Did ya check to see if RT reflects textures with text on them like signs?
Modes
Thatâs what we are asking from devs all along. Choices are the best.
I was just wondering.
What if the resolution cap didnât exist on the performance mode. We are getting 1440p 60 is some cases on series X with RT. Maybe we could get 4k 60 in those cases without RT?
It seems plausible
Keep in mind there also isnât any CPU computations hardly at all happening in photo mode.
Fun fact: Series S didnât hold back series X.
Series S doesnât even have ray tracing. Still series X has it and perform expectedly better.
Clearly, if series S canât handle a feature, it could be âturned offâ on it without effecting series X development or feature set.
The latest games are slaughtering the PS5: Control, Hitman 3, The Division 2âŚ
In Control, while both versions having the same assets, the X holds a 16% better frame rate on average, going to 36% in some situations. Itâs crazy. And the RT reflections are missing some elements on PS5 that the X does show.
The resolution difference in Hitman 3 is proportional to the difference between 900p and 1080p, too.
If developers keep optimizing their work with GDK and taking more advantage of the power of the X, the differences could be even bigger in the future.
Who knew. The narrative that it holds back anything came from a specific group that knows nothing of game development.
Itâs slightly more complicated than that. Last gen games arenât built for RT and have conventional fallbacks already in the game. That lets devs easily toggle RT on/off without losing too much in terms of dev time since RT was something extra on top of the conventional lighting anyhow.
True next gen games will be made with RT in mind from day 1 and most likely there will be a decent number without any conventional fallback lighting. BUT, as these last gen games arenât built to tap into XSX/XSS in any meaningful way anyhow, when we start seeing true next gen stuff XSS will be able to hold up just fine at 1080p. RT and ML will likely become the norm sooner than ppl think, even on XSS.
Thereâs no technical reason why XSS should ever be anything other than the XSX version at 1080p instead of 4k for ground up next gen games so long as dev tool issues get out of the devsâ way.
This is misleading since it ignores the fact that photo mode isnât actually the same thing as the game running real code. We only know the XSX version has a lot of GPU overhead wrt the 30fps cap and that itâs notably more than PS5 has in that area. Adding in the CPU might alter that difference one way or the other.
If Digital Foundry thinks itâs a reliable method, I trust them. I have always trusted DF.
I think you misunderstand. They were talking about Photo Mode, not actual gameplay. During gameplay there are all sorts of other things on the CPU side happening that isnât taking place while rendering scenes in Photo Mode. XSX has a better CPU than PS5, so maybe the gap would be larger by a tiny bit if the CPU was brought into play and the 3- fps cap were removed. Or maybe not. We dunno. Point is, your figures donât represent gameplay conditions.
I know, but my point is that if DF thinks itâs a valid method because the difference in results compared to gameplay is minimal or irrelevant - and they actually explain some advantages Photo Mode has when measuring frame rate - then I trust them to use that measurement method, if they didnât find the results from Phot Mode at least a bit useful they wouldnât have made that video.
Their experiment here was academic as a pure GPU benchmark. Iâm not saying itâs not useful for them to play with and do measurements on, since it definitely is! But it isnât reflective of gameplay conditions, which is what your post suggests.
I wonder if other games with photo mode can be tested this way too. Dirt 5 maybe? Think that has a photo mode iirc.
Donât know why anyone would believe that Series S holds back Series X. After all, the 2013 PlayStation 4 and 2013 Xbox One didnât hold back the PlayStation 4 Pro and the Xbox One X so some people out there are really stretching. lol.
@KageMaru I noticed in a real-time cutscene in Control in graphics mode that the reflection you pointed out did actually have the white text being reflected. If I can find the spot in the game during normal play Iâll see if itâs just a distance issue or whatnot.
Errr, they definitely did. But that was by design so itâs not the same situation. It seems that even when ya have half a dozen devs saying it isnât an issue, some no name dev outta the blue suggests otherwise and ppl decide XSS must be some albatross. Itâs rather silly. People will be surprised how well it does on properly built, ground up next gen games I think.
I donât think that 2013 PS4 held back the PS4 Pro at all. I had a PS4 Pro. Frame Rates were more stable, the resolution was much higher, the effects were all better and HDR was great.
I only had Xbox One X for just over a year but look at RDR 2. The 2013 Xbox One did not hold back RDR 2 on Xbox One X. Rockstar did screw up the HDR but that was on both platforms.
Lots of praise for the first game since it benefits the most of the updates. Second one performs pretty good in 2 of its 3 modes but some complaint at the lack of VRR in the 120ps mode since it can drop quite a bit in open areas.
Itâs cute you think there will be games that utilise full RT GI this gen. Maybe 2 generations time. Maybe. This really wonât be an issue this generation.
The X1X and Pro had 0 games built to take advantage of their tech from the ground up. They reached high framerates and resolutions because devs all took their base game and then dialed stuff up, but games could have looked a lot better wrt graphics if they were built specific to only target X1X/Pro spec.