Сравнение мультиплатформенных игр

View: https://www.youtube.com/watch?v=yV0kDvZqNpI

  • using UE4 instead of RoadHog Engine
  • animation flairs when pressing reload from 1 are not in 3
  • SW1 and 2 had real time cutscenes, SW3 has pre-rendered videos that are low bit-rate and not stable 30fps
    • 14mins of fmv in the first 50mins of gameplay
  • levels are linear with battle arenas
  • no native current gen version
  • PS4P is 1080p with no apparent DRS
    • close to PC low/medium
    • no volume fog
    • less ambiant particles
    • shorter light rendering distance
    • textures are quarter resolution, missing decals
    • geo and shadow map quality is lower
    • triple buffered
    • rarely hits 60fps, fights in the high 40s to low 50s
    • worse can hit sub 30
    • input latency due to low framerate
    • frame rate can hit zero when assets loads
  • UE4, so you know what that means! SHADER COMPILATION STUTTER :D
  • first 57 mins, 33 mins of gameplay, 87 instances of very noticeable stutter
  • on a second playthrough (with a warm shader cache) has only 6 instances of stutter, but these are loading stutters
  • FMVs on PC are over 30fps
  • PS4 on PS5 is the best version even against PC
    • no frame drops below 60fps
    • FMVs still stutter
  • devs have been informed of the issues listed
 
View: https://www.youtube.com/watch?v=FbFMafKzJyY

  • RT Reflections on opaque and dull materials
  • RT shadow usage is very sporadic
  • has Temporal Super Resolution, from UE5, maybe
  • and FSR1.0, but TSR is much better
  • TSR and DLSS at the same setting is very close in still motion
  • transparent detail is resolved better with DLSS
  • tsr has more ghosting in particles
  • tsr breaks down more in motion
  • if you don't have an RTX card, use TSR over FSR
  • PS5 using FSR Performance mode in HFR Quality
  • PS5 settings (HFR Quality)
    • medium shadows
    • low RT reflections
    • lower quality denoising and stretched reflections
    • low RT culling
    • low RT shadows
    • low/high screen space shadows
    • lower than PC's low SSGI
  • recommended PC (rtx 2060)
    • screen space shadows: low/high
    • GI: SSGI
    • shadows: medium
    • level streaming distance: 2
    • texture streaming: high
    • RT on
      • shadows: off
      • reflections: low
      • culling: low
    • DLSS or TSR
    • increases perf by 46% in 1440p
  • shader compilation stutter
    • highly predictable due to new effects
  • less stutters than other games
  • very fast loading
 
View: https://www.youtube.com/watch?v=ErgjwJzNNWI

View: https://www.youtube.com/watch?v=XatZSIegllk

- PS5: Dynamic 2160p at 30fps (common 1980p) or Dynamic 1440p at 60fps (common 1368p)
- Series X: Dynamic 2160p at 30fps (common 2160p) or Dynamic 2160p at 60fps (common 1872p)
- Series S: Dynamic 1260p at 30fps (common 1152p) or Dynamic 1260p at 60fps (common 1152p)

- The PC version runs with all settings at maximum.
- All versions have the same quality of shadows, textures, ambient occlusion and draw distance.
- The PC version has slight advantages in reflections. There is also less pop-in in this version.
- This time Series X has a clear advantage over PS5 in both performance and resolution.
- PS5 suffers from some tearing issues and framerate drops in some large areas.
- Load times are slightly faster on PC and Xbox compared to PS5.
- I feel that the 30fps mode of Series S has not been given enough attention. They could have reached 1440p perfectly.
- Series X is undoubtedly the best optimized platform in this game. Series S and PS5 have a good performance, but could be improved.
 
View: https://www.youtube.com/watch?v=gCeH749eLl8

  • PS5 and Series X runs at 2954x1662
  • Xbox Series S runs at 1970x1108
  • All versions use AMD's FSR spatial upscaling technology
  • PS5 version has 60fps and 30fps with Raytracing options
  • Xbox Series console will receive a patch later this year for Raytracing (Unity still not compatible with Raytracing on Xbox consoles)
  • PS5 runs with a mix of maximum, medium, low and off settings
    • bloom, volumetrics, motion blur, and depth of field settings are PC's medium options
    • ambient occlusion is set to low and global illumination is curiously set to off (AO at low 60fps mode only. Switches to Raytracing on 30fps)
    • Everything else on max
  • PC version offers four ray-tracing settings - shadows, reflections, ambient occlusion, and global illumination, at three quality levels
  • PS5 in RT mode appears to feature implementations of RT AO and reflections, though the PC-equivalent settings aren't exactly straightforward.
  • PS5 in RT mode however, reflections appear absent from the sides of many surfaces due to a bug. A patch is already being done to fix this in 1-2 weeks
 
View: https://www.youtube.com/watch?v=Bo9Q48RiuaU

  • many textures were sourced from the Exclusion Zone
  • virtual tourism mode on PC
  • RT reflections are applied to rough surfaces
  • far off objects are in the BVH
  • objects/textures in reflections are same quality as the source
  • translucent objects like glass are ray traced as well
  • caustics through transparent meshes (water caustics and stained glass)
    • even light bulb caustics!
  • uses DDGI (direct diffuse global illumination), a probe-based GI solution
    • used to enhance the baked GI that is used
  • RT Low cost 34%
    • medium is 13% slower than low
    • high is 7% slower than medium
    • ultra is 20% slower than high
  • roughness cutoff is increased as settings get turned up
  • caustic stability is better at higher settings
  • optimized settings
    • 2070S or better: medium at 1080p internal
    • 3080 or better: medium at 1440p internal
    • 2060: medium with DLSS at quality
  • 3080 is 20% better than 6800XT
  • PS5 RT is only at quality mode
    • 1512p/30
  • PS5 performance is 1080p/60
  • performance is solid in both modes
  • missing DDGI, translucent reflections/refractions, and caustics
  • resolution reflections is lower and lower roughness cutoff, objects excluded from BVH
  • PC RT could be more granular is RT quality
  • #StutterStruggle
  • there other, non-compilation stutters, possibly due to asset loading
 
View: https://www.youtube.com/watch?v=kh-EKPQmMws


  • uses UE4
  • high quality shallow depth of field everywhere thanks to the lack of camera control
  • high quality screen space AO and reflections
  • screen space shadows along side shadow maps
  • heavy use of film grain to mimic old camera film stock, updates at 24fps
  • very high contrast in light/dark scenes to mimic old cameras' range
  • no motion blur
  • 552 pixels are used for letterboxing at 4K, no elements are displayed here
  • PS5/Series X: 3840 x 1602
  • Series S: 2304 x 964
  • heavy DoF and post processing obscured pixel count
  • image quality is very similar across the platforms due to post processing
  • unlocked framerate
    • PS5/Series X: 40 to 55 fps
    • Series S: ~5fps better
  • disabling bloom and grain improves up to 6fps
    • bloom has higher performance cost than grain
  • VRR works well on Series
  • VRR on ps5 does work as well when the game dips below 48fps
  • PS4 on PS5 runs at 60fps, 1920 x 804
    • best way to play
  • resolutions are just too high on Series X and PS5
 
View: https://www.youtube.com/watch?v=LshmQ_kYgeA

  • black levels in the FMVs are corrected
  • playback of FMVs is smoother with fixed framepacing
  • object animation playback is smoothed out
  • light flickering (not an effect, an error) fixed
  • 30fps facial animation playback is still there
  • gameplay to cutscene transitions smoothed out
  • new visual modes
    • modes are renamed to 30, 60, 120 mode
    • 120hz more is back on Series S
      • internal res is lower, 540p
      • outdoor areas run around 70-90 fps, can drop below 60 at times
      • indoor areas is around 120
      • multiplayer is near locked to 120fps until the camera pulls back (like in vehicles)
    • Series X 30hz
      • higher average resolution
      • vrs doesn't scale as much
      • improper frame pacing strikes again
      • that and visual gains are very low make this mode not worth it
    • Series X 60hz
      • if played on a 120hz screen, you get improper framepacing
      • set your system output to 60hz mode
    • Series X 120hz
      • best mode
  • used variable rate rendering tier 2, not good with low resolution
  • FPS cap/vsync issue on PC still exists
    • lower your screen refresh rate
  • VRR still doesn't work correctly
    • below a certain point (110fps, 114fps), you get jutter
    • affects all versions
  • the legacy of Halo 3 continues: framepacing issues
    • Destiny 1 even had that issue until it was fixed
 
20 фпс в Сифон Фильтре на PS5

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Turok (PC vs XBOX)

Assassin's Creed Origins - PS5 vs Xbox Series S/X- Next gen 60fps
The game runs in backwards compatibility mode. This patch only unlocks the framerate up to 60fps on current consoles.
- PS5 is limited to legacy PS4 Pro settings with a maximum resolution of 1620p.
- Xbox Series X has a clear advantage showing almost constant 2160p (in the tested areas I have not obtained lower numbers).
- Xbox Series S limits its resolution to 1080p.
- Load times are faster on Xbox Series, as is usual for backwards compatible games compared to PS5.
 
Digital Foundry || God of War PC: AMD FSR 2.0 vs Nvidia DLSS Image/ Motion Quality Face-Off
View: https://www.youtube.com/watch?v=ZNJT6i8zpHQ

  • taau is the image scaling slider, taa is native
  • all testing is done at 4k output (performance mode is 1080p internal, quality is 1440p)
  • Static scenes
    • static scenes are practically useless in temporal solutions in any game
    • FSR 2.0 resolves detail better than TAA at internal 1080p
    • FSR looks softer than DLSS, less image stability
    • dlss does overlapping objects better than native and fsr
  • camera movement
    • taau is the least stable
    • fsr suffers from disocclusion (when a moving object stops obscuring a background object, errors appear from lack of data)
    • dlss, taau, taa does not suffer from disocclusion
    • disocclusion gets worse the wider the gap between input and output resolutions
  • animation movement
    • ghosting and noise occurs in FSR, but not dlss and taa
    • edges are more alias on fast moving objects in FSR
    • dlss performance loses internal detail compared to taa
  • transparency/water
    • fsr is similar to taau, dlss is similar to taa
    • dlss preserves water normal map
  • particles
    • taau and taa has ghosting smearing, but normal specular highlights are somewhat preserved
    • fsr fares the worst and has the most smearing
    • snow has the most particle ghosting
    • particles in taau and fsr are more aliased
  • hair
    • dlss and fsr both show slightly less detail than taa
    • because the hair is geo cards with transparency textures, subpixel detail isn't as resolved on fsr
    • dlss is the most stable albeit less detailed than taa
    • in performance mode, the shimmering is worse in fsr and taau
    • in waist high grass, fsr suffers from disocclusion
    • small grass has ghosting in fsr, and contrails in dlss
  • new (2.4.3) vs old (2.3.4) dlss
    • new reduces contrails
  • post processing (dof)
    • all modes has a fizzled look to the dof
    • dlss fairs the best in quality
    • in performance mode, dlss fairs the worst
  • fsr has some trouble with fast moving objects, overlapping objects, and particles and transparency
  • because Kratos is constantly moving (as it's third person), disocclusion is frequent
  • the lower the internal res the more the breakup in image stability
  • fsr is better than taau
  • performance
    • taa - 3080 is 6% ahead of the 6800xt
    • fsr quality - 3080 is 1% ahead
      • 32% gain on 6800xt vs 25% gain on 3080
    • fsr performance - margin of error, practically the same
      • 60% gain 6800xt vs 50% 3080
    • dlss has better performance than fsr, by 5%
    • taau at 75% (1620p) has the same performance as fsr quality, fsr has better image stability
 
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