Сравнение мультиплатформенных игр

Warzone:


:eek:
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Ну хоть на свитче летать будет? :eek:
 
Данунах... Xbox One не потянул 2д платформер в 1080р?
Не будут теперь над одной игрой из 43 стран работать :eek:
By now we have 80 developers that work globally across 43 different countries.

Придумали понимаешь весь этот ваш мультикультурализм. Загнать всех в один ангар, под одну крышу.
 
Стадия!
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Вложения

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С хрена на ХОХ фпс такой донный? :confused:
 
- By design more taxing than RE2.
- HDR is utterly brilliant when calibrated. One of the better showcases for it.
- Regardless of HDR or SDR, you will need to spend some time in brightness calibration settings.

- XBX targets full 4K with signs of reconstruction.
- PS4 Pro still on 1620p ala RE2 with similar reconstruction.
- X pushing more pixels but results aren't exactly too sharp.

- Base PS4: Native 1080p.
- Base XBO: Peak of 1080p with dynamic drops to 900p and between.

- Resolution ties to pixel breakup in hair. XBX > PS4 Pro > PS4 > XBO
- X has a sharper bokeh DoF seen in cut-scenes and sharper shadows compared to rest.

Performance:

- XBX shows significant drops to 40's in game play and 30's for cut-scenes.
- Pro is the front-runner, sticks to 60 with small drops to high 50's in game play. Cut-scenes drop between 50's.
- Base machines could use a 30 FPS cap. Though relatively speaking X is sometimes worse than base PS4.
- Base XBO is the worst performing version.
 
Полная версия RE3:R

  • fidelity same as demo
  • PS4P - 2880x1620, CB
  • XOX - 2160p with reconstruction
  • PS4/XOS - 1080p
  • One X has better dof and shadows are slightly higher res
  • outdoor city area is pretty linear with few branching paths
  • RE3 looks cleaner than RE2
  • screen space reflections still noisy like in RE2
  • enemy animation rate differs depending on distance (15fps/30fps/60fps)
  • more liberties with RE3 remake compared to RE2 in regards to designs from the PS1
  • performance same as demo
  • PS4P on top, has some dips to 47fps
  • One X's 4K causes the game to always be under 60fps
  • avg 50, drops to 30 in explosions
  • RE2 on One X was lower resolution (*I think it was the same as PS4P's resolution*)
  • Capcom is aware of the One X's performance; maybe a patch?
  • One S ranges from 60 to 30 fps, rarely 60fps; performs worse than RE2
  • PS4 also varies wildly; higher average
  • both would do better with a framerate cap
  • cutscenes, multiple paths, areas that were in the original game are missing
 
GTA IV vs GTA V

 
Все версии хороши:

 

  • RAY TRACED CYBERPUNK NINJAS
  • enemies are obstacles rather than "enemies", succeeds where Mirror's Edge fails
  • RT has huge fps cost, reduces framerate by 64%
  • DX12 is experimental
  • RT AO, RT reflections, RT shadows
  • UE4 Unlocker is an injector that allows access to UE4 console, needed to turn on/off RT features individually
  • shadows has a highly variable cost, the example wall cost 39% of performance, another example cost 63%
  • baked lightmaps hurt RT shadows and AO implementation
  • the game doesn't have a lot of dynamic lighting, so RT shadows and AO doesn't really make sense for this
  • RT reflections make more sense because CYBERPUNK
  • costs can vary from 30% to 70%
  • reflections are full resolution, equals your render resolution
  • 4K render resolution = 4K reflections = tanked frame rate
  • 50% cause temporal instability for some reason, possibly due to low temporal accumulation
  • this game really wants more samples
  • increasing roughness cutoff in UE Unlocker cuts performance heavily
  • you can turn on GI, but it costs 74% of performance, and there's a lot of baked light maps so it's not really recommended
  • one example scene with balls to the walls RT settings at 4K went from 88fps to 7fps
  • looks great tho
  • 1440p with temporal upsampling and RT Reflections (standard roughness cutoff) gets 90+ fps until you get to a reflection or the fan for whatever reason (2080Ti)
  • 2060 is below 60fps with RT on, also vram limitations
  • with just reflections and 1080p, near locked 60fps
  • resolution scaler doesn't use the temporal upsampler, hs to be turned on in the UE unlocker
  • no DLSS in the demo
 
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