Original for 6GB
      • anything higher for 8GB
    • Ultra anisotrophic filtering
  • low end hardware (Ryzen 3600/GTX 1060/RX580)
    • very close to 60fps on a 1060
    • base PS4 can't hold a stable 30 in the same areas
    • 580 is very variable, can be close or very far below the 1060
    • 1080p/30 for 580 until fixes come
  • mid range (2060 Super/5700, 1440p)
    • 2060S 17% faster
    • 5700 can hit below 60fps, frametime stutters, also on the 580
  • cpu performance (Ryzen 3600/Core i9 10900K/RTX 3090, 540p)
    • internal cap at 160fps
    • 3600 is between 100-120fps in combat, can drop to close to 60fps in very short spikes
    • 10900K hits the cap most of the time, drops to 60fps in even less spikes
    • level loading causes gpu usage drops (still over 60fps), worse on lower end cpus than 10900K
      • at max settings, 4K DLSS Quality on 10900k/3090, loading areas can dip below 60fps
    • turn down shadows for better cpu performance
  • resolution
    • has render scaling
    • use DLSS if you have and RTX card
      • 2060 at Original settings, 4K DLSS Performance hits 60fps nearly all the time
    • DLSS has artifacts with small elements like snow grains and far away foliage
 
  • uses the Kex4 engine
  • PC uses Kex3 engine
  • fov slider, hd textures options, TAA toggle, AO toggle, motion blur toggle (camera included), AF toggle, shadow maps toggle, film grain, dof toggle
  • textures have HD or orignal options
  • all light sources cast lights when shadow maps on
  • dynamic resolution
    • Switch: 1080p/720p; scales as low as 50%
      • minimal settings keeps max res
      • TAA gives it that retro, n64 look
    • PS4/XBO: 1080p
    • Pro/X: 2160p
    • 5/Series X: native 2160p
  • Switch and Optimized Settings
    • Nightdive is aware of issues and are being worked on
    • disabled settings: mostly 60fps, has some drops (possibly due to CPU/Bandwidth)
    • toggling options off then on fixes some issues
    • highest settings: frequent drops to the 50s
    • optimized settings (mostly 60fps)
      • TAA on
      • HD Textures on
      • Shadow Maps on
      • Film Grain on
      • AF x4
    • higher AF causes stutters, probably due to bandwidth
  • XBO/PS4
    • practically perfect 60fps on highest settings
    • some aggressive DRS
    • turning off motion blur sustains higher resolution
  • customizable controls and deadzones
  • has right stick camera, though makes the game easy
  • loading is fast (2 sec warps, 5 sec level transitions on switch)
 
- One X / Pro run at PC's Medium preset equivalent.
- One and PS4 run at PC's Low present equivalent.

- Mid gens have improvements in lighting and AO.
- All last gen have less foliage density, no light bloom compared to newer consoles (PS5/SX)

- Base consoles: 864p.
- Mid gens: 1080p.
- No signs of DRS

- IQ looks very soft and blurry on base consoles owing to the low resolution and lower quality TAA.
- Mid gens have OK image quality but fall short of typical Pro/One X releases.

- Performance is quite strong.
- All consoles target 30 FPS, but can still drop frames but tear to compensate.
- PS4, Pro and One S suffer tearing and the odd frame drops, PS4 Pro suffers the most here.
- One X is rock solid 30 FPS in DF's testing.
- Above issues mostly relegated to the opening Forest area, once in the city, performance is pretty good across the board.
 
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