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

Nice to see support for this game.

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Good stuff. Sometimes it pays to wait!

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Almost as if the vitriolic pitchfork-fest was blown out of proportion…

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They just released another patch today, so this is from prior to that patch.

PS5 in performance mode uses a dynamic resolution with the highest rendering resolution found being 1536x864 and the lowest resolution found being 1152x648. PS5 in performance mode uses FSR 2 to reconstruct a 2304x1296 resolution.

Xbox Series X in performance mode uses a dynamic resolution with the highest rendering resolution found being 1621x912 and the lowest resolution found being 1216x684. Xbox Series X in performance mode uses FSR 2 to reconstruct a 2432x1368 resolution.

PS5 in resolution mode (performance mode disabled) uses a dynamic resolution with the highest rendering resolution found being 2346x1320 and the lowest resolution found being 1728x972. PS5 in resolution mode uses FSR 2 to reconstruct a 3840x2160 resolution.

Xbox Series X in resolution mode (performance mode disabled) uses a dynamic resolution with the highest rendering resolution found being 2560x1440 and the lowest resolution found being 1728x972. Xbox Series X in resolution mode uses FSR 2 to reconstruct a 3840x2160 resolution.

Xbox Series S uses a dynamic resolution with the highest rendering resolution found being 1600x900 and the lowest resolution found being approximately 1312x738. Pixel counts at 1312x738 were rare on Xbox Series S. Xbox Series S uses FSR 2 to reconstruct a 1920x1080 resolution.

In both modes PS5 and Xbox Series X render the UI at 3840x2160. Xbox Series S renders the UI at 1920x1080.

Cutscenes are letterboxed which results in a lower effective resolution during these scenes.

Cutscenes weren’t included in the performance mode footage because PS5 and Xbox Series X turn performance mode off during cutscenes.

PS5 and Xbox Series X in both modes use ray-traced reflections and seem to use a form of ray-traced global illumination. Xbox Series S doesn’t have a performance mode and doesn’t seem to feature any ray-tracing.

PS5 and Xbox Series X in resolution mode have additional foliage and an improved LOD transition distance compared to performance mode and Xbox Series S.

Instances of camera and animation stutter was seen on Xbox Series S and in resolution mode on the other two consoles.

Performance can vary run-to-run. Performance degradation was seen during an extended play session https://bit.ly/3Wmys9R

Stats: https://bit.ly/3Nj2ngS

Frames Pixel Counted: https://bit.ly/3Vd6oFo

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Once I get this game I will definitely go for quality mode.

Not sure who you were paying attention to but most of the people I saw were just rightfully pointing out and being disappointed by a year late port not only running worse than other versions but simply not running great in general.

There’s nothing wrong with having an issue with a game launching that way.

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Glad they are still working on it. Considering how the PS5 version still has issues, I was concerned they’d leave as is. Curious on how it runs now.

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Yep. It’s really that simple.

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I would love to see where I said anything remotely close to ā€œgamers shouldn’t be able to criticize or complainā€ā€¦ because last time I checked I didn’t, it’s really that simple. How about we stop taking what I say and hyperbolizing it to an extreme that was never uttered by my lips. There’s a wide ocean between genuine criticism/disappointment and using the launch as an example of ā€œXbox ineptitudeā€ or calling for Xbox and Tango to be shut down… some of those exact sentiments were present on this very forum when the game launched, so let’s stop pretending there’s some conspiracy theory because you didn’t seen something.

Back to the topic on hand, I always felt comparing post-launch versions to those that were just launched, especially when this very thread lives off of examples of titles that have been updated dramatically post-launch, is a bit disingenuous. For all the dismissal @Resist gets in this thread, he was 100% right on this case… now to find a farm :wink:

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The only one hyperbolizing is you. You’re the one who described legit, sincere conversations as a vitriolic pitchfork-fest. If you’re referring to some other imaginary crap elsewhere, why bring that toxic crap here when that’s not necessary?

Also for those that care, the performance is still not fixed and is regularly below 60fps. So I think you’re going to come up short looking for that farm.

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Guys. You’re both right. The reality is games are consistently launching with issues that may or may not be fixed.

We should be glad they tried to fix the framerate issues. It’s not about Xbox, it’s just the way these devs allocate time to go back and fix things.

I think we are all pretty sensitive about criticizing everything remotely close to Xbox. People were a bit nervous about not getting the superior version one year after launch, that’s it. Not a big deal. The game is cool. Play it.

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Sorry but this is not a both sides thing. We weren’t being vitriolic and his comment was completely unnecessary.

Was checking this out too. They did a really good job getting the game to 60fps. It’s interesting what kinds of nips and tucks they can make to improve performance. Personally, I think I’d prefer to go with the 40fps mode. It offers the better graphics but also more fluid and responsive controls than the 30fps mode.

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Scrolled back to the Ghostwire part of this thread and didn’t see any sort of hyperbole or calling for Xbox/Tango shut down. Just disappointment about releasing it in the state it was in compared to PS5. Would like to see how the recent patch improved things but don’t think anyone is gonna go back and re-run tests. I don’t think it’ll ever be completely stable as it’s not a well optimized game, period.

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To be fair the performance has improved, it’s still not where it should be though. On the bright side, it does look like the frame pacing has been improved on the 30fps mode.

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That’s because those sort of posts have required moderation. Additionally they were not exclusively in this thread and carried over to other discussions. The bad faith posts and over the top toxic takes calling for Phil Spencer or others to be fired or for studios to be shut down have been rightfully moderated. Its good that you can’t find them now, but they most certainly did exist. No need to continue hosting such levels of toxicity.

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Good stuff.

40fps is great but I have a weird issue with it and I saw the same issue mentioned on Reddit by a few too. When I rotate the camera in that game and objects are near me, like when I’m inside a building, it seems to auto focus on this and this makes for a annoyingly juddery camera rotation. When I’m outside with nothing close to Amicia for the camera to get stuck at its smooth.

I tried 60fps mode, it isn’t there.

What I found interesting in the DF video was that uncapped FR runs some 20fps higher on series x in certain areas. Why can’t devs just always use the head room on series x to make their games run as well as possible on it. Such a shame. The performance is there.

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That requires quite a bit of work to get your game engine to be that dynamic.

Even with that, it would likely be reactive, which means it wont scale down or scale up until its a bit too late for the most sensitive gamers. So now you can’t push it to the max as you dont want large swings. So now you’re in a smaler range of adjustments.

In a perfect world it would be predictive, but that’s even more difficult to do too.

So in reality, when there are time constraints, and there always are, you get just enough time and attention to make sure the game runs well enough to ship it. They always have too many other things to fix. Perfection is the enemy of good enough, especially in regards to budget (time and money).

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Great post.

I’d also add that the huge variety of potential bottlenecks are a big factor. A Plague Tale is a perfect showcase for this and why we see some scenes with a 20fps gap while other scenes only have a 1-2fps gap. Some games can be designed more in line with the latter scenarios where the gap won’t really be as large as expected because of the bottlenecks that are comparable on both platforms.