For native games at least is 120hz and HDR possible on Ps5?
I guess Activision must have found a way to output 120hz under the same constraints/hdmi version Pro had through BC
For native games at least is 120hz and HDR possible on Ps5?
I guess Activision must have found a way to output 120hz under the same constraints/hdmi version Pro had through BC
Check out my follow up post as Iâm not talking about a non-RT enhanced edition.
Also while I donât think the XSS will limit design, a last gen enhanced port doesnât really prove anything in terms of the capability of new gen consoles, especially the XSS. The resolution is already too low for my taste on the XSS version, which is why I would prefer an enhanced last gen version as an option. Itâs not like games will get less demanding, so itâs going to be interesting how low the resolution goes this gen on the Series S.
This is why Engineering gotta get that super resolution running as soon as possible.
Itâll help but it wonât be a silver bullet to fix the problem as a whole. Theyâd need a DLSS 2.0 equivalent feature but thatâs likely not possible on console even with the ML support.
I got your point, but thatâs the thing. They reworked on all the assets and all scenes to be able to work on a rt only scenario. So thereâs no non-rt version of the assets, youâd basically have to ship the game with both the enhanced and last gen and switch on the fly.
As for limiting, that was their point too. They want to make sure that they could throw away (in both the engine and in the asset production pipeline) all the non rt process. And they would only do it if for all consoles they could double the fps of the last gen versions and still use all the lighting and shadows by rt. I assume the double fps part is to future proof their games.
If SS havenât passed the test it would have limited their vision for next gen because they donât want to deal with non rt lighting anymore (They have a video showing how much easier it is to light a single scene with RT, and also made the point that they wanted more dynamic/physical objects and pre calculated lighting was getting in the way of that design).
So does PS5 have Kraken or not? I dont get it tbh.
30fps will allow for more expensive temporal reconstruction techniques.
So itâs a trade off.
I think Metros temporal reconstruction technique could also be improved. Itâs the noisiest implementation Iâve seen so far.
Yep, 60fps is probably too much for Series SâŚa 1080p/30fps option that could result in less pop-in and sustaining a higher resolution in the most demanding scenes wouldnât be a bad thing. Metro isnât DOOM Eternal so 30fps is still perfectly fine.
The usual pretty much. Xbox runs at higher resolutions most of the time with the odd frame drip here and there in some stressful scenes while the PS5 seems to not. PS5 seems to have a gamma crush issue.
Lower loading times on SX also (but both are particular bad in that regard compared to PC).
Still, overall very impressive that both consoles can sustain higher than 1080p at 60fps with so much RT going on.
Bodes very well for this generation.
And Ms canât have ML superresolution soon enough
But it seeks like the drops on Xbox arenât GPU related and more likely some sort of code bug.
PS5 and X have different GPU stress points. X has more traversing stutters.
anyone elses series x fan ramp up when playing exodus? first game that i ever heard the fan. wanna make sure my xbox isnât gonna explode, because hearing a fan is scary since the console is piss quiet.
Seems to be something similar to Control where SX would randomly drop. Hopefully itâs fixed here too
James Stanard is an GPU R&D guy at xbox, gives more explanation on why the series x/s load time is slower than pc, because it is bound by single threaded performance of the cpu
As far as I remember, DirectStorage APIs will come to PC with the latest Nvidia GPUs (decompression, direct storage access) and probably require different motherboard configuration.
i would argue this version of Metro Exodus ist not last gen, its tech stack is next gen.
As @CallMeCraig noted it comes down to the game needs. Forza Horizon has probably the industryâs best use of cube maps (which now include shadows and dynamic objects at decent resolution). So for most of the notable reflections youâd see while playing it would not look much different than if RT were used. It does miss out on other cars (or your own car) reflecting though. Super high poly models that are curved smoothly canât easily be reduced to work well in a BVH for RT reflections. It can be done but it requires a LOT of memory to do so I think.
Metroâs approach will become the norm in the next couple yrs and once XSX/XSS get ML super res there wonât be anything holding the consoles back on RT.
Itâs somewhere in between imho. The tech stack is only half the equation. The art pipeline was not designed for RT. I agree with @KageMaru that last gen games that are enhanced (even ones with enormous tech baseline boosts like this one) arenât representative of the RT perf we should expect for proper next gen engines. However, Iâd actually say that we should expect much better results instead. When engines commonly utilize ML super res in the coming yrs on top of a proper next gen art pipeline and other tricks this game will look quaint.
Yup, because the console doesnât come with a proper HDMI 2.1 cord. Itâs bandwidth is limited compared to proper 2.1 cables.