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[Digital Foundry] Resident Evil Requiem - DF Analysis - Stunning on PS5 Pro + PS5/Xbox Series X|S Breakdown

Because people don't know much about this stuff. You can even ask our Ai overlords:

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My 9060XT is 322GB/s :pie_thinking: Only 32CU though, but that seems to fit well with Pro 576/60.
So, more importantly.

All those people that said ray tracing wasn't important and a waste of resources. How do you feel seeing this game?

I think it looks next gen with RT and then Path tracing is a level above that.

GG, Capgods
Some of the reflections in the street look a bit shit and worse IMO than non-RT, the reflections off the car body look horrible. Some look decent (one of the looking down in a puddle shots and car window reflection). The RT lighting plays a bigger part between on and off, I think.
 
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Remember when 1080p was about to become a thing of the past in this gen?

If the end result is good I don't see any problem with 1080p input. Most "shitty image quality" games use lower resolutions or bad upscalers.

My 9060XT is 322GB/s :pie_thinking: Only 32CU though, but that seems to fit well with Pro 576/60.

9060XT has infinity cache, and it doesn't have to share memory BW with CPU.
 
Also, the Pro is clearly delivering more than the arbitrary numbers Bojji was throwing around.

The moment developers start properly optimizing for the PS5 Pro, it will deliver exactly what was promised. It's only a matter of time and proper optimization.

Yep. And it happened in numerous games since launch
CPU heavy games will be CPU limited. RE games are not very CPU heavy.

Who ever mentioned CPU heavy games?

It's a comparison. It shows that when you don't use Pro advantages (like hardware RT) you end up with bad results.

So, you here said that if you don't use Pro advantages, you will end up with bad results. So, it is not bandwidth bottlenecked in the end, huh. Forza Horizon 5 and Avowed are good ports on PS5, but devs didn't even try to use Pro advantages for these 2 games for example. So, bottlenecked by bandwidth in the end, huh?
It is BW bottlenecked in numerous games. Notice that RE9 uses the same base resolution on PS5 and Pro.

Pro is BW bottlenecked, you can believe it or not. I don't give a shit.


It is not. Difference wouldn't be substantial then like in Requiem and before this game in GT7, F12024, FF7R, Dragon Dogma 2, KCD2....
 
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This guy's posting today seems totally unhinged.


If you have a capable PC and after the screens and videos, I would say you are crazy if you DON'T buy it on PC.

You are basically playing the PS6 version now, probably PS6 pro version.

Regular PS5 owners am cry, that sucks! :(

and Xbox obviously.

Pro version seems good for those playing there, looking forward to the PC vs PS5 pro. That path tracing looks legit next gen in 2026.

I was just saying its not needed but there is a big jump here. Base consoles vs pro and PC is not looking great but still "fine" i guess.

Can't wait to see how the path tracing looks vs pro, the PC screenshots yesterday are something else!

Next gen is here, baby!

It really is next gen looking on Pro vs base consoles. PC is something else entirely above that.

I am so hyped for this game, papito!
 
Yep. And it happened in numerous games since launch


Who ever mentioned CPU heavy games?



So, you here said that if you don't use Pro advantages, you will end up with bad results. So, it is not bandwidth bottlenecked in the end, huh. Forza Horizon 5 and Avowed are good ports on PS5, but devs didn't even try to use Pro advantages for these 2 games for example


It is not. Difference wouldn't be substantial then like in Requiem and before this game in GT7, F12024, FF7R, Dragon Dogma 2, KCD2....

You don't get how bottlenecks even work. Not all games in all scenarios will be bottleneck by GPU, CPU or memory BW. For example 1080p game is far less likely to be memory BW limited than 1440p game.

CPU performance in this game seems quite high so I doubt Pro is CPU limited:

bPMMCWXrEMTaZlOo.jpg


And this is with RT on, without RT (like 120Hz mode on Pro) it should perform significantly better.

Games like this just show how shit UE5 currently is on consoles.

It really looks like it's using PSSR. We'll probably hear more about it later.

UE5 games are the worst case scenario for Pro. They don't use the biggest advantage Pro has - RDNA4 RT units.
 
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The so-called experts that said PS5 Pro was CPU limited and a scam are starting to look like idiots, just like any sane person expected

Incredible upgrade on IQ

And that weak CPU gives you a 120 fps mode while keeping the same IQ of the base model at 60....

LOL

And PSSR 2.0 is yet to come....
I mean you have to be limited by something but a well optimised PlayStation game is neither CPU limited, GPU limited, memory bandwidth limited and hits its fps target. It uses everything it can. People tend to paint incorrectly with broad strokes because they want something specific to complain about regarding the hardware and keep repeating until it becomes a narrative.

The max fps of 120hz modes are often limited by CPU but if the game is well optimised for that mode then it's not necessarily CPU bound either. Whatever that framerate is you can choose to tax the GPU more too meaning either thing can cause dips depending on the scene.

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Maybe contrast is fucked up because 120Hz switches to limited black level (4:2:2)? i Doubt RT alone is responsible.
RT is responsible. Try force turning off RT in Starwars outlaws and you get similar results, it looks like the contrast is messed up but it's just the RT I believe.
 
You don't get how bottlenecks even work. Not all games in all scenarios will be bottleneck by GPU, CPU or memory BW. For example 1080p game is far less likely to be memory BW limited than 1440p game.

CPU performance in this game seems quite high so I doubt Pro is CPU limited:

bPMMCWXrEMTaZlOo.jpg


And this is with RT on, without RT (like 120Hz mode on Pro) it should perform significantly better.

You used significantly more powerful CPU in comparison. Well fucking done. So, how is Pro bandwidth bottlenecked if game like Requiem showed substantial difference vs. base PS5, as there are numerous examples before Requiem.
 
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Yep. And it happened in numerous games since launch


Who ever mentioned CPU heavy games?



So, you here said that if you don't use Pro advantages, you will end up with bad results. So, it is not bandwidth bottlenecked in the end, huh. Forza Horizon 5 and Avowed are good ports on PS5, but devs didn't even try to use Pro advantages for these 2 games for example. So, bottlenecked by bandwidth in the end, huh?





It is not. Difference wouldn't be substantial then like in Requiem and before this game in GT7, F12024, FF7R, Dragon Dogma 2, KCD2....

You really do not understand this at all and should stop posting.
 
You used significantly more powerful CPU in comparison. Well fucking done. So, how is Pro bandwidth bottlenecked if game like Requiem showed substantial difference vs. base PS5

BW limited will be different for each game.

Requiem uses RT - Pro is significantly better at RT than base PS5 - other metrics are the same (like base resolution). That's why games like this, F1 and ACS show the most impressive Pro versions.

3600X is more or less on par with Pro CPU in the real world (that included console optimizations).
 
You don't get how bottlenecks even work. Not all games in all scenarios will be bottleneck by GPU, CPU or memory BW. For example 1080p game is far less likely to be memory BW limited than 1440p game.

CPU performance in this game seems quite high so I doubt Pro is CPU limited:

bPMMCWXrEMTaZlOo.jpg


And this is with RT on, without RT (like 120Hz mode on Pro) it should perform significantly better.



UE5 games are the worst case scenario for Pro. They don't use the biggest advantage Pro has - RDNA4 RT units.

UE5 uses a lot of frame buffers and this usually puts more pressure on memory bandwidth. Probably more than other game engines.
 
UE5 uses a lot of frame buffers and this usually puts more pressure on memory bandwidth. Probably more than other game engines.

With UE5.6 optimizations to hardware lumen we will see bigger differences between base PS5 and Pro when HW lumen will be used (I think).

With Pro version being this good I think I will pull the trigger on physical version... PT will be better on PC but I think it looks good enough for me.
 
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BW limited will be different for each game.

Requiem uses RT - Pro is significantly better at RT than base PS5 - other metrics are the same (like base resolution). That's why games like this, F1 and ACS show the most impressive Pro versions.

3600X is more or less on par with Pro CPU in the real world (that included console optimizations).

3600x is far more superior CPU compared to CPU in consoles: significantly more higher clocks and especially in L3 cache configuration. So, not nearly the same
 
Not sure about unhinged. More like, ooooh, look at me, I've got an expensive PC! Path-tracing init.

Dance Show Off GIF by TLC Europe

Yeah, someone's feeling insecure Vs the power of PC, baby.

Especially for this game.

But, let's save all this now for the pc thread. I have been quite excited for it.
 
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It's unhinged how much you obsess over me.

I'm excited for resi. It's one of my favourite franchises and it looks insane on PC.

Chill out dude
Fascinating to see people's reactions to positive PlayStation news. You can't seem to cope with it.

Hence every post about your PC version .. in a DF console comparison thread.
 
3600x is far more superior CPU compared to CPU in consoles: significantly more higher clocks and especially in L3 cache configuration. So, not nearly the same

Real world results in games are comparable, or even console CPUs are outperforming 3600. On consoles you can always optimize your game to avoid memory latency penalties when different CCXs are communicating.
 
My 9060XT is 322GB/s :pie_thinking: Only 32CU though, but that seems to fit well with Pro 576/60.Some of the reflections in the street look a bit shit and worse IMO than non-RT, the reflections off the car body look horrible. Some look decent (one of the looking down in a puddle shots and car window reflection). The RT lighting plays a bigger part between on and off, I think.

Your 9060XT also has 32MB of L3 cache. And that means around 25-40% fewer memory accesses, depending on resolution.
So it's more like having around 30% more memory bandwidth on average. So in reality your 9060XT has closer to 420Gb/s.

And remember that the PS5 and Pro have to chare bandwidth with the CPU.
 
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Real world results in games are comparable, or even console CPUs are outperforming 3600. On consoles you can always optimize your game to avoid memory latency penalties when different CCXs are communicating.

But we are talking about raw performance. 3600x CPU is vastly better. Also, consoles bandwidth needs to be share with CPU too.
 
How come there is no ray tracing on ps5/SX?

Been plenty of games that do, a matter of resources and time?

Depends on how and how much the devs wanted to use ray-tracing

Probably the base consoles would have gimped their vision too much

PS5 Pro is 2-3x faster in ray-tracing than PS5
 
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Looking at how good this game looks and run on both Switch 2 and Steam Deck.. it's more proof Unreal Engine 5 is destroying gaming.
 
Yeah, someone's feeling insecure Vs the power of PC, baby.

Especially for this game.

But, let's save all this now for the pc thread. I have been quite excited for it.
I'm really not insecure. If I wanted an all singing and dancing PC I could get one believe me. What I wouldn't do though is go on about it constantly in a console comparison thread.
 
-The PS5 Pro version is significantly better than the base PS5 and Xbox Series X consoles = poor users of those consoles.

-The PS5 Pro version is somewhat better than the base consoles = it's not very "pro", not worth it.

It's a win-win situation, no matter what happens, it's always bad.
 
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-The PS5 Pro version is significantly better than the base PS5 and Xbox Series X consoles = poor users of those consoles.

-The PS5 Pro version is somewhat better than the base consoles = it's not very "pro", not worth it.

It's a win-win situation, no matter what happens, it's always bad.

That's because they don't have one....

It's called FOMO
 

If I had to choose between the NS2 and the XSS versions, I would prefer the NS2. A low-resolution image should look sharp on a small 1080p LCD screen and reasonably good on a 4K TV, thanks to DLSS. The XSS version might look good, but only on old TV like my parents' 1024x576 plasma TV (even sub-HD games on the PS3/Xbox 360 looked amazing).
 
Looking at how good this game looks and run on both Switch 2 and Steam Deck.. it's more proof Unreal Engine 5 is destroying gaming.
Looks like a PS4 game with some added potato RT. UE5 games have features like nanite and non potato hardware RT.
 
-The PS5 Pro version is significantly better than the base PS5 and Xbox Series X consoles = poor users of those consoles.

-The PS5 Pro version is somewhat better than the base consoles = it's not very "pro", not worth it.

It's a win-win situation, no matter what happens, it's always bad.
That's Denshie in a nutshell.
 
Fascinating to see people's reactions to positive PlayStation news. You can't seem to cope with it.

Hence every post about your PC version .. in a DF console comparison thread.
Almost as if MS was giving vibes of "De-emphasise Xbox HW, push the PCMR angle"…

That is the problem DenchDeckard DenchDeckard , you may not mean it but it seems like you follow MS PR marching orders at times :P.
 
I doubt this is using TAAU to upscale the image. It never looks this good.
This has to be PSSR, a very good implementation of it. Or maybe even PSSR2.
I think that's PSSR2, and a video on it is the surprise John mentioned in the end of the video. It's "too good" to have been done by Capcom exclusively for the PS5 Pro. The difference is amazing. No issue with RT to point out at all? And not enough power on base consoles that they had to go with FSR1?
 
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