Сравнение мультиплатформенных игр

Ну что готовы? :D Суровый анализ MK1 для сыча от DF. "Игра слишком велика для свитча"


– Switch version is 35.3GB, compared to 114.5GB on PS5
– Bit rate and resolution of story mode’s cutscenes reduced on Switch
– Feature complete in terms of modes
– Lengthy load times on Switch
– Unresponsive menus
– Takes 15 seconds to get to the character selection screen when selecting local versus
– Takes another 40 seconds to actually load the match
– Mortal Kombat 1 resolution is dynamic 756p when docked; 576p during more intensive stages; 756p in intros and fatalities
– Dynamic 720p in portable mode; lower bounds is 704 x 396

– Huge visual changes to the Switch version
– Low grade textures
– Texture filtering takes a hit
– Polygon count on models and geometry in background visibly dropped
– Foliage stripped out or uses simplified plant/tree model
– Effects removed or culled in resolution
– Screen space reflections can be removed across the floors
– Also changes to lighting, shadows
– Cloth and water physics kept enabled
– Select plants trees also animate properly
– Physics less extensively applied
– Visual bugs during intros, fatalities
– Some tearing and hitching during pre-rendered cutscenes
– Mortal Kombat 1 frame rate targets 60 FPS for fights, but struggles to hit that
– Intro cutscenes jump between 10 and 30 FPS
– Fights can plunge down to 30 FPS and even into the 20s
– Baseline performance 55 to 60 FPS
– Big dips happen often, often with Cameo Assists
– Portable and docked modes are similar
 
Асскрид Мираж:

 
Warhammer 40K Darktide, одна из наиболее тяжелых свежих PC игр на сериксе:


это на PC:

 
Alan Wake 2, пожалуй самая тяжкая игра на сегодняшний момент. Проверяйте свои пука, новый бенчмарк


Как я понял в игре используют mesh shaders (не знаю где еще их юзали в игорях). На PS5 в режиме Perf игра идет в разрешении 847p. Но правда 60fps.

PS5:

 
Последнее редактирование:
Разбор римейка SM RPG от DF:


Качество картинки - одно из лучших на сыче. 1080p в доке и 720p в порте. 60fps кадровка.

We are but one day away from the release of Super Mario RPG on Switch and the tech experts at Digital Foundry have appeared just in the nick of time with their analysis of what we can expect from the remake's performance.

Let's start off with the biggie. Super Mario RPG on Switch targets and maintains 60fps almost all of the time. Digital Foundry's analysis particularly praises the video cutscenes in this respect, calling it "the best example of video playback on the entire system".

However, it's not all sunshine and rainbows here, and DF goes on to note that there are occasional "extremely distracting" frame rate drops in certain sequences. These seem to be pretty few and far between and the analysis theorises that it might boil down to the variable camera movement making things look a little jankier than they actually are, but it is something to be aware of all the same.

On the brighter side, the Switch delivers a full 720p native output in handheld mode and 1080p in docked, producing what Digital Foundry refers to as "some of the best image quality we've seen on the Switch to date". This means that the updated textures, lighting and shadows are all given the chance to really pop.

As well as showing a side-by-side comparison between the Switch remake and SNES original, the DF analysis also touches on the new soundtrack, praising the improved instrumentation and how composer Yoko Shimomura has expanded the original tracks.

All in all, it seems to be a rather strong experience indeed (bar the occasional frame drop). You can check out Digital Foundry's full analysis in the video at the top of this article and for a reminder of what we thought of the game (spoiler: we loved it), we have linked our review below.
 
И вот еще интересный порт. Игра, которая не должна быть, но почему-то вышла на свитче. Вот что делает жадность и желание срубить бабла на хайпе и большой инсталл-базе гибрида. Порт Hogwarts Legacy:





Я лично с уважением отношусь к порту, ибо понимаю какая гигантская работа проделана при портировании, сколько секций игры они переделали под сыч, но остальные наверное у виска пальцем покрутят. Игру "ужали" до 15 гигов (причем на карике 8, остальное - докачка). Кадровка что интересно довольно стабильна и держится в районе 30fps.

Добавил разбор от DF:

 
Последнее редактирование:
Teardown:


Summary:
  • Voxel-based physics. Each voxel is physically simulated and has different materials properties (wood catches fire and propagates, etc)
  • Volumetric effects like smoke are also physically simulated and interact with the enviroment.
  • Voxel Tracing. Not actually hardware RT, but allows the game's reflections and AO to have an "RT-look" to them.
    • Color information for reflections is via SSR so offscreen reflections will still appear but completely dark.
    • No real time GI
  • Rendering targets
    • PS5 - Quality Mode: 1620p, 60FPS target. Running at highest preset from PC version.
      • 60FPS is held very consistently when not much destruction is going on ("low-level" destruction)
      • "medium-level" destruction can dip to 40s
      • "high-level" destruction in things like sandbox mode can drop to sub-20FPS
    • PS5 - Performance mode: 1080p, 60FPS target
      • 60FPS held consistently on "low-level" destruction.
      • "medium-level" destruction also holds 60FPS very consistently
      • "high-level" destruction not specifically mentioned (but in my experience, you can get it to tank pretty hard regardless)
    • PS5 - Performance mode: 1080p, 120FPS target
      • Just unlocked performance mode. Low level destruction pretty much locked 120fps, medium-level you can get it to dip to 90-100FPS.
    • Series X matches PS5 settings and targets, but uses double buffered vsync. Whenever game drops from its target framerate, it goes down to the next refresh rate divisor (ex: FPS of 59 would only output 30FPS).
      • Not an issue with VRR on, only without it. Suggests using regular 60FPS performance mode until it's fixed on non-VRR TVs.
    • Series S - 864p, 60FPS target. Also running highest preset from PC version.
      • Hits 60FPS "no matter what it's thrown at it"
      • Very blurry and noisy from the low resolution.
      • No quality mode or 120FPS options.
  • Loads very quickly on all platforms.
  • Port's largely a success on console, outside of some small issues like no native HDR support.
 
Аватар на PC походу круче фильма по графону:

 
И консоли:

 
Gran Turismo 7 vs Forza Motorsport
Огромная работа от DF.


GT7 круче, согласен. И вышла на полтора года раньше.
 
Балдур гей на боксах, в том числе и на XSS:

 
Худшие PC порты 2023:

 
Черепа и кости:

View: https://www.youtube.com/watch?v=V96yGZl7_cU

  • The first self-proclaimed "Quadruple A" game to release
  • PC version doesn't suffer from typical issues like shader stutter, options menu is well laid out, etc.
  • Some nice things: wave particles on shores, skies
  • Console versions:
    • All hit their performance targets really well, minor drops on PS5 and XSS performance mode
    • PS5 / XSX – Quality: Native 4K 30FPS with TAA
    • PS5 / XSX – Performance: 720p 60FPS upscaled to 1440p with FSR2
      • Bonus: this is the same internal res as Assasin's Creed 4 on the Xbox 360
    • XSS – Quality: I don't think they said the res or I missed it
    • XSS – Performance: 540p 60FPS upscaled to 1080p with FSR2
    • FSR2 completely ruins the image when deployed, there's a giant gulf in image quality between the selectable modes.
  • Technically supports Ray Traced Global Illumination (PC+Quality Mode on console) but it's largely useless, it only affects your ship. Rest of the game uses SSAO.
  • All the water reflections rely on SSR, and due to the kind of gameplay there's constant breakup due to occlusion. Performance mode on consoles is especially bad, the SSR resolution is so low there's constant shimmer in motion.
    • Notes AC4 used planar reflections so it didn't have these issues
  • Just like SSR particles are also quarter res so they look very pixelated – made even worse by FSR2. On XSS Performance you have 270p particles, "only a little higher res than your average Super Nintendo game"
  • Level of Detail changes and pop in are extremely obvious even in the maxed out PC version
 
Чо то совсем кансали сдают, даже в римейке братьев уже проблемы, особенно у XSS:

View: https://www.youtube.com/watch?v=oHH04k95KCE

General information
  • Engine switch to UE5 for remake
  • Nanite and Lumen are used throughout the entire game
  • As such, every asset has been remade
  • Animations are now higher quality
  • Better skin shaders, water shaders and textures
  • Cutscenes have changed to better reflect the new models and facial animations
  • Cutscenes have been added in places, some are pre-rendered
  • All 3 consoles have 30fps and 60fps mode
  • "Beautiful, fresh take on the original story"
  • A trend is forming for UE5 on console - despite all the cuts made, consistent 60FPS seems out of reach
  • Small visual bugs like "little blips" and texture pop-ins
Quality mode information
  • Dynamic range of 2240x1260 thru 2880x1620 for PS5 + XSX
  • 4K is the target, but "rarely ever in sight"
  • Dynamic range of 806x454 thru 1280x720 for XSS
  • Tends to rest at 720p, image breakup is "very evident on Series S"
  • XSS has much lower settings for everything compared to PS5 + XSX
  • 30FPS mode makes "a lot more sense" for XSS users
  • Evenly framepaced locked 30FPS on PS5+XSX (occasional drops in the city in XSS but mostly solid), recommended mode by DF
Performance mode information
  • 60FPS target, Lumen and Nanite are kept
  • Native resolution of 1920x1080 for PS5 + XSX
  • Lower quality shadows for PS5 + XSX
  • Dynamic range of 806x454 thru 1280x720 for XSS
  • Trends towards 454p at most times, causing pretty notable visual artifacts
  • Not as low res in later, indoor areas
  • "Intended for VRR enabled displays"
  • Cutscenes run at 30FPS regardless
  • Unlocked 35-60 FPS wavering up and down the grid all the time
  • Series X has a consistent framerate lead at all times (e.g. 45FPS vs 51FPS)
  • There are still spots that drop below the ideal VRR range
  • Both PS5 + XSX "are battling to hit that 60FPS line all the way through"
  • XSS performs worse than both PS5 and XSX consistently, "not a recommended way to play"
  • Stable 60FPS in later indoor areas for all 3 consoles
 
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