Сравнение мультиплатформенных игр

Sonic Origins

View: https://www.youtube.com/watch?v=kas9IbqvJgg


GENERAL
  • Overall, feels unpolished - glitches and steep price tag make it a tough sell at the moment
  • The games in the collection are not emulated, but are proper ports remade in the Retro Engine
  • The frontend for the collection is powered by the Hedgehog Engine
  • DLC feels tacked on and should have been included
  • The drop dash (now included in all games) feels glitchy compared to Mania
  • Classic Mode still uses the Retro Engine versions of the games and doesn't feel entirely faithful
  • Lots of minor bugs that need to be addressed (Museum typos, Tails getting stuck, Blue Spheres music tempo not increasing, etc.)
VIDEO
  • All the games are rendered using a bilinear filter rather than a sharp scale, resulting in softened pixels
  • Turning anti-aliasing on in Origins' settings results in an unacceptably blurry presentation
  • The other video filter options included with Mania are not present in Origins
  • PS5/XSX provides a pristine native 4K frontend, Switch is blurrier
  • Animated videos are incorrectly scaled on the Switch
  • Anniversary Mode is native 16:9 widescreen, Classic Mode is 4:3
  • Sonic CD's menu is functionally/visually inconsistent with the other games in the collection
AUDIO
  • Overall volume levels are too low, especially on the Switch in portable mode
  • Sonic CD's animated videos are too loud compared to everything else
  • Several 3&K songs were replaced with versions based on the prototype songs
  • The music in 3&K is muffled compared to the other games
  • Sonic CD's music extended music loop sections included in the 2011 version are no longer present
  • Sonic CD's voice samples are not present
PERFORMANCE
  • PS5/XSX menus run at 60fps, Switch menus run at 30fps and feels less fluid
  • The games feature low input lag and feel remarkably responsive
  • Slowdown eliminated in the games thanks to Retro Engine - games run at a smooth 60fps
  • Special stages are much smoother compared to the original Genesis/CD versions
 
Хороший порт Wreckfest на свиче получился:
View: https://www.youtube.com/watch?v=iCq-kezIm9k


  • cars are detailed, reflections are cubemaps
  • no AA or GI solution
  • Switch
    • doesn't stray far from last gen
    • 900p vs 1080 of One
    • textures take a hit, to the point of ruining some text jokes
    • alpha grass is gone, trees and shadows simplefied
    • cars are simpler, geometrically
    • no motion blur
    • mostly solid 30fps, replays can drop to 20s
    • portable mode has teh same settings, 540p scaled to 720p with nearest neighbor
    • way better than WRC 's port
  • last gen
    • settings are all the same, pro and x have further draw distances
    • XBO/PS4 - 1080p
    • Pro/X - 1080p, both offer higher res modes
      • toggle for 4K on One X
      • PS4 console has to be set to 4K output, then the game renders at a checkerboarded 1800p
        • lots of artifacts, very ugly
    • 30fps with a couple of drop frames on One with tearing
  • current gen
    • color grading is different, colors are cooler, stylistic
    • foliage is denser and drawn further out
    • particles added to the dirt effects
    • bloom lighting added
    • screen space light shafts
    • all cars has shadowmaps
    • big systems are 4K, series s is 1080p
    • 60fps
      • ps5 is locked
      • series s drops in replays
      • series x has drops and tears in gameplay, worse in replays
  • not technically impressive, but good looking through solid art and direction
  • worthy successor to Flatout and Test Drive Eve of Destruction
 
Еще "невозможных" портов на свитч:

View: https://youtu.be/oQQWXHpQPKY


  • 6.4GB vs 21GB on ps4
    • duplicate data was removed and compression was improved
  • ps4 is 1080p/30
  • switch is 918p to 1080p, dynamic
  • fxaa and motion blur used
  • devs tried to avoid DRS as much as possible, used for extreme cases
  • 684p - 720p in portable
  • portable mode was the priority over docked
  • shadows and ambient occlusion is stripped way down
    • SSAO is a bit overdone on ps4
  • lighter, brighter, and lacking depth
  • aggressive lod
  • particles and alpha is cut down
  • the developers avoided blanket drop on texture resolution, lots of strategic cuts
  • SSR used, which is rare on switch
    • small bodies like puddles don't have SSR
    • uses cubemaps for puddles, improved over Sniper Elite 4
  • 80-100 zombies just like ps4, comparable logic
  • practically locked 30fps, solid frame pacing
  • among THE BEST switch ports

Раскрывают "потанцевал" )))
 
Сравнение порталов Switch vs Steam Deck vs Xbox 360:

View: https://youtu.be/h7ZzVDahhQU


portal lacks normal maps, specular lighting, and environmental shadow maps
portal 2 uses the updated HL2:E2 which included shadow maps, particles, and hdr lighting
Nvidia's Light Speed Studios worked on the port, they worked on the game prior and did Quake 2 RTX
switch version is identical to the 360 release
360 version runs at 720p with no AA
switch is 1080p with 2x MSAA
720p and 2x MSAA
no AA in Portal 2 in portable mode
ps3/360 was 30fps with frame pacing issues
switch is 60fps with occasional dips
game doesn't like alpha effects or the portals
portals disable motion blur
portable mode clears up the performance issues
the gabe boy can run the games at 1080p with 4x MSAA at 60fps
at 800p, the SD gets 4h of battery life
gamma, texture filtering, and AA are the only differences
OLED is a good selling point of switch over the steam dick
on Series X and One X, the 360 version runs at 4K
Series S, 1440p
xboxes had higher res shadow maps
no xbox has stable 30fps
Switch/SD are the best consoles to play
 
View: https://www.youtube.com/watch?v=Vq0qF0JgKXU

  • has a movie mode, that strips player choice
  • 2.35:1 aspect ratio
  • digital domain did the motion capture for the game
  • the facial capture is really well done, but sometimes there are bits of uncanny valley
  • skin features subsurface scattering and other high quality details
  • probably some of the best eyes
  • one of the best character rendering and performances in real-time right now
  • PS5/Series X - 2160p, dynamic
    • vertical res is cut down due to black borders
    • PS5 lowest - 3072x1728
    • Series X lowest - 3328x1872
    • lots of post processing masks drops and differences in resolution
  • Series X has crepuscular rays while ps5 is missing them
    • might be a glitch as there's no consistency in there appearance or lack there of on ps5
  • shadows are low res on current gen
  • much better on PC at highest settings, though the game is demanding at max settings at locked 4k, even for 30fps
    • 3060Ti at max settings and 4k gets 24fps at times
  • high end consoles are medium/high settings
  • series s
    • 1621x912 - 2560x1440
    • textures take a big hit in areas
      • may be loading, but higher res textures never load in
    • other cuts include volumetric effects, shadows, and environmental geo
    • crepuscular rays are more artifacty
  • all systems have 1-frame drops when camera cuts, not a big issue
  • PS5 dropped to 27fps in one scene
  • Series S hits 20-30fps in the prologue opener
    • after the title card, it's a stable 30
  • all versions are recommended
 
View: https://www.youtube.com/watch?v=J6JtfGId594


  • demo is on an i7-7700/3080 with 32GB of ram
  • new engine
  • has RT AO
  • materials and lighting is much better
  • lots of volumetric effects, particles, and physic
  • 3080 struggled at max settings/4k in the open world
    • resolution scale at 83% (borderless windowed only so far) stabilizes the framerate at 60fps
  • settings updates on the fly
  • low/medium/high RT AO don't have much difference
    • On vs Off is a very obvious difference
    • even on low, it's a worthwhile addition
  • the non-RT setting settings is much more apparent
    • performance scales equally
    • shadows below high is a big quality degradation
    • scene detail below high makes pop in very apparent
    • SSR - lower than high is a hard sell
    • could use some RTR
  • ToD and weather changes the overall quality of visuals, but it's very solid
  • in this build, there was a crash that reset save file
 
View: https://www.youtube.com/watch?v=s-UpNaAkEvI


  • made primarily by one person on UE4
  • pc version uses Nvidia's RiSTIR GI solution RT AO and shadows, consoles do not
  • RT reflections on consoles and pc
  • light leaking on console
  • PC has additional mesh detail
  • PC has more surfaces and rougher RT reflections than pc
  • consoles has more foliage in some areas
  • console has ghosting through it's TAA
  • best systems order: SX, PS5, SS, Switch
  • no RT or 120Hz on Series S
  • RT reflections are low res, but better than SSR due to the many wet surfaces
  • BVH is missing some objects like particles
  • SX
    • dynamic 2160p in default and RT modes
    • 120hz is dynamic 1440p
  • PS5
    • dynamic 2160p in both, dips more
    • 120hz drops to around 80% of 1440p
  • SS
    • default mode only; around 80-90% of 1440p
  • Switch
    • default mode only, 80% of 1080p/720p
    • minimal dof, lights removed, lower texture quality
    • no underwater distortion
    • scene complexity is greatly reduced
    • lower than low on pc
  • all systems have adjustable motion blur and fov
  • performance
    • SX
      • default: 60fps with no dips
      • RT: mainly 60fps with some drops, some segments can cause bigger drops
      • 120hz: mainly 120fps with some drops
    • PS5
      • default: similar
      • RT: similar
      • 120hz: you need to set ps5 to performance mode, outside of the game; can't hold 120hz
    • SS
      • default: similar
    • switch
      • default: mainly 30, but poor frame pacing
    • some bugs, like crash to dashboard; some scenes start at 30fps, and need to be reset
  • impressive work for such a minimal dev team, but also inherits the issues with a minimal dev team aspiring to something greater
  • 2 hours, $20, very fun
  • don't disable vsync. it's trash
 

  • 2.9GB on current gen, 5.9GB on last gen
  • PS+ users who gotten the game on PS4 are not entitled to the PS5 version
  • PS4/PS4P: dynamic 1080p/30, unstable frametime, 20-30fps
  • PS5/SX: dynamic 2160p/60
  • SS: dynamic 1080p/30
    • settings exactly the same as SX/PS5
  • pop-in is lessened
  • vs PC
    • consoles are softer than maxed out PC
    • softer shadows than PC, consoles equivalent to high
    • PC has shorter draw distance
  • PS5/SX: near perfect 60fps, has some very brief drops of one frame
  • SS: no drops and evenly framepaced
    • in some sequences, it runs at a fluid 60fps
  • PS5 has dualsense adaptive triggers, but not many situations using it
 
Marvel's Spider Man Remastered PC - DF Tech Review
View: https://www.youtube.com/watch?v=xI2VUQsPqJo

  • reconstruction video coming later
  • has a launcher upon prior to boot
  • 4:3 support for glorious CRT play
  • 21:9 and 32:9 support
    • hella cenimatic
  • has good fov slider
  • real exclusive fullscreen support
  • graphic setting changes happen in real time
  • not many, if any, shader compilation stutters
    • handled upon first boot, in the menu, and on the fly
    • cause high CPU load
  • has very fast boot time, 6.5s from steam menu
  • config file isn't findable
  • intro skip button is only on keyboard
  • load times are good, but slower than ps5
    • 1.92s on ps5, 3.03 on 3.5GB/s pc
    • cpu doesn't seem to matter
  • recommended settings (rtx 2060, 1440p)
    • 6GB gpu - high textures
    • 8GB gpu - v.high textures, lower rt
    • 10GB gpu - max it out
    • SSAO, hbao+ seems to not be working?
    • dof at medium or high, 1/4 res, same as ps5
      • low, v.low is 1/8 res
      • 2060 level should use low
    • hair quality - medium, same as fidelity RT on ps5
      • no performance rt equivalent
    • TAA is similar to IQ in PS5, DLSS is the best option if you can use it
    • shadows on ps5 is close to high
    • object lod - high setting is ps5 equivalent
    • crowds/traffic - medium/high are similar to ps5
      • performance rt has no equivalent
      • use low traffic, can't see a difference
    • texture quality - 4x on ps5, use 8x or 16x on pc
    • ray tracing
      • high rt resolution (1/2 res)
      • high rt geo quality
      • object range is heavy on the cpu
        • 1 kept it above 60fps
        • 6 on R5 3600
  • the game is cpu-limited
    • bvh building on the cpu is very heavy
    • decompression is also handled on the cpu
    • storage speed isn't even close to a problem
  • DRS is fine grained in resolution, coarse on ps5
    • definitely recommended to have on
  • frametime spikes do happen on low end gpus, even on slightly higher like 2060s
  • a good port and has better user experience in settings than a great many ports
 
View: https://www.youtube.com/watch?v=cBnvES27Uas


  • 5 settings on SX and PS5
    • 2 at 1080p
    • 2 at 1440p
    • 1 at 2160p
    • high quality 1440p, ultra high qualith 1080 has RTAO toggle
    • SS has no modes
  • RTAO is really good
  • lighting and volumetric effects is good
    • more seen in story missions
  • high vehicle count on all current gen systems allowing for lots of carnage
  • lots of bugs at varying importance
  • current gen has half rate npcs
  • finishing moves look broken with no animation syncing
  • SSR look low quality/resolution
  • lots of pop-in, regardless of setting
  • resolution is fixed in all modes, to its determent
  • every mode is unlocked
  • 1080p
    • best for 60fps
    • ultra with RT is 40-60
    • ultra is 50-60
    • max fps is smoothest
    • all drops during traversal
    • max fps reduces geometry lod, reduces foliage draw
    • set pieces also drops fps in max fps mode
  • 1440p
    • high fps sacrifices geo and draw distance
      • best balance between performance and IQ
      • best if you have a VRR display
      • 50-60fps
    • high quality modes need a 30fps cap
  • 2160p
    • shadows are lower quality, other settings are dropped down as well
    • frame rate can drop under 30fps and go up to 40fps
  • PS5 runs better with RTAO
  • SX better cpu helps with traversal
  • in 4K, systems are practically the same
  • SS
    • 1080p max fps mode
    • no RTAO
    • shadow quality is worse
    • 40-50fps, can drop lower
    • interior areas can be 60fps
  • all these problems could be fixed with patches. hopefully
 
View: https://www.youtube.com/watch?v=dMCHwC-oGtI

  • initial console release on last gen was spotty
  • cars are high detail but environments are rather low fidelity
  • premium consoles get new bokeh in menus over gaussian blur on last gen
  • shadow resolution is high resolution, PS5 has better shadows
  • Series S has the same settings, but lower quality grass, textures
  • mirror lighting is different, sometimes too dark to be usable
  • temporal artifacts in the rain
  • replays have asset pop-in
  • Series X is 1440p to 2160p, close to 4K most of the time
  • PS5 is 1152p to 2160p, around 2160p or 2016p mostly
  • TAA used but aliasing still shows
  • Series S is 1080p to 1440p, mostly 1080p
    • car selection is 4K, but 20fps
  • PS5 performs best, near locked 60fps
    • when stressed ~55fps
  • Series X targets 60 but can drop more than PS5
    • replays hit the 30s
  • Series S can get to the 50s in regular races
    • stressed performs close to X
    • replays in the 30s
  • all are better than One X
  • Series duo loading a 8 secs, PS5 a little worse
 
А вот и Digital Foundry:


900p and no AA on PS4/XBO
40-60fps typically on old gen systems
textures are greatly degraded
foliage resolution is low, making foliage look sparse
polygonal grass replaced with alpha textured planes
dynamic light sources have been reduced or removed
volumetric effects have been pared back
geometric detail in set dressing is also downgraded
fewer particles
switch looks comparable, artistically
pop-in is the same on old gen and switch
shadow resolution is much lower
no AO on either set of systems
Switch version has AA, not great AA, but has better stability
docked dynamic 1080p, possibly reconstructed
portable dynamic 720p
targets 30fps, stable frame pacing

no motion blur
cutscenes are properly framepaced
further into the game, frame drops become more frequently
big late fights can bring it down to the mid 20s
portable seems to have fewer drops
 
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