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Данунах... Xbox One не потянул 2д платформер в 1080р?
Не будут теперь над одной игрой из 43 стран работатьДанунах... Xbox One не потянул 2д платформер в 1080р?
By now we have 80 developers that work globally across 43 different countries.
С хрена на ХОХ фпс такой донный?![]()
- 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.
- 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
It looks like the X version is now locked to 1620p. The framerate is now almost locked 60fps (59 on average). There are still some drops, some as low as 47fps, but is now on par with the Pro version.
- 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