Bojji
Gold Member
Their in house solutions it's awful, it's just CBR. It's anything close to the Guerrilla method.
Resident is using something else than CBR, PSSR1 or TAAU. We don't have any confirmation what it is.
Their in house solutions it's awful, it's just CBR. It's anything close to the Guerrilla method.
So what they don't use it on base console?Resident is using something else than CBR, PSSR1 or TAAU. We don't have any confirmation what it is.
So what they don't use it on base console?
Anyway even John rumoured it could be more likely the PSSR2 on ps5 pro.I think FSR1?
Borderlands 4 have a memory leak yet after months. There are some games like Banishers they didn't fix the memory leak and you could get from 70-80fps on pro to 40-50fps in only 30 minutes. And those games are easy to realize because they have a good framerate from beginning, but what if the game is addressing more memory those consoles can do from beginning? You wouldn't realize with no developer/stats graphs, you simply would assume it's a CPU bottleneckMemory leaks are bugs and 90% of them are patched. True, Pro has a bit more memory.
Banishers is really cpu heavy, especially in towns and villagesBorderlands 4 have a memory leak yet after months. There are some games like Banishers they didn't fix the memory leak and you could get from 70-80fps on pro to 40-50fps in only 30 minutes. And those games are easy to realize because they have a good framerate from beginning, but what if the game is addressing more memory those consoles can do from beginning? You wouldn't realize with no developer graphs,
Anyway even John rumoured it could be more likely the PSSR2 on ps5 pro.
Borderlands 4 have a memory leak yet after months. There are some games like Banishers they didn't fix the memory leak and you could get from 70-80fps on pro to 40-50fps in only 30 minutes. And those games are easy to realize because they have a good framerate from beginning, but what if the game is addressing more memory those consoles can do from beginning? You wouldn't realize with no developer graphs,
Yes, but PS5 version have a memory leak, degrading the performance. You can go from 40fps to 70 simply quitting the game and reloading the save. That is not a CPU bottleneckBanishers is really cpu heavy, especially in towns and villages
It's possible their RT reflections are now tied to RTGI in the engine, running in tandem, and separating them out would require special development. "RT reflections only" isn't even an option on the PC version. And given how low resolution the RT reflections are (only PT on PC seem to have high res reflections, even RT high looks quite aliased), they might be better off with just SSR on base. There are areas where SSR/cube maps actually look less distracting than RT reflections, so it might not be worth the effort. And together with RTGI, may be they can't even hit 30 fps on base consoles.the base console versions are confusing.
like, there's no way they couldn't have added RT reflections as a separate mode.
and especially given how unfathomably awful RE Engine's SSR looks (to the point where even Digital Foundry said it was a visual upgrade when they removed them from the Series S version of REmake 4) having at least RT reflections as a toggle should have been done, even if it means an unstable FPS like on previous games
So, just so I'm clear, there is no ray tracing at all on base PS5?
Ah ok didnt know about the memory leak on PS5. I was just saying the game is surprisngly cpu heavy in towns and villages. It would often drop under 60fps in towns for me and i have a 3700x at 4.3ghz.Yes, but PS5 version have a memory leak, degrading the performance. You can go from 40fps to 70 simply quitting the game and reloading the save. That is not a CPU bottleneck
Most developers are using UE5, and you can read in their forums how memory intensive is simply load the engine in RAM.Bad developers will leave shit like that. JS is still broken 3 years after release.
Remember Skyrim that went to 0 fps after ~100h of playtime on PS3?
Most developers are using UE5, and you can read in their forums how memory intensive is simply load the engine in RAM.
It's possible their RT reflections are now tied to RTGI in the engine, running in tandem, and separating them out would require special development. "RT reflections only" isn't even an option on the PC version. And given how low resolution the RT reflections are (only PT on PC seem to have high res reflections, even RT high looks quite aliased), they might be better off with just SSR on base. There are areas where SSR/cube maps actually look less distracting than RT reflections, so it might not be worth the effort. And together with RTGI, may be they can't even hit 30 fps on base consoles.
Yes. I was surprised by this, I expected similar options to Pragmata (that have RT).
Surprisingly low vram usage too in some UE5 games, to say they are often using all the UE5 engine effects.I heard only heard about B4 memory leak on consoles before. On PC UE5 games have surprisingly low memory usage compared to some other games/engines.
at this point I'd also be happy with an SSR off toggle in an RE Engine game as well. I don't like SSR in the best of cases, but in RE Engine titles it's an insane eyesore... especially in SF6![]()
Gotcha, this might be the game that justifies my Pro purchase finally.
Oh and hi all, I applied for an account 2 years ago and was approved haha
game scales well and is playable on older gpus with framegen , i think base ps5/xsx should get a quality mode with RT
Basically UE5 engined games look like potatoes, custom engines delivering the goods again this generation.Most developers are using UE5, and you can read in their forums how memory intensive is simply load the engine in RAM.
game scales well and is playable on older gpus with framegen , i think base ps5/xsx should get a quality mode with RT
Issue is, it didn't remain one of the best looking PS4 games. LOU2 (in addition to other games, such as God of War) walked all over it. So, yeah, it's not a good example, despite the legit point you're making.Uncharted 4 was one of the best-looking PS4 games, so it showcased the console's capabilities well. The problem with the PS4 and X-One console generation was that developers could use high-quality assets in smaller locations, but low-quality assets were easy to find in bigger locations, especially for less important assets, like these low-quality lemons in Uncharted 4. In smaller locations NAUGHTY (AMERICA) DOG used more detailed assets, but still not on the level of RE9. Take a look at the objects on the table. If Uncharted 4 were a PS5 game, these objects on the table would be much more detailed. For example, a keyboard would have modeled individual keys.
If you think Uncharted 4 could look better, you can share your own screenshots showing higher-quality assets.
IMO PS4 games were most impressive when you didn't look at the assets up from up close, but rather at the whole scenery.
And other PS4 era games.
I didn't notice these higher-quality assets in The Last of Us Part II. However, the TLOU1 remake definitely has more detailed assets compared to Uncharted 4.Issue is, it didn't remain one of the best looking PS4 games. LOU2 (in addition to other games, such as God of War) walked all over it. So, yeah, it's not a good example, despite the legit point you're making.
And no, I don't need to bog down the thread with a needless showcase of PS4 games. I'm just saying that is not one of the better examples to use.
Naughty Dog would have those hairs moving from slight breeze and when he walks.This is only a side character, but there is LOOSE HAIR stuck on that suit jacket which really sells that this could look like a genuine person.
![]()
Probably completely unnecessary, and most won't even notice it, but still a really nice touch.
Naughty Dog would have those hairs moving from slight breeze and when he walks.
IYKYK
Well, yeah, it should. It's a PS5 game.I didn't notice these higher-quality assets in The Last of Us Part II. However, the TLOU1 remake definitely has more detailed assets compared to Uncharted 4.
Funny backstory to that and why the balls were modeled and left in the game. They were originally to have a horse breeding system in the camps to get special patterns and stats on horses. Ball size, etc., were all part of it for the studs. Was cut content.Rockstar would model hairs on his balls as well.
Rockstar would model hairs on his balls as well.
Rockstar would model hairs on his balls as well.
Funny backstory to that and why the balls were modeled and left in the game. They were originally to have a horse breeding system in the camps to get special patterns and stats on horses. Ball size, etc., were all part of it for the studs. Was cut content.
Much like them cutting the prostitute/brothel system in the camp as well. Cowards for that one, lol.
With B.A.T.S.Bethesda would have those balls firmly on the guy's forehead.
Anyway even John rumoured it could be more likely the PSSR2 on ps5 pro.
I just finished God of War for the first time the other day and cracked up when I heard this bit in the bonus content. Tits made it in but schlong was removed. "Poor cyclops"Remind me of cyclops from GOW1 (2005) that was supposed to have penis exposed.
Probably had a a random execution kill tied to it as well.I just finished God of War for the first time the other day and cracked up when I heard this bit in the bonus content. Tits made it in but schlong was removed. "Poor cyclops"
With a half second input delayRockstar would model hairs on his balls as well.
Numbers don't lie. In games with identical settings you don't see results even close to 67%. Memory BW is 28% better on Pro. This is pure physics and both PC and console games are ruled by it.
This doesn't mean that Pro can't show significant advantage when developers choose to use features that were lacking on base PS5 and are good on Pro, like RT. Issue is... vast majority of games don't use hardware RT at all (including Sony games).
Damn man. Excellent job from Capcom. Game looks nuts even on base PS5, on the Pro tho. DAMN.
Nope. PC performance and console performance never was 1 on 1. Never. That's the first thing you should know.
They haven't use RT, but they've used something else, like Screen Space Shadow System which mimic RT, used in Demon's Souls.
Those shadows could run on base PS5, they just added something to show any difference (outside of good implementation of PSSR).
Games use the same hardware to run on consoles and modern PC GPUs, only difference is in software (apis, development tools etc.).
If it was possible, BluePoint would add that. Quality mode was already maxed out at 4k/30fps on base PS5. So the only graphical difference is tessellation between two modes. Performance mode was 1440p/60.
That's the problem that you still treating games performance on PC and consoles 1 :1. Never was like that and never will be.