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Thread unico sulla grafica | Lista dei confronti tra i multipiattaforma (PS5 vs Series X) nel primo post | NO CONSOLE WAR

Rufy21100

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  • Better shadows and ambient occlusion on PC. This setting is the most appreciable with respect to PS5. PS5 has slightly less sharp shadows in Performance mode.
  • Same amount of foliage on PC and PS5 in 4K mode. The performance mode has less foliage.
  • Same texturing quality in both versions.
  • Best antialiasing on PC.
  • On PC there is a slight improvement in the drawing distance.
  • On PS5, I would recommend Performance mode. The sacrifices to hit 60FPS are not very high and well worth it.
  • On both platforms, some cinematics do not run in real time and run at 24FPS.
 

Blackcat73

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  • Better shadows and ambient occlusion on PC. This setting is the most appreciable with respect to PS5. PS5 has slightly less sharp shadows in Performance mode.
  • Same amount of foliage on PC and PS5 in 4K mode. The performance mode has less foliage.
  • Same texturing quality in both versions.
  • Best antialiasing on PC.
  • On PC there is a slight improvement in the drawing distance.
  • On PS5, I would recommend Performance mode. The sacrifices to hit 60FPS are not very high and well worth it.
  • On both platforms, some cinematics do not run in real time and run at 24FPS.

Mai visti confronti più stupidi di quelli fatti fra una console e un pc in cui la sola scheda grafica ti costa più della console.
 

Giamast

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  • Better shadows and ambient occlusion on PC. This setting is the most appreciable with respect to PS5. PS5 has slightly less sharp shadows in Performance mode.
  • Same amount of foliage on PC and PS5 in 4K mode. The performance mode has less foliage.
  • Same texturing quality in both versions.
  • Best antialiasing on PC.
  • On PC there is a slight improvement in the drawing distance.
  • On PS5, I would recommend Performance mode. The sacrifices to hit 60FPS are not very high and well worth it.
  • On both platforms, some cinematics do not run in real time and run at 24FPS.

Considerando che il confronto è fatto con un PC che monta una 3080, direi che il lavoro fatto sulla versione PS5 risulta eccellente :asd:
 

Rufy21100

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PS4: 1080p 30FPS
PS4 Pro: 2160p 30FPS
PS5: 2160p 60FPS (Quality Mode) / 1800p 60FPS (Performance Mode) / 3840x1620p 60FPS (Ultrawide Quality Mode) / 3200x1350p 60FPS (Ultrawide Performance Mode)


  • PC version runs at 2160p using DLSS with an RTX 3080.
  • All modes on PS5 run at 60FPS. It seems that it uses some kind of temporal reconstruction, but I don't know if it is the same checkerboard used in PS4 Pro.
  • The ultrawide mode is actually a 16:9 format applying letterbox and expanding the FOV. This has already been seen before in games like The Order 1886 or The Evil Within.
  • Slight improvements to the texturing of some models on PS5, however, there does not appear to be any improvements to the textures of the environment.
  • Loading times have been greatly improved on PS5 compared to PS4/PS4 Pro. PS5 takes less than 6 seconds to load the game or use fast travel (about a minute on PS4).
  • PS5 has some changes in certain assets of the foliage and in its ambient occlusion.
  • The draw distance is still slightly higher on PC, but on PS5 it has increased compared to PS4.

- Water quality has improved on PS5.
 

Nakata

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Fiamma Bianca

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la versione ps5 di death stranding è grandiosa, ma non capisco perchè implementare due modalità se entrambe viaggiano a 60 fps. Quale sarebbe la differenza?
 

BadBoy25

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la versione ps5 di death stranding è grandiosa, ma non capisco perchè implementare due modalità se entrambe viaggiano a 60 fps. Quale sarebbe la differenza?
In teoria solo in modalità performance sono fissi. Però, se non sbaglio, nel video postato in quality mode il punto più basso è 58 fps, quindi non c'è alcun motivo per preferire la performance mode.
 

Rufy21100

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PS5 and Xbox Series X in Performance Mode use a dynamic resolution with the highest native resolution found being 2560x1440 and the lowest resolution found being approximately 1706x960. Native resolution pixel counts at 2560x1440 seem to be common on PS5 and Xbox Series X in Performance Mode. PS5 and Xbox Series X in Performance Mode appear to use a form of temporal upsampling that can reconstruct a 2560x1440 resolution when rendering natively below this resolution.

PS5 and Xbox Series X in Quality Mode use a dynamic resolution with the highest native resolution found being 3840x2160 and the lowest resolution found being 2560x1440. Native resolution pixel counts at 3840x2160 seem to be common on PS5 and Xbox Series X in Quality Mode. PS5 and Xbox Series X in Quality Mode appear to use a form of temporal upsampling that can reconstruct a 3840x2160 resolution when rendering natively below this resolution.

Xbox Series S in Performance Mode uses a dynamic resolution with the highest native resolution found being 1920x1080 and the lowest resolution found being 1280x720. Xbox Series S in Performance Mode uses a form of temporal upsampling that can reconstruct a 1920x1080 resolution when rendering natively below this resolution.

Xbox Series S in Quality Mode uses a dynamic resolution with the highest native resolution found being 2560x1440 and the lowest resolution found being approximately 1706x960. Xbox Series S in Quality Mode uses a form of temporal upsampling that can reconstruct a 2560x1440 resolution when rendering natively below this resolution.

PS5 and Xbox Series X in both modes render the UI at 3840x2160. Xbox Series S in both modes renders the UI at 2560x1440.

 

Rufy21100

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PS5 uses a dynamic resolution with the highest resolution found being 3392x1908 and the lowest resolution found being approximately 2944x1656.

Xbox Series X uses a dynamic resolution with the highest resolution found being 3840x2160 and the lowest resolution found being approximately 3072x1728.

Xbox Series S uses a dynamic resolution with the highest resolution found being 2560x1440 and the lowest resolution found being approximately 1920x1080.

The above pixel counts were during gameplay. The cutscenes are letterboxed and during cutscenes PS5 can reach 3840x1608 (3840x2160 with black bars at the top and bottom of the frame).

The PS5 and Xbox Series X have some graphical improvements over the Xbox Series S such as: improved draw distance, improved LOD transition distance and improved texture quality https://bit.ly/3Aogyqt

The cutscenes run at 30fps and stuttering can happen when the camera cuts during cutscenes.

 

Fiamma Bianca

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Farcry 6 meglio per: Xbox Series X
Andiamo oggi ad analizzare l'ultimo episodio della celebre serie di sparatutto Ubisoft, arrivata ormai alla sesta iterazione e approdato su pc e su tutte le console casalinghe presenti sul mercato.
Farcry 6 sulle console next (current) gen adotta sia su Ps che su Series X una res dinamica tendente ai 4k e punta ai 60 fps. Il secondo target è raggiunto in maniera stabile e convincente (a parte le cutscene, cappate a 30 fps e presentanti spesso fenomeni di stuttering...gioie e dolori dell'engine Dunia) su entrambe le piattaforme, mentre per la risoluzione sommariamente entrambe le console orbitano intorno ai 1800p, anche se Series x complessivamente mantiene una res leggermente piú elevata.
Altra differenza percepibile, seppur marginalmente, sono i tempi di caricamento che su ps5 sono di poche frazioni di secondo piú brevi.
Per il resto le due versioni sono sostanzialmente identiche.
Per le motivazioni sopra esposte la spunta Series X, seppur con un vantaggio molto risicato.
Da tener sempre presente l'implementazione del dual sense che, seppur non brillando, trasmette un buon feedback.
Post unito automaticamente:

Su far cry 6 il dibattito si è fatto intenso, voi cosa ne pensate?
 

Il curioso signore felice

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Far cry 6 , alla luce di tutto, imho è un pareggio
 

Mogwai

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Idem per me, avesse avuto un supporto piú completo per il dualsense avrei detto PS5.

Ma cosí mi ritrovo piú in un pareggio.
 

Giamast

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Su far cry 6 il dibattito si è fatto intenso, voi cosa ne pensate?
Sinceramente la differenza tra le due versioni mi sembra praticamente impercettibile, anche perchè entrambe le versioni fanno ricorso ad una risoluzione dinamica quindi di fatto una comparazione 1:1 a livello di pixel count è molto difficile, dipende molto dalla scena e dall'azione a schermo, come massimi e minimi ho visto che siamo lì praticamente
Lato frame rate dalla tabella di VG Tech sono identiche

Confronti a parte, non capisco per quale motivo non abbiano proposto una modalità quality con RT attivo, i Far Cry sono sempre andati a 30FPS su console e considerando che questo di default gira a 60, dimezzando il frame rate per me potevano provare ad implementarlo. Lazy Ubisoft direi, come successo già con AC Valhalla
 

Rufy21100

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A 2.5D platformer with triple-A production values, the collaboration between Nintendo and Mercury Steam produces a stone-cold classic that's a credit to the Switch library that brings back everything great about the Metroid franchise and pushes the series in new directions.

  • boot up is fast
  • loading into the game is fast and few loading scenes are quick
  • cutscenes are all real time
  • 900p in docked, 720p handheld
  • no AA
  • the game plays with camera in ways that can only be done in 3D and HD
  • movement is great
  • lots of animation blending
  • fluid simulation looks greats
  • environment-based film grain
  • particles update at 30Hz
  • framerate and frame time is 99% stable
  • stutter does happen, possibly due to streaming
  • cutscenes are in 30fps
  • 5.1 surround sound supported
  • John thinks it's the best audio design of 2021
  • lots of Another World allusions
  • the best Mercury Steam game yet
 

max161

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La vera vincitrice, riguardo Far Cry 6, è la piccola Serie S. Davvero notevole il traguardo raggiunto, considerando hardware, dimensioni e prezzo
 

BadBoy25

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Riguardo Far Cry 6, io sono favorevole ad assegnare il primato a Series X. E' vero che la risoluzione dinamica non consente un confronto side-by-side perfetto, però su Series ci sono sezioni in cui è stata rilevata la risoluzione piena (UHD) mentre su PS5 mai, quindi è presumibile che la risoluzione sia mediamente più alta a parità di situazioni.
Non sarà un vantaggio netto, ma ad un utente multipiattaforma che cerca solo la migliore esperienza possibile non vedo perché consigliare la versione PS5, anche se quasi identica.
 

Rufy21100

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  • skies have volumetric clouds and atmospheric scattering
  • though the clouds are low res volumes
  • new water waves and deformation physics
  • fire propagation is back
  • RT on PC only, shadows and reflections
  • RT shadows are just sun shadows
  • veggie and alpha masks are shadow maps with screen space shadows
  • RT shadows are quarter res, so there's a lot of aliasing
  • no temporal filtering for rt shadows
  • RT AO would have been better usage
  • RT reflections on artificial materials and puddles
  • particles are reflected
  • large water are screen space
  • transparent objects have no reflections
  • lower resolution of RT reflections, no higher resolution available
  • particle effects, lens flares, motion blur, screen space shadows are quarter res on all systems
  • consoles are 4K/60 with dynamic res
  • seeming no reconstruction
  • PS5 is 1728p - 1872p
  • XSX is 1872p - 2160p
  • XSS is 1080p - 1224p
  • console setting!
    • high volume fog
    • high shadows, misalligned because of such
    • high or medium water quality
    • high texture filtering
    • between medium and high for geo and veggies
    • veggies is higher on PS5 at distance
  • PC performance settings
    • high environmental detail
    • high shadows
    • high AF
    • high volume fog
    • high water
    • high terrain
    • high geo and veggies
    • DSR 60
    • no road quality settings anymore
    • DRS does not work right on certain cards
    • 2060S can have 17% higher performance
  • fast loading everywhere
  • consoles have camera stuttering (like deathloop did)
  • not on PC
  • all systems hit 60fps quite well
  • traveling by car can cause stuttering and tearing
  • this was a thing with Far Cry 5, might be worse in Far Cry 6
  • one thread does a lot of work here on PC
  • RT hit
    • +3.4ms on 60800Xt at 4K
    • +2.5ms on 3080 at 4k
    • 9.5% better on 3080, near 60fps
  • the "11GB of VRAM need for high res textures" doesn't cause a problem
  • textures just don't load in, might be an issue with vram allocation
  • lower your output res for high res textures
  • some cutscenes are 30fps and others are 60fps, causes animation errors
 

teos88

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  • skies have volumetric clouds and atmospheric scattering
  • though the clouds are low res volumes
  • new water waves and deformation physics
  • fire propagation is back
  • RT on PC only, shadows and reflections
  • RT shadows are just sun shadows
  • veggie and alpha masks are shadow maps with screen space shadows
  • RT shadows are quarter res, so there's a lot of aliasing
  • no temporal filtering for rt shadows
  • RT AO would have been better usage
  • RT reflections on artificial materials and puddles
  • particles are reflected
  • large water are screen space
  • transparent objects have no reflections
  • lower resolution of RT reflections, no higher resolution available
  • particle effects, lens flares, motion blur, screen space shadows are quarter res on all systems
  • consoles are 4K/60 with dynamic res
  • seeming no reconstruction
  • PS5 is 1728p - 1872p
  • XSX is 1872p - 2160p
  • XSS is 1080p - 1224p
  • console setting!
    • high volume fog
    • high shadows, misalligned because of such
    • high or medium water quality
    • high texture filtering
    • between medium and high for geo and veggies
    • veggies is higher on PS5 at distance
  • PC performance settings
    • high environmental detail
    • high shadows
    • high AF
    • high volume fog
    • high water
    • high terrain
    • high geo and veggies
    • DSR 60
    • no road quality settings anymore
    • DRS does not work right on certain cards
    • 2060S can have 17% higher performance
  • fast loading everywhere
  • consoles have camera stuttering (like deathloop did)
  • not on PC
  • all systems hit 60fps quite well
  • traveling by car can cause stuttering and tearing
  • this was a thing with Far Cry 5, might be worse in Far Cry 6
  • one thread does a lot of work here on PC
  • RT hit
    • +3.4ms on 60800Xt at 4K
    • +2.5ms on 3080 at 4k
    • 9.5% better on 3080, near 60fps
  • the "11GB of VRAM need for high res textures" doesn't cause a problem
  • textures just don't load in, might be an issue with vram allocation
  • lower your output res for high res textures
  • some cutscenes are 30fps and others are 60fps, causes animation errors

Aggiungerei anche questo :"PS5's geometry quality level does seem to be very slightly higher than Series X's.
 

Giamast

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Both PS5 and Series X suffer from screen-tearing issues, especially when Dunia's traversal stutter issues kick in.
Madonna ma Ubisoft che problemi ha con il tearing? Pure AC Valhalla soffriva dello stesso identico problema :facepalm:
 

Fiamma Bianca

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Madonna ma Ubisoft che problemi ha con il tearing? Pure AC Valhalla soffriva dello stesso identico problema :facepalm:
Valhalla su series x soffre ancora di tearing, seppur sporadico, quando il gioco non ce la fa a reggere i 60fps. L'hanno patchato e ora come dicevo è raro, ma al lancio la modalità performance era un incubo
Patcheranno anche questo, anche perchè il dover caricare gli asset con gli ssd non è più una scusa..
 
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