So does Halo on XSX have a 60fps mode as well? So it’s native 4K and 120fps, impressive but there’s no way they can go “all out” with the graphics with that. I would really appreciate a mode where we get increased visual fidelity, things like reflections maybe, moving foliage, higher shadows and so on and then at 60fps. I am one of those gamers that would pick that mode because I definitely find visuals important in MP too.
Is it that bad? PC players play with different framerates all of the time. Anyone playing competitively should not expect to do so on a last gen console.
Sounds like there will be in the final game, but not in the tech test, or at least not in this particular tech test. There is an option already for quality or performance, it just doesn’t do anything right now.
Another interesting thing, which looks like it’s becoming some standard unfortunately, that Xbox Series X is loosing more frames in 120 fps mode. While Xbox Series S is nearly locked at 120 fps with single drops.
If they would sacrifice native 4K for DRS with 70-80% of 4K and literally locked framerate then it would be the best solution in my opinion. But maybe the final release build will optimised enough to have both – native resolution and locked 60 fps (quality mode) and 120 fps (performance mode).
Hopefully Xbox One will be in 60 fps as well, because playing together 30 fps (One) versus 120 fps (Series X|S) and unlocked one (PC) would be ridiculous.
Similar to Microsoft Flight Simulator. Xbox Series X has some drops (even down to 20 fps) and Xbox Series S is locked 30 fps or with drops just to 1-2 frames. Hopefully moving to DirectX 12 will give locked 30 fps on Xbox Series X.
Especially these machines has nearly the same CPU.
Who cares? Seriously…the game isn’t out yet and they literally told us this was unpolished and unfinished wrt performance and final passes on asset quality. So who cares what it looks like in a tech preview designed to stress server load and AI bot behavior several months out from launch? o.0
Yeah any investment MS makes for optimizing and leveraging DX12U for UE5 will impact more than Series consoles but pretty much all PCs built from here on out.
UE5 was built so that it didn’t need to leverage things like mesh shaders, sampler feedback, RT hardware, and so on. Which is fine and it allows for widespread compatibility for many devices. They are pretty confident in their software-based solutions and that’s great. So it’s on MS, for better or worse, to make these optimizations and if it works out it can make the PC and Xbox the best places for the engine.
Ideally the quality mode which is at 60fps has the best image quality. And for those that really want 120fps, there’s a cutback in some visual stuff but I think they won’t mind that too much. Personally for me 60fps is absolutely fine.
Thats not 343’s problem. This is how PUBG ended up being gimped for Xbox One X owners because of this nonsense argument of competitiveness. Nobody brings this bullshit argument up on PC.
You have a low end PC or console you take what you get.
Just like 1800p to 4k DRS is okay for solid 60 FPS
A 100-120 FPS at locked 4k is also okay on a vrr display. Also, most 120 fps displays will have vvr support. And don’t think it’s a big deal. Plus, it’s preview so things can improve as well
I worked on a separate successor to FSX (Prepar3D). The original system for 3rd party panels/gauges was in a custom XML format that people had to learn and also had shitty performance. We at some point added support for Scaleform (middleware/translation layer allowing 3D GPU rendered Flash content in your scene), which is more performant than what they chose, but Flash is dead and has its own learning curve. The Flash developed/Scaleform rendered gauges performed much better though, like 300% or something. I’m actually a bit surprised there isn’t a more performant analog for HTML5/Javascript. Haven’t looked at that stuff in a while though.
That part sounds crazy, but actually isn’t. The change to a Javascript engine sounds like their effort to modernize, but that type of thing has been in Flight Sim for decades.
EDIT: Looks like since I have left we also added HTML5/Javascript support for panels/gauges. I no longer work there so don’t have any insight into the implementation and performance.
EDIT 2: Looks like we also switched to DX12. Curious how it runs nowadays.
Xbox Series X in the 60 fps mode uses a dynamic resolution with the highest native resolution found being 3840×2160 and the lowest resolution found being approximately 2400×1800. Xbox Series X in the 60 fps mode uses temporal upsampling to reconstruct a 3840×2160 resolution when rendering natively below this resolution.
Xbox Series X in the 120 fps mode uses a dynamic resolution with the highest native resolution found being approximately 2240×1440 and the lowest resolution found being 1920×1080. Native resolution pixel counts at 1920×1080 seem to be common on Xbox Series X in the 120 fps mode. Xbox Series X in the 120 fps mode uses temporal upsampling to reconstruct a 3840×2160 resolution.
Xbox Series S in the 60 fps mode uses a dynamic resolution with the highest native resolution found being 1920×1080 and the lowest resolution found being approximately 1536×900. Native resolution pixel counts at 1920×1080 seem to be common on Xbox Series S when in the 60 fps mode. Xbox Series S in the 60 fps mode uses temporal upsampling to reconstruct a 1920×1080 resolution when rendering natively below this resolution.
Xbox Series S in the 120 fps mode uses a dynamic resolution with the highest native resolution found being approximately 1536×900 and the lowest resolution found being 960×540. Native resolution pixel counts seem to usually be below 1280×720 on Xbox Series S when in the 120 fps mode. Xbox Series S in the 120 fps mode uses temporal upsampling to reconstruct a 1920×1080 resolution.
Xbox One X uses a dynamic resolution with the highest native resolution found being 3840×2160 and the lowest resolution found being approximately 2240×1800. Xbox One X uses temporal upsampling to reconstruct a 3840×2160 resolution when rendering natively below this resolution.
Xbox One S uses a dynamic resolution with the highest native resolution found being 1920×1080 and the lowest resolution found being approximately 1120×900. Xbox One S uses temporal upsampling to reconstruct a 1920×1080 resolution when rendering natively below this resolution.
The Xbox Series X|S consoles appear to be using Variable Rate Shading which can result in some double width and double height pixels being visible in the frame.
Hopefully the final product won’t have that ridiculous range of 540p/720p/900p resolutions on Xbox Series S…