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

TMNT Shredder’s Revenge, lo compro su Switch o PS5?


Switch se vuoi (anche) la portabilità, PS5 se preferisci il DS ai Joy-con.
Il gioco non è ottimizzato per PS5 e Series e le performance tra PS4, One e Switch sono identiche: 1080p @60 fps.
La versione PS non supporta più di quattro giocatori in coop per limiti dell'OS (non si possono connettere più di quattro controller a PS4 o PS5), mentre le altre versioni supportano fino a sei giocatori; però le performance con quattro o più giocatori su Switch sono altalenanti (vedi da 19:30 in avanti nel video).
 


  • 2.9GB on current gen, 5.9GB on last gen
  • PS+ users who gotten the game on PS4 are not entitled to the PS5 version
  • PS4/PS4P: dynamic 1080p/30, unstable frametime, 20-30fps
  • PS5/SX: dynamic 2160p/60
  • SS: dynamic 1080p/30
    • settings exactly the same as SX/PS5
  • pop-in is lessened
  • vs PC
    • consoles are softer than maxed out PC
    • softer shadows than PC, consoles equivalent to high
    • PC has shorter draw distance
  • PS5/SX: near perfect 60fps, has some very brief drops of one frame
  • SS: no drops and evenly framepaced
    • in some sequences, it runs at a fluid 60fps
  • PS5 has dualsense adaptive triggers, but not many situations using it
 


  • reconstruction video coming later
  • has a launcher upon prior to boot
  • 4:3 support for glorious CRT play
  • 21:9 and 32:9 support
    • hella cenimatic
  • has good fov slider
  • real exclusive fullscreen support
  • graphic setting changes happen in real time
  • not many, if any, shader compilation stutters
    • handled upon first boot, in the menu, and on the fly
    • cause high CPU load
  • has very fast boot time, 6.5s from steam menu
  • config file isn't findable
  • intro skip button is only on keyboard
  • load times are good, but slower than ps5
    • 1.92s on ps5, 3.03 on 3.5GB/s pc
    • cpu doesn't seem to matter
  • recommended settings (rtx 2060, 1440p)
    • 6GB gpu - high textures
    • 8GB gpu - v.high textures, lower rt
    • 10GB gpu - max it out
    • SSAO, hbao+ seems to not be working?
    • dof at medium or high, 1/4 res, same as ps5
      • low, v.low is 1/8 res
      • 2060 level should use low
    • hair quality - medium, same as fidelity RT on ps5
      • no performance rt equivalent
    • TAA is similar to IQ in PS5, DLSS is the best option if you can use it
    • shadows on ps5 is close to high
    • object lod - high setting is ps5 equivalent
    • crowds/traffic - medium/high are similar to ps5
      • performance rt has no equivalent
      • use low traffic, can't see a difference
    • texture quality - 4x on ps5, use 8x or 16x on pc
    • ray tracing
      • high rt resolution (1/2 res)
      • high rt geo quality
      • object range is heavy on the cpu
        • 1 kept it above 60fps
        • 6 on R5 3600
  • the game is cpu-limited
    • bvh building on the cpu is very heavy
    • decompression is also handled on the cpu
    • storage speed isn't even close to a problem
  • DRS is fine grained in resolution, coarse on ps5
    • definitely recommended to have on
  • frametime spikes do happen on low end gpus, even on slightly higher like 2060s
  • a good port and has better user experience in settings than a great many ports
 

[automerge]1661236347[/automerge]
Before we get into the issues - and there are issues - let's cover the positives. Many of the visual highlights we discovered in the PC version have made it to the current-gen console versions on PS5, and Series X. Ray-traced ambient occlusion is a superb extra that adds more realistic shading, especially noticeable in dark interiors, without any of the artefacting we'd see in a screen-space solution. Saints Row's lighting and volumetric effects are also spectacular, from the sand whirling behind cars in desert chases at dusk or the way smoke billows in front of headlights. Outside of story missions though, the city sandbox is the focus - the high vehicle count, destruction physics and AI provide potential for real carnage.

Despite these highlights, too often technical issues detract from the experience. Some of these appear to be design choices - like NPCs with low frame-rate animation at range that unfortunately stick out like a sore thumb on PS5 and Series X. Others present as more obvious bugs, little moments of oddness, like broken finishing moves that play out with noticeable gaps between your character model and that of the enemy.

Aside from the bugs, some rendering techniques do look a tad dated. Screen-space reflections on PS5, Series X and S, for example, stick out for running at a distractingly low setting - below PC's top preset. Any mirror image visible in lakes or rivers render at a low resolution and are easily distorted by character movement in the foreground. The rest of the world looks beautiful at a distance, but the SSR just sadly lacks the accuracy to match up to it. There's also noticeable shadow pop-in as you travel outside of the city, with a shadow cascade visibly fading in metres ahead of you. This is something that we spotted in the PC preview that hasn't been fixed for launch in any of the five modes available
 
Comunque l'ultima patch ha introdotto diverse migliorie per la versione PS5, tra cui la modalità Balanced (60 fps a 1296p upscalato in 4K). E finalmente oh, per quanto penso che potessero spingere di più.
 


How did the last-gen versions of Saints Row turn out? After testing seven modes across the PS5 and Series X editions, here there's only a single setting per console. Curiously PS4 Pro turns in the best performance of the last-gen quartet, while Series X pushes the best image quality by running at 1440p. As for the base PS4 and Xbox One consoles? Tom investigates their fortunes.
no article, summary forthcoming
  • just as buggy and lacking in polish as the current gen
  • no graphics mode toggles
  • all systems use a fixed resolution
  • the hud has dynamic res for some reason
  • One X
    • 1440p/20-60fps
    • better IQ than Series S (1080p)
    • generally around 30-40fps, can go as low as 24fps in cutscenes and chases
    • settings are the same as Series S
      • grass is lower than Series S
    • Series S has higher average framerate, ~15fps lead
  • PS4 Pro
    • 3-5fps better than One X
    • 1080p/20-60fps
    • same settings as One X
  • PS4
    • 1080p/20-60fps
    • visuals downgraded
      • lower foliage
      • shorter shadow draw distance
      • lower quality shadows
      • lower resolution transparencies
      • lower quality AO
    • performance is about 30fps
    • dynamic settings rather than resolution?
    • some cutscenes can go under 20fps
    • less demanding areas can go to the 40s
  • One S
    • 864p/20-60fps
    • same settings as PS4
    • performance is slightly better than PS4 in intensive areas
  • not a disaster
  • really needs a 30fps cap
  • game feels like it was built for PS4/XBO and then scaled up for current gen
 
 


  • 900p in dock, 600p in portatile, niente TAA
  • 30fps mediamente stabili, niente motion blur. In diverse aree il frame rate può scendere temporaneamente fino a 25fps. Nelle cut scene il frame rate soffre molto
  • mole poligonale ridotta rispetto Kingdom Battle
  • texture di minore qualità rispetto Kingdom Battle
  • la vegetazione in Battle Kingdom era poligonale, mentre in Sparks of Hope no
  • l'impatto finale è comunque buono ed i sacrifici sono imputibili probabilmente alla telecamera libera ed alle aree più estese
 


  • in modalità Performance la risoluzione su Series X varia tra 1440p e 1080p. I 60 fps sono granitici. La risoluzione è mediamente più bassa che su PS5.
  • in modalità Qualità la risoluzione su Series X varia tra 2160p e 1832p. I 60fps non sono fissi ed il frame rate scende fino a 50 fps. Il frame rate è mediamente più alto che su PS5 (di circa 5 fps).
  • in modalità Ray Tracing (solo per le ombre e per le fonti di luce naturale) la risoluzione su Series X varia tra 2160p e 1944p. 30fps fissi.
  • su Series S non cè la modalità RT, solo Perfomance e Qualità
  • in modalità Performance la risoluzione varia tra 1080p e 900p. I 60 fps non sono fissi, ci sono cali fino a 50 fps
  • in modalità Qualità la risoluzione varia tra 1080p e 936p. I 60 fps sono molto instabili
  • è stata aggiunta una modalità 120 fps sia su Series X che su PS5. Su entrambe la risoluzione è 1080p ed il frame rate oscilla nella fascia 70-100, con la versione Series X mediamente in vantaggio (circa 10 fps)
  • la verisone 120 fps su PS5 soffre di tearing a causa della mancanza del V-sync
 


  • characters glow in the environment due to them not being affected by GI
  • AO is lackluster
  • misaligned specular highlights
  • feels like a generic open world city rather than "batman"
  • rain effect is very lacking
  • lacking atmospheric effects
  • interiors look much better from an art and design standpoint
  • interior detail is really good, if last gen
  • character modeling is very high quality
  • against Arkham Knight, it's very less dense
  • Gotham Knights has very few pedestrian NPCs
  • AK has stormy, foamy tessellated water, GK doesn't come close
  • GK has better texture work
  • GK has good TAA, while AK predates TAA
  • GK hs reduced motion blur compared to AK
  • PS5/SX - 2160p
    • high quality ray traced reflections, even on water
    • SSR on top of RTR
  • SS - 1440p
    • SSR and cubemaps
  • maybe dynamic
  • UI is larger on PS5
  • interior cubemaps are different between Xbox and PS5
  • driving around the city is unstable, as low as 25fps
  • on foot, similar drops
  • interior spaces are better, but still has drops
  • on Series X, train stations cause bigger drops to performance; not on PS5 or Series S
  • loading is lengthy at 20 seconds between areas
 
 
Update next-gen annichilito ancor prima di uscire :segnormechico:

 


  • new IW9 engine for this game
  • the amsterdam level is extremely accurate, almost to the centimeter
  • SSR shows it's limits in this level
  • very high quality materials
  • new tessellated water bodies are well done
    • screen space reflections don't impress too much
  • prerendered cutscenes are among the best
    • however uneven frame pacing
  • premium systems
    • dynamic 4K in 60fps
    • 99.99% locked 60fps
    • one scene drops frame rate, but only on first run through
    • PS5 is vsync'd, SX has tearing
    • 120hz mode
      • most of the time, below 120fps, and some missions as low as 80fps
  • Series S
    • 2250-1440 to 2540-1440p in 60fps
    • frame rate drops to 50-60fps in some missions
    • one mission drops to 30fps, same mission that drops premium consoles
    • 120hz mode
      • 60-80fps
 


  • made with UE4.27, the final version of the engine
  • lots of performance and motion capture
  • highly fidelity character rendering
    • in-game model is nearly as detailed as cinematics
  • environments are equally high quality
  • high quality motion blur, recommended to keep on
  • deformable snow and volumetric fog
  • most lights cast a dynamic shadow in quality mode
  • animation is exceptional
  • quality mode use RT reflections and hybrid RT shadows, and ray traced transmission
    • reflections are used on rough surfaces, which is pretty expensive
    • gloriously reflective toilets
    • lots of reflective surfaces in the game
    • lots of shadow casters
    • custom work done to UE4
    • RT shadows can dramatically change the mood of the game
  • PS5/Series X
    • quality and performance mode
    • volumetrics are lower res in performance
    • 1440p-1728p
  • Series s
    • not mode options
    • no RT
    • 1080p
    • lower res textures and no subsurface scattering
    • has some bugs
  • Series X has broken RT reflections and broken fog
    • DF sent this to the team
  • performance mode
    • some inconsistencies, but largely stable, especially with vrr
    • some scenes can drop to the 50s, might be cpu related
  • quality mode
    • series x has lots of drops, devs say a day zero patch would fix this
      • some areas still have drops
    • ps5 is more stable, doesn't have too many drops
    • all platforms has some loading drops
  • series s is a fairly stable save for some loading drops
 
Sembra un' esclusiva PS5 mancata, le altre versioni sono troppo pessime.
 
Peccato che poi esca su tutti i sistemi praticamente allo stesso prezzo 🤣, ed i soldi sono buoni tutti alla stessa maniera
 
L'idea che mi sono fatto, è che senza sto aiuto di sony (anche se penso che abbiano aiutato piú lato cutscene/mocap), sto gioco anche su ps5 sarebbe uscito una schifezza come le altre versioni.

Indicativo di come hanno pesantemente rushato lo sviluppo del gioco, tutto imho ovviamente.
 
Pubblicità
Pubblicità
Indietro
Top