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- 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
- 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
- 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
- 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.
- 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
- 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
- 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
- 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
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.
- 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