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

XSX and PS5 have very limited machine learning capabilities. Next gen consoles will offer major leap on that fact alone.

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No doubt thatā€™s certainly a factor but itā€™s important to keep in mind that, outside of Fortnite, the few UE5 games weā€™ve seen so far donā€™t use the full suite of features of the engine. Immortals will actually be the first 3rd party game to do that. So itā€™ll be interesting to see how that performs on a technical level. Even with that game, the studio chose to use FSR instead of the native upscaling option and they specified that was because of performance reasons.

Surely UE5 will get more optimized over time but I donā€™t see the engine ever moving beyond it being a jack of all trades, master of none. And as the generation continues, expectations for better looking games will grow, and the demands will continue to rise.

Iā€™m most interested in seeing what the coalition does with UE5 this gen. Unlike most 3rd party studios, they optimize their fork of the engine like no other. They specifically called out the performance of the upscaler but said they plan to increase performance of the feature when they showed off their work a couple years ago. They are one of the few studios who have the resources to actually optimize and enhance parts of the engine to make it their own version. They added geo-caching to UE4 before Epic made it a standard feature for example.

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From a tech curiosity perspective, what Iā€™m most curious about are these two segments:

FSR 3 with all the goodies and even the lesser frame generation for all DX11 / DX12 titles using motion vectors ā€“ basically AMDā€™s version of DLSS 3 FG with Reflux anti-lag technology. Itā€™s about time input latency was improved.

The Cache sizes on future console products. So much of the performance is now derived from large on-chip cache. How will they balance the cost/performance/power metrics.

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Is the size of a console a major concern? I feel like itā€™s pretty low on my list of requirements and Iā€™d take a receiver sized console if that was what required to get the necessary performance.

If I had my way theyā€™d open up remove the size limitations (within reason), upper the power consumption limitations accordingly, and give us a real beast haha.

I suppose thatā€™s what a Day 1 Pro console would be like.

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Pretty sure the AFMF tech doesnā€™t use motion vectors. It interpolates the frames in a similar way TVs already do but with less latency.

Considering AMDā€™s recommendation of at least 60fps to get the best result out of FSR3, I doubt weā€™ll see it much on console. If anything it can help provide higher frame rates for games already targeting 60fps but wonā€™t be used in the more demanding games targeting 30fps.

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That dx11-12 FSR 3 support could only be that TV soap opera like effect.

Edit: cacheā€¦the first thing console designer does to save on costšŸ˜…

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You have to remember all these framerate or resultion upscaling techniques cost resources. Thats not free.

I may be weird here but i donā€™t want an even bigger and uglier console. The base PS5 is already real ugly and the PS4 Pro made the good looking PS4 design look real fat and bad. So i have not a lot of hope. More power consumption often results in louder consoles, so that is another thing i donā€™t want to see.

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I guess I am function over form when it comes to stuff like this. Im probably the odd man out, because I see people that donā€™t even want to buy a PS5 because of how ugly it is lol

I misread the following statement as their FSR3 FrameGen for unsupported games using Motion Vectors, but that was off the mark. So non-direct supported titles is closer to the TV Interpolation like you said.

AMD says that this version of its frame-generation tech may not work as well as it does in games that explicitly add support for FSR 3. Where FSR 3 can use AMDā€™s motion-smoothing technology and motion vector data from games to improve its predictions, the HYPR-RX version can only use motion smoothing, which AMD says ā€œcan have some impact on the quality of frame generation.ā€

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I would love to see a top-tier AVR form factor console. Would fit perfectly in the entertainment rack.

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Yeah, FSR3 utilizing async compute is not an approach Iā€™m entirely fond of, especially since itā€™s a great resource for devs to improve the base performance. Itā€™s also one of the reasons Iā€™m skeptical of how much itā€™ll be utilized in the console space.

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Itā€™s probably not an issue until it is. Obviously thereā€™s the internet points component to say the Xbox One and to an extent PS5. But I donā€™t think thatā€™s a major factor.

I would think something the size of an AV receiver could become an issue because people donā€™t have space for it anymore. So many TVs mounted above fireplaces these days. Or without any traditional TV stand.

Way I see it itā€™s likely not an issue until it doesnā€™t fit or might impact operation. Then youā€™re limiting the consumer base and that likely doesnā€™t help.

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720p native

FSR 2 upscale to 4K on both X and PS5. That noise effect they show is absolutely horrible.

In these cases Iā€™d say give me 30fps and give us decent visuals please. Wonder whatā€™s going on here, hopefully just a ā€œuniqueā€ case and donā€™t happen too often, or perhaps mid gen refresh IS necessary? Sigh.

I realize itā€™s UE5 though. And DF did warn how demanding 60fps for consoles would be a while ago.

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I think Nintendo will not mess up the Switch 2 and it will be a modest but decent upgrade for most people. Probably around the level of the Series S.

If most people have been happy with the Switch I dont see any point on raising the standard above series S quality.

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They wouldnā€™t be able to get to a Series S, just like we canā€™t get to a Series S portable.

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Features like lumen and nanite are costly. Epicā€™s original quoted performance target for UE5 on consoles was 1440p30 IIRC, so maybe this is the best we can get with the current iteration if devs target 60fps. Itā€™s results like this that give merit to a pro console imo. Itā€™s also why Iā€™m so disappointed that so much of the industry has moved over to UE5. Wish CD Project Red, crystal dynamics, croteam, and others stuck with their own proprietary engines.

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Itā€™s not like you have to use both Lumen and Nanite if using UE5 though. They could do baked lighting like most other engines are doing and get a ton of that performance back.

Yeah agreed. CDPRā€™s engine is absolutely fine and whatever CD was using for Avengers and Tomb Raider was great too. I am glad as hell BGS stuck with their own engine.

With quite a lot of upcoming games being UE5 I can definitely start to see why pro consoles indeed arenā€™t a bad idea. If a Pro could run this game in 60fps with a much higher resolution, thatā€™s already enough reason for me to sell my current one and get the new one. Please let MS not sleep on this, sigh.

After all they are using UE5 too, quite a few of their studios. Avowed being one iirc, or is that 4?

Avowed might use Unreal Engine 5, but I doubt itā€™s using both Nanite and Lumen which is the real problem here.

Itā€™s simple. If you want 4K 60fps gaming. Go get an AMD 5800x3d CPU, 16gb of RAM and at least an RTX 3080 12gb.

Thereā€™s to much focus on 4k for the consoles. 1440p is fine on my gaming PC, it would allow plenty of headroom on the Series X by removing the burden on the GPU.

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