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

  • The game runs in backward compatibility mode on all 3 consoles.
  • On S Series, the maximum resolution has been increased from 900p to 1080p (on Xbox One it was limited to 900p).
  • Series X and PS5 use dynamic resolutions just like PS4 Pro and One X. The resolution in Series X usually reaches 2160p, while PS5 reaches 1620p.
  • Series X has a more unstable framerate due to resolution. At times of greatest stress, it can drop 10FPS below the PS5/Series S.
  • There is a greater draw distance in some shadows on Xbox Series X.
  • Cutscenes on S Series are locked at 30FPS. I do not know if it is a bug or something premeditated.
  • Loading times are faster on Xbox Series as is always the case with backward compatible titles.
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So all the usual issues with boosted backwards comp games.

Yep. We spoke about this before I think, but what is the reason XSX isn’t easily holding steady at 60fps and a native 4K?

This is a gen 8 game which uses no RDNA2 feature, only 12TF GCN power.

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Thanks for that.

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Anyway it’s almost double resolution and with VRR there is no difference at all. Big win here.

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Oh shit, forgot about VRR doing its magic, fantastic.

When I eventually get back to AC it will be Origins because that one ended up in the backlog bigtime, Oddysey too, but eventually I’ll get to that. I will probably just give up on Valhalla, felt like it went nowhere after many hours.

The PS5 also drops a lot in the combat scene which was his stressful scene. Just not as much. So depending on the frame times it might actually run smoother on XSX with VRR until PS5 gets VRR support.

Hopefully they also do a 60 FPS update for Origins. It’s still at 30 for now.

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If this is BC then likely it’s CB on ps5 too.

Unless I’m remembering wrong, all those games where CB with dynamic res on Pro and native with dynamic res on 1x

Another parity case, I feel RDNA 2 advanced features will be very slow to see, almost no game is using SFS, Mesh Shaders, etc…nor we are seeing much CPU/GPU differences.

We are still at the beginning of this generation and yet to see true next-gen games. The next-gen engines/APIs are in beta and most titles still have cross-gen support. There are still lot of possibilities.

We’ll see, I also wonder how much weight Sony is shoving around to slow Xbox improvements, it’s a recurring pattern, I remember at X1X launch Phil himself lamenting deals to harm tech advancements with obvious shades thrown at Destiny 2 (at the time under one of most horrend Sony deals) with a fast response from Bungie, lol. Times have changed now between MS and Bungie at least.

Well, if it’s a last gen game that Ps5 already can lock to 4k60 there’s definitely not going to be much of a difference between them.

I mean developers are not going to push everything they did even further just because one machine has some performance headroom.

But it did take a couple of patches for Ps5 to stabilize the performance right? (Just remember some talk about this game getting features disabled on Ps5 due performance issues and then enabled back), so it might be an example of the weaker machine requiring more work to reach the target performance, while on the others they got there faster.

There’s also RE8 with the technical parity clause, that was super in effect where even the PC version was limited.

Unfortunately, that’s how Sony operates, but even the market leader can’t force that upon the entire market

Well, in these situations MS should show its weight, which has far more reach than Sony.

MS has juggernaut acquisitions in their 1st party lineup. Studios like EA, Ubisoft etc. are behemoths who share great relationships with Xbox. Yeah I don’t see that parity stuff happening much in future.

The versions tested were 1.5.5.2663 on Xbox Series consoles and 1.55 on PS5. There may be time of day and weather variance in some clips.

PS5 uses a dynamic resolution with the highest native resolution found being 2880x1620 and the lowest native resolution found being approximately 1824x1026. Native resolution pixel counts at 2880x1620 seem to be uncommon on PS5. PS5 uses temporal upsampling that can reconstruct a 2880x1620 resolution when rendering natively below this resolution.

Xbox Series X uses a dynamic resolution with the highest native resolution found being 3840x2160 and the lowest native resolution found being 2432x1368. Native resolution pixel counts at 3840x2160 seem to be rare on Xbox Series X. Xbox Series X uses temporal upsampling that can reconstruct a 3840x2160 resolution when rendering natively below this resolution.

Xbox Series S uses a dynamic resolution with the highest native resolution found being 1920x1080 and the lowest native resolution found being 1280x720. The cutscenes are capped at 30fps on Xbox Series S and the only resolution found during cutscenes was 1920x1080. Xbox Series S uses temporal upsampling that can reconstruct a 1920x1080 resolution when rendering natively below this resolution.

Stats: https://bit.ly/3jh07Hk Frames Pixel Counted: https://bit.ly/3DgG2Jf

It’s a cross gen game.

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That clause did not mean what you are suggesting. It just meant the PS5 version had to include any tech that others versions have provided that PS5 could run said tech on its hw feature set.

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The clause technically didn’t harm the pc version or the XSX one, but we all know what happens when you have a lead version, expecially with japanese devs. I remember The Evil Within 2 was crap both on pc and Xbox, recently they ported it again for pc gp and fixed the problems after 4 years lol.