Games Analysis |OT| Time To Argue About Pixels And Frames!

  • PC version uses a RTX 3080.
  • Resolutions are 1872p on PS5, 900p on Series S and 2160p on Series X. FPS mode activates dynamic resolution, but I have not noticed that the resolution drops at the points checked.
  • Less vegetation density on PS5.
  • Same quality of shadows and textures on all platforms.
  • Dynamic shadows cast by tools (such as the flashlight) are only present on PC.
  • Same drawing distance in all console versions. Slightly higher on PC.
  • The framerate suffers drops in the changes of zones and in places with more graphic load. These drops are more present in the PS5 version.
  • FPS mode reduces antialiasing and ambient occlusion.
9 Likes

Yet another game showing that tools are no longer an issue? Good shit!!!

This game worth it?

2 Likes

Another one

4 Likes

Yeah, Microsoft has obviously made strides with their tools over the past couple of months because the Series X consistently pulls ahead on a regular occurrence now. However, what is up with the Series S. The resolution is a massive difference compared to the Series X and is far more than the gap in compute and memory bandwidth, so I am noT sure what is happening there.

2 Likes

Developers are being very erratic when it comes to Series S. They either push it like Capcom to 1440p or Subnautica here hitting 900p.

Is this a nice time to go back to the start of the thread and look at all the meltdowns about the Series X not being as powerful as it was marketed?

5 Likes

Maybe lol. It does vindicate those who did call for patience and that it was a tools issue and not a hardware issue at the start of the gen and here we are now only 6 months into the generation.

2 Likes

I know a guy or two that called for patience!

4 Likes

Hey I took a quick look at snow runner. It runs at 30fps and looks to be 4K. Didn’t do any pixel counts but it’s sharp.

Edit: just realized I was beaten by @anon86044554

4 Likes

Blowing your own trumpet a bit there :wink:.

In this case it was basically just sitting down and looking at the spec sheets and noticing that the Series X was the more capable hardware. But tools play a major part in extracting performance and we had heard that the Xbox tools were behind but that they will improve, and 6 months later here we are.

1 Like

Devs are releasing bad XSS ports if you look at the big picture, at least they are improving XSX ones. I don’t understand why Sony is so much more efficient with devkits since the last decade (PS4 maxed out almost instantly, like PS4 Pro, while X1 had even 720p ports at the beginnings and X1X continued to suffer from parity with PS4Pro till the end, lmao), when MS should be the biggest soft company in the freaking world, but anyway…

Microsoft seemingly dropped the ball for some reason with the One, but for this generation it’s known at this point that Microsoft is being far more ambitious with their GDK by trying to unify PC and Xbox into one code base along with apis for more features like direct storage, mesh shaders etc than Sony which is more of a continuation of the PS4 GDK. I mean these things are not easy and you only have to look at how Epic is doing with UE5 which is now behind the schedule they set themselves to see this.

For different reasons they are still much less efficient than a smaller company which is also much much (muchx10 at least) less accustomed to deal with software, I mean, software is even in the name of MS, lmao. There is always something handled badly in MS gaming efforts, it’s like the north star or the gravitational constant: it’s inescapable. When they are the cause of their own undoing or being mocked, they deserve it.

Xbone was a flumber, but the team had to work to what they were given. Higher ups wanted 100% directx compatibility between PC and xbox and thus the first version xbone got was exactly a port of the dx11 PC.

Only later they were able to create the low level xbone extensions, and from what came of it dx12.

SX was a different beast because they wanted to unify again, but this time done right. And given how fast they turned things around I’d say that not for covid they would have delivered it by launch.

Meanwhile Ps5 dev environment according to Cerny, is literally the Ps4 one with the new hardware features of the PS5 exposed as new apis, so not only was more mature but devs were more used to it. It had it’s advantages earlier on, but I think with Ms reacting fast the difference in approach quickly favored them, with now they having a performant development kit that allows for true cross generation development (see how many games are getting SX|S support through patches but not on PS5), and will only be improved from here.

Yeah, cross-gen development is the only thing that MS nailed from a soft/devkit perspective (for now obviously), SX is literally underused by a mile, SS even less, because we still see devs starting from One S/PS4 targets and bumping the frames from 30 to 60 and that’s it, imo it’s a bit lame considering the little machine has a better CPU than PS5, lmao.

True, but even for SS there seems to be more for devs having stupid resolution targets than a bad port (in the sense of not being optimized). Perhaps Ms can do something to help them scale better across 4 devices.

I still don’t understand how XSS could have the same resolution target of OneS/PS4, very ofter the same assets and only the frame rate bump, it seems to me that that port is an afterthought, because when it is not, you see the machine doing things outside X1X reach by far, as it should be.

Anyway, the common point of my though is that since 2013 Xbox’s are never being properly used by devs outside some outlier and first party obviously and it’s clearly MS fault, I don’t believe in conspiracy theories outside Sony marketed titles.

how dare you burn my eyes with that non dark mode

5 Likes

I wouldn’t say 1X was underutilized by 3rd parties for example. It consistently offered way more than the specs would lead compared to Pro.

Xbone indeed was, but I think it was more due the architecture than dev tools. With esram Ms added a micro memory management that was not needed on other architectures to achieve optimal performance.

We got to see what the machine truly was capable of in games that were exclusive (RoTTR, Gears 4 and 5) even when the majority of 3rd party games would just lower resolution until it ran half decently.

I wouldn’t call what’s happening this generation the same either. SX is all but consistently outperforming Ps5 by bigger than specs margin again (The notable exceptions this year being RE8 which we know of the technical parity clause and Call of the Sea which was launched very early on so likely using the same tools from the launch games)

X1X had 40% more TF and a much faster RAM, but somehow there were more parity cases than situations like RDR2. I think that no Japanese games outside DMCV used X1X really.

I don’t see SX outperforming PS5 more than specs, considering that Sony specs are a ruse, everyone knows that CPU clocks and TF counts are ballooned, even the disk speed is ballooned. The only two cases I saw the right delta were Hitman 3 and Outriders, with a 30% as it should be.