Сравнение мультиплатформенных игр

View: https://www.youtube.com/watch?v=OyRYhlKPo1I


  • new lighting, fog, cloth physics, particles, etc
  • lots of new ToD changes
  • most textures and materials are similar as OW1
  • reflective materials are more prominent, added smoke effects
  • largely art driven changes
  • character textures, hair rendering are much improved
  • old costumes are still available
  • HDR on xbox, playstation, and pc
  • 3 modes on PS5/Series X
    • resolution
      • 2880x2160 to 3840x2160
      • 60fps, 30fps menus
      • rare drops in replays and rare screen tearing
    • balanced
      • prioritizes 60fps
      • 2560x1440p
      • character selection and menus run at 60fps
      • pretty pointless
    • frame rate
      • prioritize 120fps
      • 1920x1440 to 2560x1440
      • vrr supported
      • stable 120fps
    • Series S
      • resolution: 2112x1440p to 2560x1440 / 60fps
      • balanced: 1920x1080 / 60fps
      • frame rate: 1408x1080 to 1920x1080 / 120fps
      • lacking in AO in areas
  • Switch
    • docked: 1152x900 to 1600x900 / 30fps
    • handheld: dynamic 720p / 30fps
    • lacks SSR, AO, lower texture quality
    • suffers sub-30fps drops every now and then
    • shows the engine's scalability well
 
View: https://www.youtube.com/watch?v=Z6Vno8r4cN8

  • characters glow in the environment due to them not being affected by GI
  • AO is lackluster
  • misaligned specular highlights
  • feels like a generic open world city rather than "batman"
  • rain effect is very lacking
  • lacking atmospheric effects
  • interiors look much better from an art and design standpoint
  • interior detail is really good, if last gen
  • character modeling is very high quality
  • against Arkham Knight, it's very less dense
  • Gotham Knights has very few pedestrian NPCs
  • AK has stormy, foamy tessellated water, GK doesn't come close
  • GK has better texture work
  • GK has good TAA, while AK predates TAA
  • GK hs reduced motion blur compared to AK
  • PS5/SX - 2160p
    • high quality ray traced reflections, even on water
    • SSR on top of RTR
  • SS - 1440p
    • SSR and cubemaps
  • maybe dynamic
  • UI is larger on PS5
  • interior cubemaps are different between Xbox and PS5
  • driving around the city is unstable, as low as 25fps
  • on foot, similar drops
  • interior spaces are better, but still has drops
  • on Series X, train stations cause bigger drops to performance; not on PS5 or Series S
  • loading is lengthy at 20 seconds between areas
 

  • RT exclusive to PC
  • 5000 rats in the prequel, 300K rats in this game
  • capped at 30fps on 60hz displays, 40fps on 120hz displays
  • pc version has a bugged camera where the camera has stutter
  • levels are much more open compared to the prequel
  • farther draw distance, better materials, object density, higher res skybox, larger number of npcs
  • character models are much more detailed
  • PS5/SX
    • native 1440p, reconstructed to 2160p
  • SS
    • native 900p
    • lower quality AO, less dense foliage at range
  • occasional screen tearing and dips
  • SX has the most consistent performance
  • PS5 can drop to mid 20s where SX is stable, majority 30fps
  • SS is more consistent than PS5
  • 40fps mode has the same settings
    • SX is more consistent
    • heavy scenes drop to the mid 30s
    • PS5 drops further (to 20s at times) and has vsync, so no tearing
    • SS sits inbetween SX and PS5 again
 
Батя 2022:


  • Build for PS4 so not very compromised vs PS5
  • TAAU chosen over Checker Boarding
  • PS4 30fps mode feels smooth due to enhanced Motion Blur
    • Base: Res 1080p@30 stable
    • Pro: Res 1440p-1656p @30-Perfect (TAAU) in stills close to PS5. Performance 1080p-1656p @~40-50 (heavily leans 1080p most times), no VRR thus jittery.
  • PS5 graphics are more additional and subtle
    • - Indirect lighting including use of SSDO (Screen Space Directional Occlusion)
    • - Greater Shadow Quality on PS5 Quality Mode
    • - Cinematics include additional lighting (Not Hero Lighting)
    • - Better quality screen space reflection, enhancing cube maps
    • - DoF and Motion Blur tied together on RES Mode, separate in Quality Mode
  • Loading:
    • Saves PS4 ~30 sec, PS5 10 sec.
    • Deaths PS4 ~10 sec
  • Impressively polished and bug free
 

  • ray-tracing update still isn't out
  • 2070 super at max settings, dlss performance at 4K is just over 30fps
  • nov 9th patch intends to improve performance on all systems
  • scenes that shown dips shows massive improvements
  • xbox series x still runs better than ps5
  • optimized settings (2070 Super)
    • draw distance - medium
      • console uses custom settings
      • config can match console
    • shadow maps - medium
    • dof/motion blur - medium
    • volumetric lights - medium
    • contact shadows - no real performance difference
    • ambient occlusion - medium
    • screen space reflections - medium
    • texture quality - ultra
    • 29% performance uplift over ultra at 1440p/quality dlss
  • with exactly console settings, vs ps5
    • 5700 - 78%
    • 2060S - 86.5%
    • 2070S - 103.8%
    • Series X - 123%
    • 2080Ti - 146.7%
    • 6800XT - 173.1%
    • 3080 - 188.4%
    • 4090 - 372.8%
    • 4090 / FG - 500%
  • xbox scales with bandwidth vs ps5
  • 60fps is theoretically possible on consoles at 1080p
    • CPU limits are hit, as crowded scenes drop under 60fps
  • game is will multithread, *coughunlikegothamknightscough*
  • no #stutterstruggle, game seems to be compiled while booting
  • camera stutter however when vsync is on, but only the RTX 4000 cards
  • no FSR 2.0, inhouse TAAU
 
Калистый протокол от DF. Игра выглядит круто, но серийным боксам и писи нужон патч, может решат в Day Zero патче:
View: https://www.youtube.com/watch?v=Psetdjz01mI


  • made with UE4.27, the final version of the engine
  • lots of performance and motion capture
  • highly fidelity character rendering
    • in-game model is nearly as detailed as cinematics
  • environments are equally high quality
  • high quality motion blur, recommended to keep on
  • deformable snow and volumetric fog
  • most lights cast a dynamic shadow in quality mode
  • animation is exceptional
  • quality mode use RT reflections and hybrid RT shadows, and ray traced transmission
    • reflections are used on rough surfaces, which is pretty expensive
    • gloriously reflective toilets
    • lots of reflective surfaces in the game
    • lots of shadow casters
    • custom work done to UE4
    • RT shadows can dramatically change the mood of the game
  • PS5/Series X
    • quality and performance mode
    • volumetrics are lower res in performance
    • 1440p-1728p
  • Series s
    • not mode options
    • no RT
    • 1080p
    • lower res textures and no subsurface scattering
    • has some bugs
  • Series X has broken RT reflections and broken fog
    • DF sent this to the team
  • performance mode
    • some inconsistencies, but largely stable, especially with vrr
    • some scenes can drop to the 50s, might be cpu related
  • quality mode
    • series x has lots of drops, devs say a day zero patch would fix this
      • some areas still have drops
    • ps5 is more stable, doesn't have too many drops
    • all platforms has some loading drops
  • series s is a fairly stable save for some loading drops
  • PC
    • #stutterstruggle, no pre-compile option
    • 400ms stutter on an i9 13-series, 700ms stutter on 3600
    • in-game, you can't change settings other than resolution
    • very cpu limited, poor utilization
      • RT drops frame rate by 50% but cpu utilization is very low on a 3600
  • loading
    • loading a save is ~5s
  • SDR
    • three settings, use srgb if on an OLED
  • audio quality is superb
  • great positional audio for surround sound
 
Fornite хоть уже на UE5, но четвертая глава на соответствующем железе поддерживает Lumen/Nanite для освещения/геометрии

View: https://www.youtube.com/watch?v=O6GC8TZbJmI

  • Fortnite already ran in UE5, but chapter 4 introduces lumen, nanite, TSR, and virtual shadowmaps
  • lumen adds RT reflections and global illumination
  • the consoles are using software lumen, which is based on distance field meshes
    • the matrix uses hardware lumen for triangle meshes and better reflections
  • 60fps more uses lumen and nanite, 120fps does not
  • massive difference in visuals comparing the 60fps and 120fps mode
  • the rays per pixel is1/16th resolution to achieve 60fps
    • this causes boiling as light temporally converges to a final frame
  • nanite enables very high resolution meshes
  • UE5.1 supports alpha masked textures
    • but Fortnite does not use this, the leaves and grass are all triangles
  • meshes had to be remodeled to take advantage of nanite
  • lod transitions are practically not visible
  • due to the high quality meshes, the rendering distance for the full meshes is finite, despite nanite's promises
  • there's a pop-in line in the distance where low res meshes transitions to nanite meshes
  • temporal super resolution replaced taau, is akin to fsr2
  • tsr produces a very clean image
  • virtual shadow maps produces high quality shadows in near field and far field shadows
  • blades of grass and pebbles cast shadows
  • vsm isn't cheap and has a visible noise up close
    • Series S has reduced fidelity because of it
  • premium systems
    • no difference in visual settings
    • 4K output, 864p - 1836p internally
    • average ps5: 55% of 4k, sx: 59% of 4k
    • reflections are lumen + ssr
  • series s
    • 540p - 1080p
    • average 73% of 1080p
    • glossy reflections are gone, SSR instead
    • small objects are excluded from the virtual shadow maps
    • lighting fidelity is reduced
      • more light leakages, less bounced lighting coverage
  • pc
    • has hardware accelerated ray tracing option
      • reflections are more accurate, character models are in reflections
      • more accurate shadows
      • distant objects have better GI
      • moving objects contribute to GI
      • less light leaking
      • some weirdness like some areas has light leaking that SWRT doesn't have
    • no translucent reflections like the matrix, due to performance
    • surface cache issues, moving objects are black in reflections
  • performance
    • practically locked 60fps on all consoles
    • pc
      • shader compilation stutter
      • is using async shader compilation with shader comp in the menu
      • not good for a competitive
      • still better than before, if you can believe that
      • VP of engineering says the system is still imperfect
        • characters are streamed in differently
        • you can outpace world streaming with a vehicle, which can cause stutter
        • solutions are being looked at for future update
  • fortnite shows that lumen can be leveraged for more stylistic games without a significant increase in work
 
View: https://www.youtube.com/watch?v=pFHpN0wRQlc

  • PS4
    • 2v2 and airplane drop are 60fps
    • parachuting and gameplay is 40-60fps, at 30s at time
    • rarely hits 60fps
    • 540p-1080p, temporally upsampled
    • texture pop-in
    • draw distance and resolution might put players at a disadvantage
  • XBO
    • 450p-900p, temporally upsampled
    • identical to ps4 settings
    • audio cuts out for a few seconds
    • 10fps lower than ps4
    • 30-50fps
    • screen tearing at the top of the screen
    • 2v2 doesn't always hit 60fps
    • input latency is very noticeable
    • jaguar is working hella hard
  • PS4P
    • best frame rate
    • 50-60fps
    • 1536x1512 to 2688x1512 (horizontal scaling) temporally upsampled
  • One X
    • tearing like all the xboxs
    • 1080p-2160p, temporally upsampled
    • frame rate gets lower than ps4
  • premium last gen has better grass draw, 1m better
  • FoV affects frame rate based on what you're looking at
  • premium systems are below the Series S, though Series S has poorer IQ due to resolution
 
View: https://www.youtube.com/watch?v=xSdLX_32UZE

  • literally the pc graphics menu on console
  • performance settings controls all of these
  • all three run at 60fps unless you set your tv to 120hz, then all run at 120fps*
  • no DRS
  • default
    • 3840x2160 internally
    • image quality: 100%
    • high res textures: on
    • texture filtering: high
    • AO: on
    • shadow quality: medium
    • foliage sway: on
    • targets 60fps
  • performance
    • 2016x1134 internally
    • image quality: 70%
    • high res textures: off
    • texture filtering: low
    • AO: off
    • shadow quality: low
    • foliage sway: off
    • doesn't hit 120fps despite aiming for that
  • graphics
    • 4800x2700 internally
    • image quality: 125%
    • high res textures: on
    • texture filtering: high
    • AO: on
    • shadow quality: high
    • foliage sway: on
    • not always locked at 60fps
  • enemies update at full framerate
  • Series S
    • same as other systems save for resolution
    • performance mode - 1344x756
    • default - 2560x1440
    • graphics - 2560x1440
      • pixel counting is coming out the same for some reason
  • new ports are effectively the same as Switch, just higher quality textures, resolution, and frame rate
  • 125% or high shadows will not lock you to 60fps
  • motion blur affects frame rate
  • performance mode is overkill for 60fps
  • default is a locked 60fps on all systems
  • graphics mode starts faltering from 60fps, ps5 is the best
    • good with a vrr display
    • series S is 40-50fps
  • 120fps mode is pretty locked on ps5
    • Series falls under 120fps, ~115fps
    • some headroom to bump up some settings
  • 120fps mode on default or graphics mode
    • ps5 has an advantage vs series x, 7-8fps margin
  • loading is extremely rapid
 

- Quality mode improves volumetric lighting, ambient occlusion, shadows and some post-processing effects on PS5/XSX. However, these changes are hardly noticeable.
- PC features better textures, anisotropic filtering, shadows and volumetric effects. In any case, the consoles are equivalent to the high PC settings.
- PC Ray-Tracing and PS5/XSX quality modes add a more accurate ambient occlusion of certain elements. Reflections and shadows do not have Ray-Tracing in any version.
- Xbox Series S does not have Ray-Tracing and has some cutbacks in lighting, textures and shadows.
- PS5 has a more aggressive VRS, causing more noticeable artifacts compared to Xbox Series X (minute 2:33).
- Dead Space Remake has one of the best lighting and sound systems I've ever seen. The fact that there is virtually no baked lighting is impressive (and tremendously demanding).
- PS5 has slightly slower load times relative to Xbox Series, though monorail rides last just as long.
- Overall, it's a solid job on all platforms, but Motive's decisions around lighting among other post-processing effects I believe are to blame for the lower resolution on consoles.
Quality Mode: 1440p/30 FPS on SX|PS5 and dynamic 1440p with drops on SS
Performance mode: 2048 x 1080p on SX|PS5
 
Dead Space R:
View: https://www.youtube.com/watch?v=JpqAAOgUrCg


  • original game was built on the Tiger Woods PGA Tour engine
  • original actually ran well on both 360 and ps3, which was rare
  • fully streamed environments wasn't a feature of the Frostbite engine, so they had to make changes to the tools to make it work
    • will benefit future Frostbite game
  • original environment was physically implausible for seemless design
    • one area that's reused in two chapters are actually two different maps. in the remake, the area is now one map, dressed differently between the two chapters
  • intensity director is built into the level streaming system
    • by tracking player position and camera, any combination of necromorph events can spawn
  • geometric complexity has massively improved
  • loose objects have physics and can be interacted with
  • volumetric fog over the original's billboards
  • light beams accurately interact with glass surfaces
  • particles interact with the environment and characters
  • extensive use of surround sound and deep bass
  • sound propagates throughout the environment realistically
    • sound respects the physical properties of the object it's bouncing off of
  • every light casts a shadow
  • console quality mode and pc has RT AO
    • not a major change, but fills out the image well
  • resolution
    • performance mode - 1440p with fsr2
    • quality mode - 2160p with fsr2
    • dynamic res on both
  • variable rate shading being used on all systems
    • on ps5, a software solution is used, it's very messy
      • a patch is being worked on for consoles and pc
  • Oliver will be doing a performance video later
  • many areas are significantly larger with changes to the design
  • not on par, visually, with Callisto Protocol, but very good
 
Dead Space PC:

  • menus run at 30fps
  • a game restart is needed for settings to properly take
  • has pre-game compilation and quick
    • the quickness might make it incomplete
    • deleting cache doesn't restart pre-compilation
  • some scenes can run worse on the same hardware for no reason
  • lots of traversal/streaming stutter
  • if there are lots of doors, expect lots of loading stutter
  • stutter is worse on weaker hardware
  • consoles have this same stutter but lessened and differently
  • DLSS 2.5/FSR 2.1.2/TAA
    • fsr has ghosting on particles and in-world UI
    • taa has higher texture quality
      • texture bias errors, can be fixed via nvidia inspector
        • can cause menu flickering
  • optimized settings
    • VRS off, has a performance degradation when using reconstruction
    • DRS on, up to 17% of the internal resolution
      • with performance mode fsr/dlss, reconstruction won't take effect much
    • lighting setting all look and perform the same; use anything but low
    • reflection - high or ultra
    • shadows - medium
    • volumetric quality - medium
    • AO - for 2060S super, SSAO; for higher, RTAO
    • DoF - user choice
  • VRAM issues
    • the game seems to randomly fill vram; doesn't matter with ram amount
    • some cutscenes fill the vram, causing spillover
    • if this is happening, turning off RT or lowering output resolution
  • ReBar
    • on nvidia, you have to add the game manually
    • 1%-4% increase on cpu limited sequences
 
  • shader precompilation
    • 35 secs on a 3600, 6 seconds on a 12900K
    • works somewhat decently
  • the benchmark may be more heavy than the game
  • pc settings are Chad Warden approved
  • has all the upscalers except FSR2
  • FSR2 and DLSS3 coming soon
  • there's a spatial upscaler than you can turn off in the ini
  • non-21:9 ultrawides have border issues
  • ps5 is native 1080p, temporally upscales to 1440p, then checkerboarded to 2160p
    • not very good
  • UE4's TAAU breaks depth of field
  • ps5 will always look different because the system handles tonemapping differently
    • 0% contrast on PC makes it more like PS5
  • RT reflections mainly affects water, makes it very visible compared to ps5
  • lighting in RT reflections might not align with the world
  • RT Shadows is good but limited thanks to a lot of baked shadows
    • dynamic objects' shadows don't move when RT shadows is on
      • base UE4 problem, Nvidia's custom UE4 branch fixes this, but Returnal wasn't made on it
  • volumetrics are much higher res
  • optimized settings (for a 2060S)
    • RT reflections - off
      • greatly enhances the look but has frame time issues
    • RT shadows - off
      • can run better than shadowmaps at time
    • volumetric fog - high
    • AO - medium
    • model quality - epic
    • particle quality - high
    • shadow quality - high
    • lighting quality - epic
    • texture quality - epic for 8GB gpus
    • variable rate shading (for amd users) - on, but has some flickering
    • dynamic resolution scaling (for amd users) - does not work with vsync on or external cappers
    • audio - RT off
      • causes some frame time issues
  • stutter struggle
    • traversal stutter thanks to loading
    • higher end cpu and no RT minimizes hitching
    • mid range cpu and no rt can have 50ms spikes
    • RT shadows, reflections, and audio causes frequent, heavy spikes
      • geometry mesh creation causes stutters
      • a patch is being made to fix this
 
Пока Atomic лучше на PS5 из консолей:

View: https://youtu.be/R3BjBLVAYgY


PS5 и Xbox Series X|S используют временное сглаживание Unreal Engine TAA с хорошими результатами, и оба используют практически одинаковые характеристики с точки зрения используемых технологий и графических решений. Вместо этого Xbox Series S отображает игру в разрешении 1080p, в этом случае также динамично, но почти постоянно стабильно при этом значении.

Разницу между PS5 и Xbox Series X можно увидеть, прежде всего, с точки зрения производительности, учитывая, что версия для PS5 более жестко привязана к 60 кадрам в секунду, в то время как версия для Xbox фиксирует некоторые падения, даже существенные в некоторых ситуациях, с неравномерностями, которые кажутся происходят в основном из-за запуска патча первого дня, который, похоже, внес некоторые сбои и ошибки на консолях Microsoft.

Версия для ПК является лучшей с точки зрения качества графики и стабильности производительности, хотя при запуске в ней отсутствует трассировка лучей, о чем уже сообщалось ранее. Игра поддерживает DLSS2 с генерацией кадров из DLSS3, а также FSR 1.0. Между тем, Mundfish уже сообщила, что в предстоящих патчах будут представлены более крупные субтитры и настройка FOV, а также, вероятно, исправлены ошибки и еще больше улучшится производительность.
 
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