Сравнение мультиплатформенных игр

View: https://www.youtube.com/watch?v=Hyk-18WLyMY


  • game moves to a physically based material system rather than just relying on diffuse textures
  • shadow maps have a lot of aliasing and cascading
  • shadow map resolution changes with camera angle when viewed up close
  • unlike previous games, CoH3 doesn't push API
    • no RT shadows, which could have been very good here
  • not a challenging the gpu like previous games, 200FPS @ 4K on a 4090
  • the pre-rendered cutscenes are marred by macroblocking
  • optimized settings (3600/2060S/90-120fps/1440p)
    • can be cpu limited on a 12900k at 4k on a 4090 (130-150fps)
    • single thread limited, but less so that other games
    • the benchmark shows the 3600/2060S getting over 60fps @ 1440p and max settings
    • game require full restarts when changing settings
    • anti aliasing - low
    • shadow quality - medium
    • image quality (affects model quality too) - high
    • physics quality - high
    • texture quality - high
    • geometry quality - high
    • res scale - 83%
  • pretty much no shader compilation stutter past the first seconds of the tutorial
  • safe game, technically
 

  • UE4 over the original Dragon Engine
  • the logic and animation is the same as the Dragon Engine version just in UE4 for rendering
  • lighting greatly upgraded
  • character models have been upgraded as well with new models and textures
  • side characters has more modest upgrades
  • cutscene models are much higher quality than gameplay models
  • environmental assets geometry and textures are pretty much the same and are kinda boxy
  • some lighting issues, mostly in interior spaces: characters don't get affected by lighting, and environments are flat
  • gameplay animation is pretty stiff
  • Ishin is a vote of confidence for moving to UE when comparing to Yakuza 7
  • PS5/SX - 1440p, no dynamic res
  • SS - 1080p
  • no upsampling to 4K
  • PS5 has a toned down AO and sharper shadows, possibly a filtering difference
  • SX/PS5 has a very solid 60fps
    • cutscenes are 30fps with irregular frame pacing
    • camera cuts cause frame drops
    • intense battles can drop a couple of frames
  • SS has dips in exploration and has some heavier drops
    • probably flying too close to premium systems
  • PC has no noticeable compilation stutters as of patching
    • no clear pre-compilation
    • has frame rate issues as the consoles
    • 30fps cutscenes with stutter
    • XeSS and FSR2.1
    • FSR has some shimmering
    • visual options are very basic, nothing really over console
 
View: https://www.youtube.com/watch?v=wKU5yuXH-Tk


  • two modes on current gen
    • frame rate and resolution
  • extra options on current gen
    • motion blur, dof, ca
    • hair strands
    • ray tracing
  • chromatic aberration toggle on last gen
  • hair strand
    • geometry hair rather than textured cards
    • console versions doesn't seem to receive lighting, looks like a bug
    • in frame rate mode, the strand count is reduced but are thicker
  • no subsurface scattering on skin
  • ray traced reflection
    • RT reflections on PS5 is borked. works on series x and pc
    • reflective surfaces rarely show up anyway in the demo
  • pc version has higher resolution textures than current gen
  • screen space ambient occlusion
    • doesn't use the ray traced global illumination solution as previous games use
  • ps4 suffers from light leaking
  • ps4 also doesn't have dynamic shadows on leon
  • ps4 has blockier volumetrics
  • resolution mode
    • static 2160p, checkerboarded
    • series x has less breakup and looks sharper
    • chromatic aberration blurs the game on ps5 *snoop dogg gif*
    • rt and strands off is in the 50s, don't use if you don't have a vrr display
    • rt and strands on is in the 40s, swings wildly
  • performance mode
    • 1440p, checkerboarded on ps5
    • 1728p, checkerboarded on series x
    • may or may not be dynamic
    • with rt and hair disabled, very stable 60fps
    • rt and strands enabled is in 50s, very good with VRR
      • better on series x with vrr due to how ps5 handles vrr
  • base last gen
    • targets 60, ain't stable
      • ps4 is almost always under 60
    • no 30fps cap
    • 900p on ps4
    • distant enemies update at a lower rate
    • seems to be cpu limited
  • recommedations
    • no vrr? perf with rt and strands off
    • yes vrr? perf with rt on and strands off
  • xbox has borked controls, not very responsive
  • pc
    • better hair strands that work
    • better textures
    • better SSAO through CACAO
    • chromatic aberration still causes issues
    • no compilation stutter, but loading spikes
      • stutter is worse the higher your frame rate is
    • good pc port so far
    • ultra-wide supported
      • cutscenes are pillarboxed
  • the yellow paint discussion
    • original game had baked lighting, so breakable objects stood out via glowing
    • breakables are properly lit now, so they have to make some way for players to know they're interactable
 
Еще одно видео по RE4R:

View: https://www.youtube.com/watch?v=N1QOYoNjAO0


  • since the demo, only the ray tracing issue has been solved on ps5
  • resolution mode - 2160p
  • frame rate mode - 1944p
  • ps5 has worse IP, seemingly due to checkerboarding
  • xbox's poor controls are still there, overly large dead zone and borked acceleration curve
  • hair strand lighting is still broken
  • PS5 has slightly higher frame rate, Series X has better IQ
  • high quality character modeling as expected of modern capcom
  • level design is more a hub-based and open game with no loading screens
  • some ray traced reflections pop in and out due to how the bhv is updated
  • the problems make it feel a bit less optimized that other RE ENgine games
  • Oliver will do more in depth comparisons, and Alex will cover the PC version
 
RE4R после патча:

 
Dead Island 2:

Let's go through each of the consoles in turn, starting with the base Xbox One edition - the most constrained last-gen console. Xbox One runs at a native 1600x900 resolution with a 30fps target that's mostly stuck to - there are occasional hitches and single frame drops, triggered by UI changes or picking up a weapon, but it's a surprisingly smooth experience that shows evidence of plenty of optimisation and no signs of dynamic resolution scaling during our testing.

Switching over to base PS4, it's again positive, with a native 1080p presentation and the same core visual settings as the base Xbox One. However, the 30fps frame-rate target isn't held quite as well, with slightly more aggressive hitching in places - but most areas remain a watertight 30fps. Note that neither base PS4 or Xbox One are able to host online games at launch - PS4 Pro, Xbox One X or a current-gen console are required to host sessions, although Dambusters is aiming to address this restriction in the weeks following launch.
Next up are the enhanced machines: Xbox One X and PS4 Pro. Both consoles use the same visual settings as their older counterparts, with textures, shadows and alpha effects all matching, but push a crisper image with a native 2560x1440 presentation. Again, the frame-rate target is 30fps, with each machine sticking to it almost perfectly, with rare incidences of one frame dips but overall a robust experience all around.

For current-gen console owners there's even better news. PS5, Series X and Series S each get a push to 60fps, and in the case of PS5 and Series X there's a sizeable resolution boost as well. The PS5 version runs at a native 3072x1728 with a perfectly-held 60fps, while Series X targets the same resolution and also hits 60fps outside of a few brief drops while using elemental attacks. Jumping over to Series S, performance remains excellent with only occasional drops from the 60fps target, with heavier effects work causing frame-rates to drop into the high 50s in rare instances. However, resolution is lower than on the other current-gen machines, with a native 1920x1080 presentation - a fair trade for 60fps, I think it's fair to say.
 
Порт на PC не очень:

 
SF6:

View: https://www.youtube.com/watch?v=DXb6xzN4VzM

- Tested the demo on all available consoles (PS4/Pro/PS5/Series S|X)
- "Bar of quality is so much higher" - when compared to SF5 in main character model details and arcade fights
- World tour mode has various technical shortcomings, including 10 FPS animations on distant enemies, pop-up etc. This is the same on all consoles

- Starting with PS console trio comparison
- PS4: 1080p, Pro: 1440p, PS5: 4K in both Res and Perf mode
- PS5 has additional DoF and higher texture resolution in comparison to PS4/Pro
- Ambient shading, floor textures, density and reflections are lower quality (SSR is missing) on PS4 compared to PS5
- SSR is re-engaged in world tour mode but texture quality etc is worse than PS5. It can take seconds for full textures to load

- Series S: Only one performance profile which runs at 1080p.
- SX: 4K in both modes like PS5.
- Series S more closer to PS4 Pro in terms of some rendering settings. Ryu's beard is also bugged in Series S. Series X, same as PS5.

- On PS5 | SX we have 2 modes, Res and Perf.
- Res modes is pretty much locked to 60 in regular arcade mode
- Perf mode doesn't change much in the arcade mode.
- However in the World Tour mode, the Resolution mode drops to 30 FPS in battles w/ bad frame pacing. Performance mode keeps 60 FPS but drops resolution to 1440p.
- The above is the same on both PS5 and SX

- Series S runs at native 1080p in all modes at 60 FPS barring one tutorial fight where it has some drops to mid 50s.

- PS4 / Pro have no toggles and world tour mode runs with unlocked frame rate while battles cap to 30 FPS.
- Arcade mode runs at 60 FPS on both without breaking any sweat.

- All machines have a "Low latency" toggle which disables V-Sync
- On PS5|SX it also targets 120hz. However, the game logic is still locked to 60hz. So it's a 60hz image in a 120hz container.
- At best it might offer a little improvement in controller response but it does not make the game run at 120hz.
 
SF6:


  • Xbox Series X and PS5 are identical on graphics. Arcade is 4K/60
  • Quality is 4K/30 for World Tour. Performance mode does World Tour at 1440p/60. Does not affect Arcade mode.
  • Series S cuts down textures, effects, and background objects vs Series X/PS5. Everything runs at 1080p/60 locked.
  • PS4 has better textures than Series S, but World tour is locked at 30fps no matter what. Cuts down other effects.
Input Latency:
  • Testing by Noodalls
  • Recommend setup is IDR On with VRR/Freesync to remove screen tearing.
  • Numbers below are IDR On and VRR. If you don't have IDR On, you can expect up to 90ms of input lag.
 
Бывший суперэкз PS5, невозможный ни чем другом, так как "супербыстрый ссд" )))

View: https://www.youtube.com/watch?v=I71u7j1Izww


Как оказалась игра вполне играбельна и на обычных HDD.
 
Бывший суперэкз PS5, невозможный ни чем другом, так как "супербыстрый ссд" )))

View: https://www.youtube.com/watch?v=I71u7j1Izww


Как оказалась игра вполне играбельна и на обычных HDD.
Я заценил, кстати, на самсе 980 про 512Гб фризов с рифтами и т.д. вообще не было. В целом, кстати, я так понял, что это продолжение Инто зе Нексус. И в принципе, играется весьма бодренько, гораздо лучше, чем "Ремейк" первой части по кинчику. Что еще прикольно - способности из Нексуса не надо заново открывать =))). Хотя глобально, игра в плане геймплея все равно кажется не такой бодрой как инто зе нексус. Местами очень сумбурный дизайн уровней у нее. Ну и в целом, технически графа хорошая, но в плане всего остального выглядит как прошлый век, немного апгрейженная графа с ПС4. Не знаю, буду проходить или нет =). Но вообще надо бы. На макс, сложности, кстати, как и Нексус, играется довольно легко, очень много простора для ошибок.
 
Red Dead Redemption on PS4 - DF Tech Review


и на сыче:

 
И DF признали - шедевр:


Новая компания от MG тянет на целую отдельную игру.
 
DF посвятила отдельный выпуск версии порта для свитча. Однозначно лучше (почти по всем параметрам) версий для XB360/PS3, очень близка к порту PS4.


Нативные 1080@30fps в доке и 720@30fps в портативе. Радуют что ARM прямо так хорошо осваивают разрабы.
 
BG3 PS5 vs PC:

 
Starfield PC Tech Review:

 
MK1:


Xbox Series S: Dynamic 1440p/60fps (Common 1152~1080p)
Xbox Series X: Dynamic 2160p/60fps (Common 1944~1872p)
PS5: Dynamic 2160p/60fps (Common 1800~1728p)

- The consoles have a single display mode in Mortal Kombat 1 at 60fps with dynamic resolution and FSR.
- PS5 has a slightly lower average resolution than Xbox Series X.
- Xbox Series S has some minor cutbacks in some settings such as terrain geometry, post processing effects, ncps density, textures or shadows.
- PC has slight visual advantages thanks to better shadows and post-processing effects.
- Framerate capped at 60fps on all platforms. Ingame cinematics, menus and special movements are framerate capped at 30fps.
- Good PC performance. Without problems to achieve the 60fps in ultra in any graphic of the range 30/40.
- High visual level and solidity on all platforms. No matter where you play it, all are a good choice.

Первые 90 минут:
 
Super Mario RPG - Switch VS SNES:

 
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