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

si però dipende...tipo stranger of paradise è terrificante in modalità fluidità, ma per fortuna non è la norma :asd:
Anche dying light 2 con la modalità 1080p a 60 fps è abbastanza ridicolo, su un cross gen tra l’altro
 
si però dipende...tipo stranger of paradise è terrificante in modalità fluidità, ma per fortuna non è la norma :asd:
provato 3 minuti e buttato nel secchio virtuale :D
[automerge]1649932184[/automerge]
Anche dying light 2 con la modalità 1080p a 60 fps è abbastanza ridicolo, su un cross gen tra l’altro
non l'ho provato ancora ma come detto sono incasinato...
la tv regge male i 30fps...se uno vuolla grafica bella ci toccano i 30fps
in un futuroprobabile che punteranno sui 30 ultrapompati :(
Final fantasy remake sono riuscito a giocarlo a 30 (mi sono sforzato) e alla fine mi ero un po' riabituato...ma con altri giochi (tipo control) a 30 vien d avomitare d aquanto scattano
 

Steve Martin Crying GIF
 
 


  • uses UE4
  • high quality shallow depth of field everywhere thanks to the lack of camera control
  • high quality screen space AO and reflections
  • screen space shadows along side shadow maps
  • heavy use of film grain to mimic old camera film stock, updates at 24fps
  • very high contrast in light/dark scenes to mimic old cameras' range
  • no motion blur
  • 552 pixels are used for letterboxing at 4K, no elements are displayed here
  • PS5/Series X: 3840 x 1602
  • Series S: 2304 x 964
  • heavy DoF and post processing obscured pixel count
  • image quality is very similar across the platforms due to post processing
  • unlocked framerate
    • PS5/Series X: 40 to 55 fps
    • Series S: ~5fps better
  • disabling bloom and grain improves up to 6fps
    • bloom has higher performance cost than grain
  • VRR works well on Series
  • VRR on ps5 does work as well when the game dips below 48fps
  • PS4 on PS5 runs at 60fps, 1920 x 804
    • best way to play
  • resolutions are just too high on Series X and PS5
 
2500


The upcoming FSR 2.0 games are Abyss World, Asterigos, Delysium, EVE Online, Forspoken, Grounded, Hitman 3, Microsoft Flight Simulator, NiShuiHan, Overprime, Perfect World Remake, Rescue Party: Live!, Super People, Swordsman Remake, The Callisto Protocol, and Unknown 9: Awakening.

2500


The number of developers supporting FSR 2.0 has also grown with these new additions to 19 and now includes ACME Game Studio, Arkane Lyon, Asobo Studio, CCP Games, GIANTS Software, IO Interactive, Luminous Productions, Luoxigu Network, Obsidian Entertainment, Perfect World Games (developer of Perfect World and Swordsman), Reflection/Bandai Namco, Respawn Entertainment, rct.ai, Santa Monica Studio, Souleve/Netmarble F&C, Striking Distance Studios, Tag Studio, Thunder Fire, and Wonder People.


and for reasons I can't understand, FSR 1.0 will be coming to more games
2500


With that in mind, AMD FidelityFX Super Resolution 1.0 is now available in Arma Reforger, Assassin's Creed Valhalla, Dolmen, Hitman 3, iRacing, Project Xandata, Raji: An Ancient Epic Enhanced Edition, Sniper Elite 5, The Elder Scrolls Online, and V Rising – and the first generation of AMD upscaling technology is still capable of boosting framerates (7) at near-native resolution quality using a cutting-edge spatial upscaling algorithm and will help deliver high-quality, high-resolution experiences in all these games.
 
 


  • all footage is running on PC, but settings were tested on Series X
  • FM7 on XBO was 1080p/60 with 4x MSAA
  • FM8 changes methodologies, seemingly no AA in some scenes
  • Turn 10 might ditch MSAA (note Playground is adding TAA to Horizon 5)
  • numerous scenes look lower than 4K, as low as 1080p
    • other shots are native 2160p
  • some evidence of image reconstruction or variable rate shading
  • forward+ rendering over deferred rendering, making vrs a very valuable tool
  • coherent or sharper, mirror-like, rays are cheaper to render
    • nearly all mirror-like reflections, even brushed metal objects in the demo
  • the 1 minute demo has better RT settings: RT global illumination, and possibly reflections
    • the 1m trailer is made up of replay footage
  • replay picture qualities are not available in-gameplay (like in Horizon 5....until modders fixed that, and Playground changing it for the DLC update?)
  • FM8 sideline is massively improved
    • trees in FM7 were 2D billboards, in FM8, trees are 3D with self-shadowing branches
    • lots of smaller rocks and grasses in FM8
    • sideline objects has more material variation in FM8
      • cones even have subsurface scattering!
  • IQ on Series X is still in question
  • Series S has been said to have RT, but is also a question as many devs are ditching RT on the system
 


  • RT mode
    • RTGI and RT reflections
    • reflections are a fraction of the input resolution
    • rt reflections are selectively applied
      • mirrors have no rt, nor do transparent objects
    • RE3 has more glossy materials and make good use of reflections
    • RTGI fixes inaccuracies
      • subtle implementation but is very noticable in side by sides
      • additive to the baked in lighting
      • replaces SSAO
    • 2016p-2160p series x/ps5
    • 1440p series s
    • reconstruction being used
    • 40-60 fps on series x/ps5
    • 30-50fps on series s
    • vrr is ok
  • non-rt, 60fps mode
    • 2160p on series x/ps5
    • 1440p on series s
    • ssr still bad but more temporally stable
    • perfect 60fps
  • high frame rate mode
    • no change in visual settings over non-rt
    • 2160p on series x/ps5
    • 1440p on series s
    • no performance cap
      • 80-120fps
      • somewhat lower on series s
    • best suited for vrr, stuttery without it due to fluctuations
  • if you don't have vrr, the non-rt 60fps mode is the smoothest mode
  • if you have vrr, RT or HFR are good
    • vrr shouldn't be a necessity for smooth gameplay
 


  • Across all modes, Series X and PS5 both have a 4k checkboard rendering target, and both appear to maintain that rendering target without drops
  • Across all modes, Series S has a 1440p checkboard rendering target, and also appears to maintain its target rendering target without drops
  • Shadows, textures, quality of RT are all at maximum level of quality
  • Presents well on any of the current-gen consoles
  • In terms of image clarity, upgrades are on the subtle side due to heavy chromatic aberration, motion blur, and other post processing to create that "found footage" look
  • Ray tracing
    • Compared to image clarity, ray tracing is a more dramatic upgrade, but is also pretty subtle and isn't quite what you'd hope for in many instances
    • Ray traced reflections provide a more consistent presence to reflections vs SSR/cube maps, but reflections are low resolution and only apply to certain parts of scenes, creating a bit of a disconnect
    • Lighting bounces more realistically and creates more accurate reflections
    • The bigger, more universal impact comes from ray traced global illumination
    • RTGI gives more accurate diffuse lighting and shadows
    • RTGI is apparent pretty much right away, and allows many small details to come to life throughout the game
  • Draw distances are enhanced on Series S|X and PS5
  • Shadows are improved on Series S|X and PS5
  • Textures are improved in rare instances on Series S|X and PS5
  • Current-gen consoles offer improvements all around, even if many of the improvements are on the subtle side
  • Performance
    • In RT mode, Series X and PS5 are a pretty much perfect 60fps
    • In RT mode, Series S is runs at mostly 60fps, but can drop from 45-60fps pretty regularly in latter parts of the game. VRR works well to mask judder on Series S in RT mode
    • In Performance mode, Series X and PS5 are a pretty much locked 120fps
    • In Performance mode, Series S typically holds at 120fps, but can drop to ~100fps in worst case scenarios
 


Questa è una manna dal cielo per Xbox Series S
 


Questa è una manna dal cielo per Xbox Series S

Dovrebbe essere disponibile su tutti i tools di sviluppo (si anche su PlayStation 5) ma su Xbox han fatto la partnership a causa dell'integrazione con le DirectX12 (dove PlayStation utilizza le openGL) speriamo sia meglio dell'1.0, il dlss rimane il maestro delle tecniche di upscaling tramite I.A.
 


  • modern games are still beholden to rendering paradigm introduced around the time of these games
  • games hold up to modern games
  • all systems are pretty stable 60fps
  • real time cutscenes drops a frame on camera cut
    • intentional to create a buffer for TAA
    • not perfect though
  • opening cutscene drops a lot of frames (50-55)
  • cloth physics, water normal maps in Origins are 30fps
  • prerendered cutscenes are 30fps
    • some have really bad framepacing
  • Odyssey's opening sequence drops frames
  • Series S
    • Odyssey real time cutscenes are 30fps
    • Origins cutscenes are 60fps
  • Series X
    • suffers drops more than other systems, mostly on cutscenes
  • much more responsive, helps since there is no motion blur
  • no resolution change
    • Series X is 1440p-2160p (1728p typical)
    • PS5 is 1152p-1620p (1440p typical)
    • Series S is 792p-1080p (900p typical)
  • TAA upsampling in use
 

[automerge]1658418092[/automerge]
  • 7GB on PS5 vs 13GB on PS4
  • made for PS4
  • ps4 - 1080p/30, no seen DRS
  • pro - 1080p/30
  • ps5 - 1890p to 2160p / 60fps
  • ps5 uses a high grade bokeh
  • everything else is the same
    • mesh quality and draw distances are improved
  • 3060Ti - max settings at 4K is doable at 60fps, very similar to PS5
    • max shadows is higher than PS5
  • 30fps cap is stable 99% of the time
    • some loading/save hitches
    • fewer 120ms hitches
  • pro slightly minimizes hitching
  • some pre-rendered movies at 30fps
  • ps5 has practically no save hitching, or at worse, greatly minimized
  • the 120ms scene still hitches, just drops less
  • pc
    • suffers from shader compilation issues
    • infrequent but noticable
    • every new thing causes a spike
    • note Ars Technica spoke to devs and they said they are looking into a fix
  • ps5 is the best system to play on
  • ps4 is a really good platform to play
  • ps4 pro has practically no improvements
 
Pubblicità
Pubblicità
Indietro
Top