PS5 and Xbox Series X in the 60fps mode uses a dynamic resolution with the highest resolution found being 3840x2160 and the lowest resolution found being 1920x2160. PS5 and Xbox Series X in the 60fps mode seem to often render at 3840x2160. On PS5 and Xbox Series X in the 60fps mode a form of temporal upsampling is used that can reconstruct a 3840x2160 resolution when rendering below this resolution.No summary?
Platforms | PS5 | Xbox Series X | Xbox Series S |
Frame Amounts | |||
Game Frames | 24101 | 24088 | 23567 |
Video Frames | 24110 | 24110 | 24110 |
Frame Tearing Statistics | |||
Total Torn Frames | 0 | 17 | 1044 |
Lowest Torn Line | - | 391 | 405 |
Frame Height | 2160 | 2160 | 2160 |
Frame Time Statistics | |||
Mean Frame Time | 16.67ms | 16.68ms | 17.05ms |
Median Frame Time | 16.67ms | 16.67ms | 16.67ms |
Maximum Frame Time | 100ms | 116.67ms | 116.67ms |
Minimum Frame Time | 16.67ms | 14.05ms | 15.49ms |
95th Percentile Frame Time | 16.67ms | 16.67ms | 17.29ms |
99th Percentile Frame Time | 16.67ms | 16.67ms | 31.6ms |
Frame Rate Statistics | |||
Mean Frame Rate | 59.98fps | 59.95fps | 58.65fps |
Median Frame Rate | 60fps | 60fps | 60fps |
Maximum Frame Rate | 60fps | 60fps | 60fps |
Minimum Frame Rate | 55fps | 48fps | 46fps |
5th Percentile Frame Rate | 60fps | 60fps | 51fps |
1st Percentile Frame Rate | 59fps | 59fps | 47fps |
Frame Time Counts | |||
0ms-16.67ms | 0 (0%) | 5 (0.02%) | 51 (0.22%) |
16.67ms | 24096 (99.98%) | 24062 (99.89%) | 22001 (93.36%) |
16.67ms-33.33ms | 0 (0%) | 13 (0.05%) | 1437 (6.1%) |
33.33ms | 4 (0.02%) | 4 (0.02%) | 76 (0.32%) |
50ms | 0 (0%) | 1 (0%) | 1 (0%) |
66.67ms | 0 (0%) | 1 (0%) | 0 (0%) |
83.33ms-100ms | 0 (0%) | 1 (0%) | 0 (0%) |
100ms | 1 (0%) | 0 (0%) | 0 (0%) |
116.67ms | 0 (0%) | 1 (0%) | 1 (0%) |
Other | |||
Dropped Frames | 0 | 0 | 0 |
Runt Frames | 0 | 0 | 0 |
Runt Frame Thresholds | 20 rows | 20 rows | 20 rows |
Platforms | PS5 | Xbox Series X | Xbox Series S |
Frame Amounts | |||
Game Frames | 47986 | 47756 | 36406 |
Video Frames | 48284 | 48284 | 48284 |
Frame Tearing Statistics | |||
Total Torn Frames | 0 | 1012 | 5599 |
Lowest Torn Line | - | 197 | 214 |
Frame Height | 1080 | 1080 | 1080 |
Frame Time Statistics | |||
Mean Frame Time | 8.39ms | 8.43ms | 11.05ms |
Median Frame Time | 8.33ms | 8.33ms | 8.33ms |
Maximum Frame Time | 83.33ms | 92.17ms | 100ms |
Minimum Frame Time | 8.33ms | 6.84ms | 8.06ms |
95th Percentile Frame Time | 8.33ms | 8.33ms | 16.67ms |
99th Percentile Frame Time | 8.33ms | 15.19ms | 16.67ms |
Frame Rate Statistics | |||
Mean Frame Rate | 119.26fps | 118.69fps | 90.49fps |
Median Frame Rate | 120fps | 120fps | 91fps |
Maximum Frame Rate | 120fps | 120fps | 120fps |
Minimum Frame Rate | 104fps | 99fps | 57fps |
5th Percentile Frame Rate | 113fps | 110fps | 63fps |
1st Percentile Frame Rate | 107fps | 102fps | 59fps |
Frame Time Counts | |||
0ms-8.33ms | 0 (0%) | 94 (0.2%) | 14 (0.04%) |
8.33ms | 47702 (99.41%) | 46266 (96.88%) | 19163 (52.64%) |
8.33ms-16.67ms | 0 (0%) | 1332 (2.79%) | 10366 (28.47%) |
16.67ms | 279 (0.58%) | 51 (0.11%) | 6769 (18.59%) |
16.67ms-25ms | 0 (0%) | 2 (0%) | 86 (0.24%) |
25ms | 2 (0%) | 2 (0%) | 3 (0.01%) |
25ms-33.33ms | 0 (0%) | 1 (0%) | 1 (0%) |
33.33ms | 2 (0%) | 3 (0.01%) | 2 (0.01%) |
41.67ms | 0 (0%) | 2 (0%) | 0 (0%) |
41.67ms-50ms | 0 (0%) | 1 (0%) | 0 (0%) |
66.67ms-75ms | 0 (0%) | 0 (0%) | 1 (0%) |
83.33ms | 1 (0%) | 0 (0%) | 0 (0%) |
91.67ms | 0 (0%) | 1 (0%) | 0 (0%) |
91.67ms-100ms | 0 (0%) | 1 (0%) | 0 (0%) |
100ms | 0 (0%) | 0 (0%) | 1 (0%) |
Other | |||
Dropped Frames | 0 | 0 | 0 |
Runt Frames | 0 | 0 | 0 |
Runt Frame Thresholds | 20 rows | 20 rows | 20 rows |
All three consoles in all modes all appear to be using a form of Variable Rate Shading. The temporal upsampling used also seems to reconstruct the parts of the frame with a reduced shading rate from VRS.
Interesting bit:
PS5 lowest is still in the triple digits when in 120fps. Is such a minuscule frame time even perceptible to us humans?Those stutters are gross and Xbox tears too much in 120 mode. If you have vrr Xbox wins, if you don't ps wins. When ps gets vrr it extra wins.
With Vsync or with VRR, no. Without both, yes due to tearing.PS5 lowest is still in the triple digits when in 120fps. Is such a minuscule frame time even perceptible to us humans?
Genuine Q, no idea don’t have 120hz tv atm.
PS5 is vsynced, so 100-120 fluctuation not noticeable?With Vsync or with VRR, no. Without both, yes due to tearing.
Maximum Frame Rate | 120fps | 120fps | 120fps |
Minimum Frame Rate | 104fps | 99fps | 57fps |
5th Percentile Frame Rate | 113fps | 110fps | 63fps |
1st Percentile Frame Rate | 107fps | 102fps | 59fps |
The XSX version had 17 torn frames from 25000.With Vsync or with VRR, no. Without both, yes due to tearing.
1012 (they are talking about 120Hz mode).The XSX version had 17 torn frames from 25000.
It had over a thousand in 120fps mode vs none on PS5The XSX version had 17 torn frames from 25000.
Got you, i was looking at the top of the results.1012 (they are talking about 120Hz mode).
Yes very much so. I play PC and mainly more fast paced games so I ugly them up to get 170fps when I can. Without vrr even at say 160 fps I notice the slight unevenness of it.PS5 is vsynced, so 100-120 fluctuation not noticeable?
"We the best"
Congratulations on that 0.5% higher average frame rate. What a trend!Guess this is a unoptimized BC Xbox One port too huh?
Suddenly VGtech is now biased when even Digital Foundry gave them the seal of approval...Vgtech is a real pro, he even found a way to fix the freeze bug on PS5 version. History repeats itself...
Indeed, specialized hardware support isn't needed to use VRS.Software-based Variable Rate Shading in Call of Duty: Modern Warfare
research.activision.com
As usual fps average don't tell the whole story. Look at the frame-time data (posted just above) and screen-tearing data, here (PS5 vs XSX vs XSS). Perfectly synced frames (without screen tearing or drop): 99.41% vs 96.88%Congratulations on that 0.5% higher average frame rate. What a trend!
8.33ms | 47702 (99.41%) | 46266 (96.88%) | 19163 (52.64%) |
Don’t cry, dance.Congratulations on that 0.5% higher average frame rate. What a trend!
Just accept that some games run better on PS5 & stop claiming that Xbox Series X is being mistreated by devs every time PS5 come out on top.Congratulations on that 0.5% higher average frame rate. What a trend!
Don’t even know how they spot it. On Doom Eternal the 1/4 rez in a frame was obvious, but this game is pristine throughout.Indeed, specialized hardware support isn't needed to use VRS.
It is for VRS2. Jury's still out on what's better.Indeed, specialized hardware support isn't needed to use VRS.
Every time? Only when it's obvious like in the case of Ghostrunner.Just accept that some games run better on PS5 & stop claiming that Xbox Series X is being mistreated by devs every time PS5 come out on top.
Did you misunderstand my post? I really think Vgtech is very meticulous and good at his job. I was reffering to Tom's earlier similar mistake when he missed PS5 version's bug.Suddenly VGtech is now biased when even Digital Foundry gave them the seal of approval...
SMH if it's so obvious tell me where PS5 received more optimization than Xbox Series X?Every time? Only when it's obvious like in the case of Ghostrunner.
Beware of that data in this case because they are influenced by the problem of the Xbox versions and the deep drops of fps at the checkpoints. VGtech itself indicates this in its text. For example, the minimum fps of XSX and XSS (99fps and 57 fps) are part of those situations.Now with proper data we can clearly see a slightly better framerate on PS5 in both modes, particularly in the 120hz mode. Those stats of the 120hz mode are very telling (PS5 vs XSX vs XSS).
Maximum Frame Rate 120fps 120fps 120fps Minimum Frame Rate 104fps 99fps 57fps 5th Percentile Frame Rate 113fps 110fps 63fps 1st Percentile Frame Rate 107fps 102fps 59fps
Maybe their software based solution is simply superior?Don’t even know how they spot it. On Doom Eternal the 1/4 rez in a frame was obvious, but this game is pristine throughout.
We can only speculate, but one reason could be that PS4 was the lead platform last gen so cross gen games might run relatively better on PS.Still don't understand how the xbox isnt favoring these last gen engines like it was stated it would. :/
They didn't at least drop res to stabilize framerate in the RT mode. Bare minimum wasn't done.SMH if it's so obvious tell me where PS5 received more optimization than Xbox Series X?
The 0 FPS stutter in PS5 will also be a part of the PS5 average framerates. If anything, 0 FPS (PS5) will bring down the average more steeply than drops to 15 FPS (Xbox).Beware of that data in this case because they are influenced by the problem of the Xbox versions and the deep drops of fps at the checkpoints. VGtech itself indicates this in its text. For example, the minimum fps of XSX and XSS (99fps and 57 fps) are part of those situations.
That said, as was the least in the COD of the previous year, it has a light advantage for PS5 in real performance (because the lack of VRR can make Xbox users with VRR TV achieve a better experience).
Sir, this is a Call of Duty thread.SMH if it's so obvious tell me where PS5 received more optimization than Xbox Series X?
They didn't drop the resolution on PS5 either so where is the extra optimization on PS5?They didn't at least drop res to stabilize framerate in the RT mode. Bare minimum wasn't done.
Because their VRS software solution is better than RDNA2 VRS. They did a paper showing performance and quality were both better (notably quality) than using hardware VRS. Basically the advantage of their software VRS was that they could customize much more. We had a thread about it. https://www.neogaf.com/threads/soft...ading-in-call-of-duty-modern-warfare.1591769/Don’t even know how they spot it. On Doom Eternal the 1/4 rez in a frame was obvious, but this game is pristine throughout.
Well drops are drops whatever the cause. We'll see if they patch those but some of us already predicted games reliant of I/O performance would logically run better on PS5.Beware of that data in this case because they are influenced by the problem of the Xbox versions and the deep drops of fps at the checkpoints. VGtech itself indicates this in its text. For example, the minimum fps of XSX and XSS (99fps and 57 fps) are part of those situations.
That said, as was the least in the COD of the previous year, it has a light advantage for PS5 in real performance (because the lack of VRR can make Xbox users with VRR TV achieve a better experience).
So why was you talking about GR?Sir, this is a Call of Duty thread.
These massive drops are not included in the stats.The 0 FPS stutter in PS5 will also be a part of the PS5 average framerates. If anything, 0 FPS (PS5) will bring down the average more steeply that drops to 15 FPS (Xbox).
The video has not included the parts where PS5 drops to 0fps. This is indicated by VGtech itself. Including them would be nonsense first because the origin is clear, and second because then it would totally distort the results and would have to include a 0fps in the PS5 minimums in the stats and he dont do it.The 0 FPS stutter in PS5 will also be a part of the PS5 average framerates. If anything, 0 FPS (PS5) will bring down the average more steeply that drops to 15 FPS (Xbox).
Interesting, seems Sony cutting the silicone and putting the budget elsewhere instead of a box checking exercise was the boss move after all.Because their VRS software solution is better than RDNA2 VRS. They did a paper showing performance and quality were both better (notably quality) than using hardware VRS. Basically the advantage of their software VRS was that they could customize much more. We had a thread about it. https://www.neogaf.com/threads/soft...ading-in-call-of-duty-modern-warfare.1591769/
Well drops are drops whatever the cause. We'll see if they patch those but some of us already predicted games reliant of I/O performance would logically run better on PS5.
Because you accused me of doing something all the time while I only do it when warranted.So why was you talking about GR?