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

We finally have a game running well on platforms

How it should be for every game

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I watched some clips and man, those faces too look great. Noticed that in the re-reveal last year. A job well done!

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Just published my video on the RE4 update. Would appreciate some feedback if any of you watch it.

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Nicely done… Just need more of this for other games

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Really nice video that shows the downgrades but also the improvements in performance of the latest patch. The downgrade in IQ and DoF are the most obvious things but I am pretty sure that shadow resolution also took a hit after the latest patch (which is really apparent in the first fight with Krauser). The Series S version has a serious problem with texture pop-in…like WTF is going on there? hopefully they will fix this in a future update because this is unacceptable for such a high-profile game.

Also I don’t like to make comparisons but this video was so much better in showing the good and the bad that were introduced with the latest patch than what DF did…especially on the Series S side (I’m not a fan of Oliver’s videos in general so far). Keep up the great work Kage, your videos are getting better and better!

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I don’t understand however how come, in both last Gen and next Gen instances, the more powerful system doesn’t differentiate itself by running at higher settings. On last Gen PS4 Pro and Xbox One X run at the exact same resolution but we all know the X has a 25% advantage on the GPU side.

Same thing next Gen, why do they both run at the same resolution? I mean, I know it’s that all are having good performances and all, but it’s also about using the hardware to its potential and I feel like they are leaving flops on the table on Series X.

Can’t complain about Series S, definitely a smooth port for it.

We will just have to wait for Rockstar to do their magic again.

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Thank you! I have another video coming soon that will be looking at the update for Dragonball Z Kakarot since I haven’t seen any good coverage of the current gen update. Any recommendations after that?

Thank you as well!

I did look into the shadows as well and from what I could tell, the quality is the same. I don’t have much footage that can show that off but you can see the two screenshots below that they are the same. Can’t speak for the one fight you mentioned to be fair.

Also I don’t want to come off like I’m making excuses but while I do wish Oliver would have covered some of this stuff and think I mentioned it when his video came up, I try not to be too hard on him over it. I’m sure he works under a deadline where I do not. So I wouldn’t be surprised if he had FAR less time to do his video than I did to do mine.

Launch:

Update:

There are likely good reasons for the parity. On the last gen side, it’s very safe to say those platforms were given a lower priority, so aiming for the resolutions that provided the path of least resistance makes sense. Same could be said for current gen as well, though the waters are a bit muddier there than what we saw last gen between the Pro and One X. There’s only roughly a 16% difference between raw GPU performance between the current gen consoles, assuming the power delivery is prioritizing the GPU on the PS5, so that doesn’t really leave a lot of room for improvements when upping the quality of certain effects can be quite demanding. That difference also doesn’t account for the parts of the rendering make up that may benefit from the higher clocks on the PS5 as well. Raw floating point performance is only one part that handles the pixels on screen.

They could have just streamlined the targeted resolutions and effects quality to improve the efficiency of Q&A. They were developing for 7 consoles, on top of PC, so that reason alone makes sense.

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Dead island 2

And focus on the zombie kill mechanics

By the time I get to play RE4R it probably has undergone many additional changes, hopefully for the better. Wasn’t the demo and final product at launch good enough in performance mode? Sometimes wish they wouldn’t touch anything when it just works. This patching nowadays and not being able to play it you don’t update it isn’t necessarily always a pro.

I know they haven’t released a game in a while so could be their tools aren’t that adapted to next gen yet, but I remember reading that as tools matured and next gen engines came in that higher clock speeds on the PS5 side were gonna have less of an effect and that the higher core count of the AMD GPU in the Xbox Series X was going to shine more. I’m guessing that just like tons of games on PC still aren’t optimized to use more than 4 Cores that parallelism on the GPU side might be underused in favor of more easily using a faster clocked GPU and so it favors the PS5 in some games?

Hmmm I wasn’t planning on buying Dead Island, but I’ll see if I can fit it in my budget. Thanks for the suggestion!

It did run good before but was far from a solid 60fps. This update does go a long way to help with performance, especially if you enable some of the graphical features. You can play with ray tracing in frame rate mode now and it’ll run closer to how the stock frame rate mode ran before for example. My hope is they fix the Series S version and at least change the TAA back to how it was before. The DOF downgrade is a shame but I bet most wouldn’t even notice if it wasn’t pointed out to them.

Either way, the game does need more work in the current form.

Yeah, you’re right. The higher core count in the Series X GPU should help with more visually complex games. My earlier post about the higher clocks in the PS5 was more about Dead Island 2 specifically where it’s a cross gen game and that also usually applies to other games with simpler visual make ups as well. RT is another area where the Series X should have a clear advantage since more cores means more RT units per core to handle RT. Devs will likely need to work a bit harder to take advantage of the wider GPU in the Series X, but it should be beneficial for when the actual true current gen games arrive.

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Isn’t this a myth that more GPU cores are so hard to utilize? I never heard complaints about this on PC GPUs and they have a wide variety of core counts. Didn’t we see on PC that GPU workloads scale pretty much in proportion with CU counts?

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I’m mainly going off of this comment from a dev that claims that games require better parallelism to better exploit the additional cores. I thought one of the other tech enthusiasts in this forum said something similar earlier this generation as well.

I’m honestly not sure how APIs scale the workload on PC versus consoles where I’d imagine devs have a bit more control.

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It’s a myth if your background is developing for PC, less so if you spent your entire career optimizing for fixed platforms (consoles). There is likely still some challenge is maximizing utilization as you scale up as well

Always felt this made sense but at this point you’d think most devs would have optimized for the new generation, but it seems we are still in that cross Gen period.

On PC you can specify how the workload is scheduled. But why would you do that? Your code will run not much better on a 4090 than a 1060. And thats also not what we usually see.

Of course parallelism is hard. Amdahls law is still valid. But AMD and NVidia have done lots of work to adress that problem, otherwise their top tier GPUs with many more CUs would make no sense.

What this article means is that a GPU where everything is just faster through higher clock speeds improves performance in every part of the rendering pipeline. Every bottleneck is almost the same like on a GPU with lower clockspeeds. With a GPU with only more CUs you may end up with totally different bottlenecks. Now you have lots of compute power available but maybe these compute steps are just waiting for a texture sampler or other fixed function unit to finish. So now you have to rearrange your shader code or GPU pipeline so these different bottlenecks are adressed.

Maybe devs have PS5 as their lead plattform and optimize for that 100%, then Series X may not run at full capacity? I don’t know. But i highly doubt just 52 CU are a real problem. Also, remember some parts of Series X GPU pipeline are not faster or even slower than on PS5.

I would expect GPU code with less dependencies on the fixed function part to perform better on Series X. Like UE5, Epic completely ignore the geometry pipeline and do all that stuff for Nanite with their own compute shaders. This should fit better to Series X. We will see.

All these devs have a background in PC dev, we are talking about multiplatform games here.

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I’d argue many don’t, especially in Japan.

You do see how bad many PC ports of console games are, right?

I wasn’t trying to insinuate that 52 CUs were a problem but like you describe and like the dev in the article describes, a bit more work may be needed to best utilize the extra cores.

Also depends on if your game or engine is compute heavy or not.

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