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Next-Gen PS5 & XSX |OT| Console tEch threaD

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THEAP99

Banned
"In the meantime, the results seen here in the cross-platform comparison are fascinating. In terms of correlating on-paper specs to the actual experience on-screen, PlayStation 5 is either punching above its weight, or Xbox Series X isn't delivering on the full potential promised by a bigger silicon investment and a much more substantial memory interface. It'll be interesting to see to what extent the results seen here extend to other titles, and we'll be reporting on that as soon as other games are available."
 
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reksveks

Member
In case you don't want to jump:

Normal Mode: The standard way to play Devil May Cry on both PlayStation 5 and Xbox Series X systems is to use the normal mode, which operates with native resolution rendering at full HD - 3840x2160. It's an impressive boost over PS4 Pro, which used image reconstruction techniques to hit 1800p, with Xbox One X also using reconstruction to target 4K. Gameplay on the new systems is mostly at 60fps or higher, but there can be drops below - and cutscenes are especially impacted. In normal mode, Xbox Series X is consistently faster than PlayStation 5 but only in single digit percentage terms - around eight per cent.

High Frame-Rate Mode: This mode retains a 3840x2160 target resolution, but achieves it using image reconstruction techniques - effectively smart upscaling from a smaller native resolution. In fairness, Capcom's solution here is excellent and the increase to frame-rate is substantial. Across a range of content tested in this mode, both consoles delivered a 100fps average. However, the average does not tell the real story. Xbox retains an advantage in cutscenes and in some gameplay content, but again, the boost is typically small. Meanwhile, in many of the gameplay areas we tested, PS5 is significantly faster and more consistent that Series X overall. It's conjecture on our part, but there is the sense that there's a graphics API bottleneck here that impacts performance on the Xbox side in some scenarios, while PS5 simply powers on.

Ray Tracing Performance Mode: This runs at native 1080p on both platforms, with full ray traced reflections plus frustrum-aligned voxel fog, which transforms the lighting. Broadly speaking, dropping resolution allows RT to run at similar frame-rates to the normal mode, albeit with a big resolution penalty. In matched like-for-like content such as cutscenes, Xbox Series X enjoys a very small performance advantage - but this seems to be even lower than it was in the normal mode. And again, perhaps it's down to the dynamic nature of gameplay where like-for-like, pixel-for-pixel matched content is not possible, but there do seem to be some areas where PlayStation 5 enjoys its own tiny lead. The overall takeaway here is that both systems are essentially like-for-like.

Ray Tracing Quality Mode: This ramps resolution back up to 3840x2160, but it's using the same image reconstruction technique used in the high frame-rate mode in order to boost performance. The impact of RT is pretty large, however, and much of the experience plays out beneath 60 frames per second. On paper, Xbox has a lead - but it is vanishingly small - and in matched like-for-like content, PS5 actually manages to match Xbox performance for much of the duration, while in other scenes it's just 2-3fps behind. However, while difficult to pinpoint exactly owing to the lack of exact like-for-like gameplay, Xbox's gameplay performance advantage seems to open up here.

Interested in knowing what happening in the HFR mode?
 
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Codexer

Member
CWLvVNC.png
 

FunkMiller

Member
In case you don't want to jump:

Normal Mode: The standard way to play Devil May Cry on both PlayStation 5 and Xbox Series X systems is to use the normal mode, which operates with native resolution rendering at full HD - 3840x2160. It's an impressive boost over PS4 Pro, which used image reconstruction techniques to hit 1800p, with Xbox One X also using reconstruction to target 4K. Gameplay on the new systems is mostly at 60fps or higher, but there can be drops below - and cutscenes are especially impacted. In normal mode, Xbox Series X is consistently faster than PlayStation 5 but only in single digit percentage terms - around eight per cent.

High Frame-Rate Mode: This mode retains a 3840x2160 target resolution, but achieves it using image reconstruction techniques - effectively smart upscaling from a smaller native resolution. In fairness, Capcom's solution here is excellent and the increase to frame-rate is substantial. Across a range of content tested in this mode, both consoles delivered a 100fps average. However, the average does not tell the real story. Xbox retains an advantage in cutscenes and in some gameplay content, but again, the boost is typically small. Meanwhile, in many of the gameplay areas we tested, PS5 is significantly faster and more consistent that Series X overall. It's conjecture on our part, but there is the sense that there's a graphics API bottleneck here that impacts performance on the Xbox side in some scenarios, while PS5 simply powers on.

Ray Tracing Performance Mode: This runs at native 1080p on both platforms, with full ray traced reflections plus frustrum-aligned voxel fog, which transforms the lighting. Broadly speaking, dropping resolution allows RT to run at similar frame-rates to the normal mode, albeit with a big resolution penalty. In matched like-for-like content such as cutscenes, Xbox Series X enjoys a very small performance advantage - but this seems to be even lower than it was in the normal mode. And again, perhaps it's down to the dynamic nature of gameplay where like-for-like, pixel-for-pixel matched content is not possible, but there do seem to be some areas where PlayStation 5 enjoys its own tiny lead. The overall takeaway here is that both systems are essentially like-for-like.

Ray Tracing Quality Mode: This ramps resolution back up to 3840x2160, but it's using the same image reconstruction technique used in the high frame-rate mode in order to boost performance. The impact of RT is pretty large, however, and much of the experience plays out beneath 60 frames per second. On paper, Xbox has a lead - but it is vanishingly small - and in matched like-for-like content, PS5 actually manages to match Xbox performance for much of the duration, while in other scenes it's just 2-3fps behind. However, while difficult to pinpoint exactly owing to the lack of exact like-for-like gameplay, Xbox's gameplay performance advantage seems to open up here.

Interested in knowing what happening in the HFR mode?

So... the two consoles are pretty similar in performance? With a few advantages here and there that generally equal themselves out?

So very, very shocked.
 

Andodalf

Banned
Summary:
PS5 can cost $ 100 less.
Has 2 less TFLOPs
Has less bandwidth
-------------------------------------------------- -------------------
Result: Get the same graphics


You also get the benefits of DualSense

Conclusion PS5 is the best place to enjoy multis and the cheapest.

Nothing new under the sun.

If we’re just talking about enjoying the game, not having VRR is a killer, as is not having a 60 FPS cap. It’s way too early to make such declarative statements.
 

PSYGN

Member
How does Dying Light run on the PS5?

The DLC was a stuttery blurry experience that I had to put it down.
 
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ToadMan

Member
Performance closer than on paper, loading closer than on paper, just as everyone expected. Hopefully capcom lets PS5 cap at 60 and the XSX 120 mode gets those insane drops fixed. It went below the 4K native mode which is weird as hell

Not at all. The performance is exactly as predicted on paper.

There were plenty of people who didn’t want to believe those numbers though. 18% or 44% or whatever was all supposed to mean multiplats were better on Xbox.

It was obvious that wasn’t the case because the systems “on paper” simply didn’t allow that.
 

duhmetree

Member
Wha
Summary:
PS5 can cost $ 100 less.
Has 2 less TFLOPs
Has less bandwidth
-------------------------------------------------- -------------------
Result: Get the same graphics


You also get the benefits of DualSense

Conclusion PS5 is the best place to enjoy multis and the cheapest.

Nothing new under the sun.
The meta was and still is PC and Playstation. I have no reason to own a XBOX, owning a PC. I do hope Microsoft starts producing/creating good games though...

but IMO if you were stuck to 1 console, PS5 would make more sense. Maybe it becomes closer when Bethesda/Microsoft start dropping their big games. IMO that's at least 2-3 years away
 
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Dibils2k

Member
Honestly, it wouldn't be missing much if it didn't, I don't really think it looks very good in this game.
true, i played it few months ago on gamepass and really apart from that first mission i remember it mostly being underground in that pink gooey place.... where there is really no reflection lol
 
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geordiemp

Member
Not at all. The performance is exactly as predicted on paper.

There were plenty of people who didn’t want to believe those numbers though. 18% or 44% or whatever was all supposed to mean multiplats were better on Xbox.

It was obvious that wasn’t the case because the systems “on paper” simply didn’t allow that.

Well I am glad I was right on predictions, some things better on XSX, some better on ps5, much of who cares. Ps5 would eat up most of that 2 TF depending on workload, and here we are.

In terms of correlating on-paper specs to the actual experience on-screen, PlayStation 5 is either punching above its weight, or Xbox Series X isn't delivering on the full potential promised by a bigger silicon investment and a much more substantial memory interface. It'll be interesting to see to what extent the results seen here extend to other titles, and we'll be reporting on that as soon as other games are available.

Paper specs is more than TF . Is Riky Riky OK
 
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Nowcry

Member
Wha

The meta was and still is PC and Playstation. I have no reason to own a XBOX, owning a PC. I do hope Microsoft starts producing/creating good games though...

but IMO if you were stuck to 1 console, PS5 would make more sense. Maybe it becomes closer when Bethesda/Microsoft start dropping their big games. IMO that's at least 2-3 years away
Totally agree.

What I want from MS are good, well-localized games for PC and another platforms they want.

In general I have nothing against MS however I think they have been running an advertising and marketing campaign based on leaving PS5 bad (even if it is lying) instead of focusing on their product.

Also I think they have based their hardware too much on marketing words without really teaching or committing to round numbers it has been too fuzzy in terms of quantifying their system. Just big marketing words but no real results.

So I think now I have a little disgust to MS in that regard. I am more of wanting to sell my product for what it is and what it does without having to leave someone else bad (whether lying or not) does not seem honest to me.

I think they are using all this to try to confuse the community and you can see that the fans attack even those who know about hardware, all fueled by their FUD campaign (whether or not they pay for MS or their followers) that we have almost 4000 pages of things denied.

I think internally I need MS to get a wake-up call with the FUD's lies and their way of marketing. For it to become a healthier section, it currently seems to me a quite destructive section for the gamer.
 
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jose4gg

Member
So, as predicted... The difference won't be big, I know it's almost 2x but does this one or two seconds more realy matters?

It does not matter in terms of loading a game or moving to a next section in a game, but if you are planing to use it as VRAM, like both of the companies want to do, the difference is a something to consider, specially because by using the current metric of DMC, that would mean PS5 can still load a 50% better asset in the same time as Xbox.
 


Very close performance, including loadings, FPS, graphical.


We can't conclude nothing, it's only a remaster (obvisouly they didn't rewritten entire source code), without RDNA 2 main features (except RT)


But we see some "lights" about it. XSX may have a bit better performance, but in my opinion, it's pretty marginal difference.
 
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Mod of War

Ω
Staff Member
Ok I'm back here, but let's get things straight:

@EviLore is resorting to his dirty tactics and has been harassing me lately and sending his goons like Mod of War Mod of War to push me around and ban me. He's worried that the "new cool kid in the hood" is getting all the attention and love, going the extra mile by deleting and blocking all the love PM's to me from hot chicks in here.

gaf.jpg


Yes, ladies and gentlemen, he's getting pushed inside his own turf, feeling the heat, but he's only pushing me like an Xbox Series S pushing a PS5. He's afraid that I will rebel and dethrone him and bring back the glory days of SonyGAF.

So now I need to make a historical reminder, as the ambassador of Oman in NeoGAF to the US president in NeoGAF:

____________________
Formalizing Relations

The two countries [Oman and USA] formalized their relationship when they signed the “Treaty of Amity and Commerce” in 1833 — the first bilateral accord between the U.S. and an Arab Gulf state. In 1840, the Sultan’s envoy Ahmad bin Na’aman sailed to New York on the Sultanah, and bin Na’aman became the first Arab diplomat accredited to the U.S. The Sultanah was also the first Arab ship to sail to the United States. In 1880, the U.S. established its first Consulate in Muscat in order to strengthen political and economic ties with Oman.

The Twentieth Century

Oman and the United States expanded their trade and diplomatic relations in 1958, when they signed the “Treaty of Amity, Economic Relations, and Consular Rights” in Salalah. In 1972, the United States opened its Embassy in the capital of Muscat and the Sultanate opened its embassy in Washington D.C. the following year. Oman and the United States signed a military cooperation agreement In 1980, which was revised and renewed in 2010, continuing its close military partnership


07-SultanGift-26.jpg


...Such a voyage finally took place in 1839, in part because of the urgings of a visiting American shipmaster representing the New York firm of Scoville and Britton. Sayyid Sa'id's ship, Sultana, the same vessel that had been sent to the aid of the stricken Peacock, sailed from Muscat on December 23. After touching Zanzibar and St. Helena, she arrived in New York harbor on April 30, 1840. Aboard as supercargo and as Sayyid Sa'id's special emissary was his secretary Ahmad bin Na'aman, charged with delivering letters and gifts for the President of the United States and purveying a cargo of Omani dates, Persian wool carpets, and Mokha coffee loaded at Muscat, as well as various articles from agreed that they might be accepted on behalf of the government of the United States. Some, such as two Arabian stud horses, were sold at auctions—one to a member of former President Jackson's Cabinet, General John Eaton of Tennessee. Proceeds were deposited in the United States Treasury. Others, such as a Persian carpet, a gold-mounted sword and minor gifts, were accepted on the condition that they belonged to the United States.

________________

TL;DR: WHERE ARE MY FUCKING PONIES!!!

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