Fake
Member
Nxgamer likely made a mistake.
DF can do mistakes too mister.
Nxgamer likely made a mistake.
I think part of the issue is folks aren't willing to really pay 60 to 70 for a 15 hour game these days even if it is AAA for the most part. You can get away with it sometimes if the game is exclusive or through nostalgia.ND made a 30 hour game in a little under 3 years. They couldve easily churned it out in 2 years if they had stuck to a 15 hour campaign like the original TLOU. The 8 hour Lost Legacy was made in a little over a year.
It's all about scope at the moment.
Or bandwidth. PS5 does have 448 GBps of bandwidth but its shared with the CPU unlike PC GPUs that have dedicated ram bandwidth on the vram.GPU limited.
DF can do mistakes too mister.
Whats with all the UE4 games on PS5 having such low resolutions
They can, but dont forget that nx does it part time. Df has a whole team with tried and tested methods. If Was a betting man I would put my money on DF being correct.
Hopefully NXGamer will do another video with a PC comparison. Whatever DF are saying about how great the PC version is, There are people with big PC builds (like 2080ti OC + CPU 5ghz) who prefer playing on PS5 because the game stutters too much on their PC.
Pretty cool they use SDFAO. A step up from SSAO. I wish more games would use SSGI since its already built into UE. The only two games I know that use it is Day's Gone PC port and Gears 5.
And? The only thing I seeing are that DF are less likely to make error, but don't mean they can't. I've following Df for a long time and they're already apology for a loads of mistakes.
GPU limited.
AMD GPU + UE4 don't gel well.more like engine limited
That's a huge difference between the two sets of numbers. I wonder who's got it wrong.
Damn what a difference. I changed the Gamma to get the contrast to match the initial gameplay but the density is way way lower. My guess is the ps4 is limiting both ps5 and PC with such a small teamDid the game get downgraded graphically? I was playing in ultra setting on my PC but it unable to recreate the initial trailer graphics in this specific area.
Yeah it’s odd. Iirc the team comes from the movie industry so it might be an oversight from doing movie scenes where 24fps is normal.Wierd decision to make the cutscenes run at 24fps, I hope they change that. Its always a bit jarring when it switches from 30 to 60fps and this will be even worse.
Alex has the receipts.And? The only thing I seeing are that DF are less likely to make error, but don't mean they can't. I've following Df for a long time and they're already apology for a loads of mistakes.
If you stand still for a few frames TAAU will resolve to a higher resolution(i doubt NXG would make that mistake).....that wouldnt represent gameplay resolution.Could be gameplay variation as well.
Did the game get downgraded graphically? I was playing in ultra setting on my PC but it unable to recreate the initial trailer graphics in this specific area.
I'm waiting for PC mod community to match the initial reveal trailer graphics.Damn what a difference. I changed the Gamma to get the contrast to match the initial gameplay but the density is way way lower. My guess is the ps4 is limiting both ps5 and PC with such a small team
The details and geometries of the initial trailer are at much higher level. Just take a look at the tree there.Motion blur + Contrast + Anti-Aliasing seems to be the only differences.
Beyond that I dont think its a downgrade.
You could inject some contrast with Reshade and downsample from a higher resolution if you have the GPU budget.
I looked up a few ue4 games and a few not ue4 games and they all had a 5700xt bench +/- a couple % of a 2070.AMD GPU + UE4 don't gel well.
I meant generally the UE4 code path favors NVIDIA more so than AMD. Though games like Gears 4, 5 run well on both AMD and NV because of the use of console branch in those titles.I looked up a few ue4 games and a few not ue4 games and they all had a 5700xt bench +/- a couple % of a 2070.
As I said, the game credits mention hundreds of people. In AAA games the lead studio (what is shown in this slide) only adds a small % of the people who works in a game. Other outsourced studios handle a lot of art and animation, and typically people from outside this studio (sometimes handled by the publisher) also works on the music, voiceover or mockup, localization, QA, marketing, PR, CM & CS, legal, sales, publishing stuff and so on.
LOL WTF 14 people ? More like 200 to 300, I mean just watch the creditsIt is still mind-blowing that this was made by 14 people and it's their first game.
Anisotropic Filtering being THAT low yet again? We were told this would be a thing of the past!
So true.
It's mind boggling how these studios spend so much time and effort making detailed textures, just to ruin it all with low quality texture filtering.
16X AF consumes a bit of resources, but it's well worth having.
Yeah, the game is likely designed with dynamic resolution in mind hence such a massive delta in GPU usage depending on the scene.* Massive delta in GPU usage depending on the scene, its ridiculous you need to drop to 1080p to maintain 60fps (on a GTX 1080) when its running at locked 60fps in 1440p in many areas. Even 1800p is fine in many. You shouldn't just need a 2080 ti or a 3070+ to run a game at a locked 60 at 1440p and thats with the stupidly hoggy shadows and volumetrics turned down.
LOL WTF 14 people ? More like 200 to 300, I mean just watch the credits
14 people is the size of the core animation team only. I really don't know why people are so ready to believe any marketing lie that is thrown at them. The business model of Ember Labs is smart and simple, a small internal team of senior designers that massively outsources the production of the game to dozen and dozen of subcontractors while keeping all the merit to themselves.
But it also consumes bandwidth, and unfortunately sometimes devs can't afford that, especially on bandwidth-constrained systems such as consoles. It would require other sacrifices that devs might think aren't worth it, like a lower general rez.
Yep exactly, it is like I told you that The Witcher 3 was made by 20 people only because there were only 20 "Lead something Designer" working on the game, it does not make any sense and blows my mind that people are falling for this.People are truly delusional, it was same situation with Ascent...
Why not start WITH 16xAF then and work from there? It's such a huge benefit to overall image quality, especially textures and art assets and it's just maddening how since the PS3 days we've been told "If things were more powerful, then we'd use 16xAF" and now here we are pushing 4k with near CGI levels of quality and still stuck on 4xAF if we're lucky.But it also consumes bandwidth, and unfortunately sometimes devs can't afford that, especially on bandwidth-constrained systems such as consoles. It would require other sacrifices that devs might think aren't worth it, like a lower general rez.
Why not start WITH 16xAF then and work from there? It's such a huge benefit to overall image quality, especially textures and art assets and it's just maddening how since the PS3 days we've been told "If things were more powerful, then we'd use 16xAF" and now here we are pushing 4k with near CGI levels of quality and still stuck on 4xAF if we're lucky.
You answered your own question. Because we are pushing 4K. Every generation we get more bandwidth, but resolution increases a lot, which requires more bandwidth.
Look at PS5. Many times, and this Kena is an example, PS5 is pushing 4 times the pixels of the PS4 version. Sometimes the difference is even bigger, having to push native 4K while PS4 is sub 900p (Guilty Gear Strive for instance). Unfortunately PS5 does not have x4 the bandwidth of PS4. So yes, that could become a problem if devs aren't careful.
Ok, so you think NX gamer is correct and I think DF are.
Alex has the receipts.
He posted screenshots he captured from the game and the pixel count was lower than 1800p....NXG said that was the lower bound.
Not saying DF cant make mistakes but in this case Alex has the evidence to back it up.
NXG could show us the village section or something showing how his console has such high resolutions in performance mode.
I mean its not that big a deal really if the game looks good it looks good.
Outsourcing music, QA, localization, cinematography is common. Big studios does that too so it’s still impressive that the game is made by a small team compared to having access to 1000 people in house and still outsource stuff.Yep exactly, it is like I told you that The Witcher 3 was made by 20 people only because there were only 20 "Lead something Designer" working on the game, it does not make any sense and blows my mind that people are falling for this.
Thats not my point. Re-read my post dude. And no, I not usually read resetera for Alex 'backup' story because he normally use Twitter/Resetera to backup everytime he make a mistake or two. If he do is because people there demands. Think about that.
They both can make mistakes sometimes. Thats not hard to understand.
Nope it is not the same thing because for Kena they outsourced much much more than a normal studio normaly does.Outsourcing music, QA, localization, cinematography is common. Big studios does that too so it’s still impressive that the game is made by a small team compared to having access to 1000 people in house and still outsource stuff.
Hopefully NXGamer will do another video with a PC comparison. Whatever DF are saying about how great the PC version is, There are people with big PC builds (like 2080ti OC + CPU 5ghz) who prefer playing on PS5 because the game stutters too much on their PC.
Digital Foundry have been way too lean with the latest shitty PC ports, Deathloop is unacceptable and they should emphasize that stronger, especially the stuttering that happens every 600 frames after loading some areas. Kena stutters violently while running across the mpa and loading new areas, and suffers from what seems to be Shader Compilation issues, and the resolution setting doesn't always work as intended. There is nothing great about the PC port of Kena, it's less than the minimum we should expect in 2021 and DF keeps giving them a pass.Wait what?
I read your post....i read the whole post train.
Sosokrates said NXG likely made a mistake and you pointed out that DF can and have also made mistakes.
Im not disputing that they can make mistakes....i said so in the very post you quoted.
I was pointing out that in this case....this one specifically there are screenshots showing a resolution lower than 1800p in PS5 Performance mode.
You dont have to go to twitter or resetera to see his backup.
Just actually read the article and use the comparison tool?
Youtube videos arent the best way to convey resolution differences due to compression and unless you subscribe to their patreon to get uncompressed video the website is the best way to see what they are talking about.
Kena: Bridge of Spirits looks great on PS5, but what about PC?
Kena: Bridge of Spirits from Ember Labs finally released this week, initially capturing our attention at the PlayStatio…www.eurogamer.net
When you look at the PS5 performance mode screenshots vs the quality vs PC with TAAU mode screenshots even an untrained pixel counter will see that those are well below 1800p
AF doesn't use much memory bandwidth.
Consoles don't use 4K, except some simpler games.
RDNA2, uses a tile based renderer, that saves a lot of memory access. Something that GCN didn't use.
Sacrificing 5% resolution is well worth getting AF 16X.
The improvement in image quality with AF16X is much bigger than a bit of resolution.
I'm curious to see how the PS4 version runs on a PS5, but I suppose that is pointless if it is locked at 30fps. It's also a bummer that they skipped the base PS4.
Nope it is not the same thing because for Kena they outsourced much much more than a normal studio normaly does.
Well maybe 1296p is not that common? Because Dictator just show the village hub area for such pixels counts. It's not the first time who uses the lower resolution to define the "more commons" resolutions on ps5, he is not new to such approximations. He did something similar for Metro but according to the VGTech YouTube channel stats the story was a bit different.What the fuxk is up with AF this generation. What a mess.
Also NXG needs to redo his counting, that's a big oooof.
Just UE4 games on ps5? What about the lower resolution in the others games at 60 FPS on next gen platforms? Because it's quite common to see 1080p via DRS when 60 fps it's the target.Whats with all the UE4 games on PS5 having such low resolutions
What! Stop, have mercy on meh backlog!This game is simply magical. May be my GOTY, but there’s so many other good ones this year too
this game gives me legit Team ICO vibes and I’m surprised I haven’t seen many comparisons
I recall all the way from Far Cry 4 days, DRS solutions on PC are not easily implemented due to the api layers preventing per frame access unlike on console to the metal shite.Yeah, the game is likely designed with dynamic resolution in mind hence such a massive delta in GPU usage depending on the scene.
Unfortunately, dynamic res is non-functioning/missing from the PC version even though it shows up in the ini file. Many lower-end AMD/NV cards have really benefitted from it if only it'd been implemented, the lack of DLSS is also a bummer when it's easily accessible to devs as a UE4 plugin.
this seems like a very logical explanationI recall all the way from Far Cry 4 days, DRS solutions on PC are not easily implemented due to the api layers preventing per frame access unlike on console to the metal shite.
Someone may have more info…
I don't know. In the same video Dictator show how easy is to put DRS and TAUU on pc just transfering some files config in the right folder....this seems like a very logical explanation