S0ULZB0URNE
Member
NoIt took better hardware
NoIt took better hardware
It doesn't have it.
Yes if Goossen is right then we can expect a clear advantage in this area over PS5.
Quite right of course but the comparisons are part and parcel unfortunately.I don't so much worry or concern myself over how it would compare to the PS5, just only that it would allow developers to get even more from Xbox Series X and Xbox Series S.
I've noticed in a few shots the PS5 version looks slightly better and in others the Series X takes the lead.So all you have to do to increase the resolution is lower the image quality.
You won’t notice one but will 100% notice the other from 3m away! Which one though?
XSX is the winner, but clear winner in a DRS game no less? Hard to say when the lowest resolution found on both consoles is anywhere from 14-29%.
Balanced
PS5 - 6.71 million pixels
XSX - 8.29 million pixels
23% difference
Ray tracing
2986*1680 = 5.01 million pixels
3200 *1800 = 5.7 million pixels
Difference = 14%
120 FPS
PS5 = 2.23 million pixels
XSX = 2.88 million pixels
Difference: 29%
I dont know who DRS helps most. the XSX or the PS5. It's pretty much impossible to tell resolution drops in hectic action sequences which hurts Xbox, and yet if DRS wasnt around the XSX would likely have been targeting the same 1080p or 1440p settings as the PS5 leaving A LOT of performance on the table. See Control.
I personally think a clear winner is when you have a situation like Hitman where the XSX was native 4k and the PS5 had to settle for 1800p. 44% difference. These tiny 15-20% resolution drops are almost impossible to notice. I would say the 120 fps mode is the only one where you can say the xsx is the clear winner, but its not even the traditional 40-50% pixels upgrades last gen for both the PS4 and X1X.
It's resolution vs IQ in this case, one has a slight edge in res at times, and the other has slightly better IQ, and they all perform great.Another point is, it's "UP TO 15-20%". In vgtech text, PS5 drops more often, but not all the time. Sure there are frames with equal pixel count too.
It's like Metro Exodus, PS5 drops more often, but there are frames in equal resolution too, like NXGamer said in his video.
Another point, i really expected imperceptible differences in VRS tier 2. There are minor differences, but it's there.
For me it's a XSX win, but very very close.
yeah I can hardly tell a diff flipping between these two pics. It's also DOOM so if you're standing still pixel peeping you're literally not playing the game lol who cares in the end.I've noticed in a few shots the PS5 version looks slightly better and in others the Series X takes the lead.
Like this one, slightly softer image on PS5.
No one will notice without actively trying to find differences but yeah they are very close overall.
It runs so damn good on all versions, you're not missing out even on the Series S.yeah I can hardly tell a diff flipping between these two pics. It's also DOOM so if you're standing still pixel peeping you're literally not playing the game lol who cares in the end.
As far as Mesh Shaders, they're not really something we had any need to use because they essentially change the way that you run your geometry pipeline and we already have a very mature geometry pipeline. Maybe we can experiment with them, we're not ruling them out, but there weren't strictly speaking necessary for this project.Looks like Tier 2 VRS is the real deal, it not only lets Series X run at the highest resolution but locks that framerate down as well with no perceptible loss in image quality during play, just like Gears 5 outstanding performance.
I wonder what sort of uplift we will get with Mesh Shaders and SFS as they seem to offer much bigger boosts to performance.
They seem to be speaking specifically about their game which was already complete with its development before the XSX|S was available. It is totally untestable they won't rewrite their entire game to take advantage of a feature. In the future SFS would be a fantastic way to get additional performance on the XSX|S. I'm looking forward to seeing more games use it.As far as Mesh Shaders, they're not really something we had any need to use because they essentially change the way that you run your geometry pipeline and we already have a very mature geometry pipeline. Maybe we can experiment with them, we're not ruling them out, but there weren't strictly speaking necessary for this project.
Source: https://wccftech.com/metro-exodus-e...are-much-more-powerful-than-we-first-thought/
Don't get me wrong, it's all nice features, but don't think it's silver bullets.
Out of the features available in DirectX 12 Ultimate, which one do you believe will be most useful in terms of performance? Do you plan to utilize them all in the next 4A Games project?They seem to be speaking specifically about their game which was already complete with its development before the XSX|S was available. It is totally untestable they won't rewrite their entire game to take advantage of a feature. In the future SFS would be a fantastic way to get additional performance on the XSX|S. I'm looking forward to seeing more games use it.
Out of the features available in DirectX 12 Ultimate, which one do you believe will be most useful in terms of performance? Do you plan to utilize them all in the next 4A Games project?
Currently, we use DXR 1.1 inline raytracing and VRS. I like sampler-feedback - I’ve asked hardware
vendors about this for years and it will be utilized for our future projects. Not sure if we’d go for
mesh shaders in the future as we are not that dependent on traditional vertex/primitive/raster
processing anymore on recent architectures. Our current frames are only about 10% raster and
90% compute on PlayStation 5 and Xbox Series X. And raster pairs well with async compute.
Source: https://wccftech.com/4a-games-tech-...ue-for-rt-but-amds-approach-is-more-flexible/
Unless you sit even a few feet from your tv in which case you literally couldn’t tell and should buy it on the console you prefer lmaoXSX gets over 20% res over ps5 in counts shown
all while locked FPS too amazing tech
If you had to choose one XSX is the way to go for this game
They absolutely won't be rewriting their code to take advantage of mesh shaders in Metro so my point there was right. They may or may not use it in the future. To my other point...Out of the features available in DirectX 12 Ultimate, which one do you believe will be most useful in terms of performance? Do you plan to utilize them all in the next 4A Games project?
Currently, we use DXR 1.1 inline raytracing and VRS. I like sampler-feedback - I’ve asked hardware
vendors about this for years and it will be utilized for our future projects. Not sure if we’d go for
mesh shaders in the future as we are not that dependent on traditional vertex/primitive/raster
processing anymore on recent architectures. Our current frames are only about 10% raster and
90% compute on PlayStation 5 and Xbox Series X. And raster pairs well with async compute.
Source: https://wccftech.com/4a-games-tech-...ue-for-rt-but-amds-approach-is-more-flexible/
"Currently, we use DXR 1.1 inline raytracing and VRS. I like sampler-feedback - I’ve asked hardwareIn the future SFS would be a fantastic way to get additional performance on the XSX|S. I'm looking forward to seeing more games use it.
They absolutely won't be rewriting their code to take advantage of mesh shaders in Metro so my point there was right. They may or may not use it in the future. To my other point...
Yes, amusing seeing people deny what’s right in front of them.XSX sure has a softer look to it than PS5 despite having a ~20% advantage at times in pixel count.
We all get there, bad eyesight usually comes with ageI hope for more people to be like you.
Like clockwork.Yes, amusing seeing people deny what’s right in front of them.
And there is even a technical explanation - vrs is producing 1/4 rez in parts of the image. That’s too big a reduction in detail to not be visible to the naked eye when deployed so prominently.
Instead of ticking the ‘features’ box, the game would have been better served with more aggressive drs on XsX instead of an unpredictable 75% drop in parts of the image.
Really, the engine needs reconstruction tech. It’s a suboptimal approach relying on native rez with rudimentary drs.
Now cue the lol reactions….
As far as Mesh Shaders, they're not really something we had any need to use because they essentially change the way that you run your geometry pipeline and we already have a very mature geometry pipeline. Maybe we can experiment with them, we're not ruling them out, but there weren't strictly speaking necessary for this project.
Source: https://wccftech.com/metro-exodus-e...are-much-more-powerful-than-we-first-thought/
Don't get me wrong, it's all nice features, but don't think it's silver bullets.
Yeah, it's quite apparent without requiring 400%, 800% zooms. Higher number of raw pixels are nice, but if lower pixel count can produce better quality image, sharper details then I'd take that over higher number of pixels that look soft. You know quality over quantity.Yes, amusing seeing people deny what’s right in front of them.
And there is even a technical explanation - vrs is producing 1/4 rez in parts of the image. That’s too big a reduction in detail to not be visible to the naked eye when deployed so prominently.
Instead of ticking the ‘features’ box, the game would have been better served with more aggressive drs on XsX instead of an unpredictable 75% drop in parts of the image.
Really, the engine needs reconstruction tech. It’s a suboptimal approach relying on native rez with rudimentary drs.
Now cue the lol reactions….
They keep on coming.Yeah, it's quite apparent without requiring 400%, 800% zooms. Higher number of raw pixels are nice, but if lower pixel count can produce better quality image, sharper details then I'd take that over higher number of pixels that look soft. You know quality over quantity.
And the performance is just as stable as the XSX version too.
Yes, amusing seeing people deny what’s right in front of them.
And there is even a technical explanation - vrs is producing 1/4 rez in parts of the image. That’s too big a reduction in detail to not be visible to the naked eye when deployed so prominently.
Instead of ticking the ‘features’ box, the game would have been better served with more aggressive drs on XsX instead of an unpredictable 75% drop in parts of the image.
Really, the engine needs reconstruction tech. It’s a suboptimal approach relying on native rez with rudimentary drs.
Now cue the lol reactions….
I called this earlier in the thread, its just people scrambling for any kind of advantage after all the rubbish that was said in the other Doom thread. The facts speak for themselves and the numbers can't lie.A feature that's imperceptible during gameplay as shown by this game and Gears 5, you need a 400% zoom and a still image and you *might* be able to see a difference.
We will see what DF say but I think having a huge resolution advantage and even slightly superior framerates are better results.
This is why I'm a big fan of DLSS 2.0. It produces even better image quality than native rendering that whenever I see this option, I enable it even though the base internal render resolution is technically lower than my output resolution. Quality over quantity is what matters.They keep on coming.
I don't disagree with this if worded, "Consoles need reconstruction tech."Really, the engine needs reconstruction tech. It’s a suboptimal approach relying on native rez with rudimentary drs.
This is why I'm a big fan of DLSS 2.0. It produces even better image quality than native rendering that whenever I see this option, I enable it even though the base internal render resolution is technically lower than my output resolution. Quality over quantity is what matters.
PS5 has no VRS, but atm it is producing better IQ, while having identical perf-level. I'm sure the VRS implementation on the Xboxes will get better over time though.
Facts are facts ! PS5 lower overall resolution (due to VRS) but better IQ (also due to VRS)
Just stop, I'm going to explain so even you can understand, both versions use DRS so how does that work? It scales in accordance to what's occurring on screen, correct?This is why I'm a big fan of DLSS 2.0. It produces even better image quality than native rendering that whenever I see this option, I enable it even though the base internal render resolution is technically lower than my output resolution. Quality over quantity is what matters.
PS5 has no VRS, but atm it is producing better IQ, while having identical perf-level. I'm sure the VRS implementation on the Xboxes will get better over time though.
Framerate I’ll take over pixel count, but here framerate doesn’t seem to be compromised.A feature that's imperceptible during gameplay as shown by this game and Gears 5, you need a 400% zoom and a still image and you *might* be able to see a difference.
We will see what DF say but I think having a huge resolution advantage and even slightly superior framerates are better results.
4A games develops their own engine, with lot of state of art features.That's a different game from a smaller studio with a last gen game, this is first party we're talking about now for future projects.
4A games develops their own engine, with lot of state of art features.
It's totally different than many other studios who depends on third engines like Unreal or Unity.
Even your first-party approach, some of them depend on UE5 implementation.
Again, Mesh Shaders and SFS are useful, but don't believe in Silver Bullets.
Basically impossible, especially in such a fast paced game. VRS1 was visible in slower games like Gears Tactics, but VRS2 seems to be a lot better.I'd love to see someone point out VRS from a gameplay Video without taking stills.
we are sat here arguing over consoles and pc is just like.....Yeah I'm crisp sexy beautiful texture time and running at 300 FPS....no biggie!Facts are facts ! PS5 lower overall resolution (due to VRS) but better IQ (also due to VRS)
Damn, my GIF really hurt you, didn't it?Just stop, I'm going to explain so even you can understand, both versions use DRS so how does that work? It scales in accordance to what's occurring on screen, correct?
In balanced mode both versions have the same resolution if DRS is not being used (not a very demanding scene). In this scenario the PS5 version will look sharper as its not using VRS, but when the action kicks in and the far more aggressive DRS is used on PS5 the Series X will look sharper. Once again the we have the fanboys loading in with rubbish gifs showing a marginal sharper image on PS5 when there's nothing happening on screen. This is a FPS with loads of action and that's when VRS comes into its own, the nonsense has to stop.
You can clearly see chunky flickering pixels in the blue reflection on the floor.I'd love to see someone point out VRS from a gameplay Video without taking stills.
Like new geometry engine and their new culling geometry process.I didn't "believe" in anything, my original post says "I wonder" what performance uptick we will see, as in it will be interesting to see the results when games use all three hardware accelerated performance features.
You can clearly see chunky flickering pixels in the blue reflection on the floor.
GIF #1
If you want to see how PS5 compares...
GIF #2
Source: NX Gamer
EDIT: no 400% zooms either
You don't see a major res difference here between PS5 and XSX, perf is stable and identical on both. But that VRS artifact sticks out like a sore thumb. If I saw something like this on PC, I would immediately turn it off.
You can clearly see chunky flickering pixels in the blue reflection on the floor.
GIF #1
I was talking about this. There's zero flickering or artifacting on PS5.The ps5 version also has that strange artifacting but not as bad as the xbox.
i tried using VRS on metro exodus and it made molotov/fire effects horrible even at 2x option
i was very hyped for this performance saving future, i thought it was a clever algorythm that reduced unnecessary workloads but so far most of its implementations are not satisfactory
IIRC, it had VRS tier 1, but here it's actually tier 2 according to the reports and yet the artifacts here remind of tier 1.i tried using VRS on metro exodus and it made molotov/fire effects horrible even at 2x option
i was very hyped for this performance saving future, i thought it was a clever algorythm that reduced unnecessary workloads but so far most of its implementations are not satisfactory
I was talking about this. There's zero flickering or artifacting on PS5.