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VGTech: Sniper Elite 5 PS5 and Xbox Series X|S Frame Rate Test

adamsapple

Or is it just one of Phil's balls in my throat?
As much as a 30% pixel count advantage for Series X in certain instances.

Elite Snipers need higher resolution.

soccer sniper GIF

Yeah, higher pixel count will definitely be more beneficial when using the sniper scopes for distant targets.

The performance differential is inconsequential as it only seems to trigger in the X Ray kill canned animations, there's no active input there so it doesn't effect anything.
 

PaintTinJr

Member
its tesselation

https://imgsli.com/MTExOTcz

doesn't seem to be a costly setting on a 3060ti at 4k though

https://imgsli.com/MTExOTc4

https://imgsli.com/MTExOTgx
In most of those scenes the foreground is just flat walls - so nothing to tessellate beyond the model IMO, wireframe mode would be useful if it can be hacked in on PC to see which geometry the tessellation is making a difference to.

The last shot shows undulating ground surfaces in the foreground - which will tesselate heavily - and it loses 4fps even with the advantage of not drawing to a far horizon, which would be a better measure of the impact.

I also wonder how that feature would impact performance on a PC console like the steam deck.
 

yamaci17

Member
In most of those scenes the foreground is just flat walls - so nothing to tessellate beyond the model IMO, wireframe mode would be useful if it can be hacked in on PC to see which geometry the tessellation is making a difference to.

The last shot shows undulating ground surfaces in the foreground - which will tesselate heavily - and it loses 4fps even with the advantage of not drawing to a far horizon, which would be a better measure of the impact.

I also wonder how that feature would impact performance on a PC console like the steam deck.



https://imgsli.com/MTExOTkw
 

jaysius

Member
Sad Season 6 GIF by This Is Us


Time to sell my PS5 and quit gaming. I can't stand this devastating 0.9% loss.
This is only an issue if you think this kind of topic is a war. It's that kind of dumb mentality that makes the console wars keep going. These threads are merely comparing performance among machines. People need to grow up.
 

SenjutsuSage

Halo TV Series Promoter - Live from: Reach
I think they are mostly incompetent. They wear the "both sides accuse us" tag with honor but it's more damning imo. John is the only one there worth anything.

You trying to play this on a Series S



Well played. Biggest laugh I'll probably have today. I appreciate all genuine laughs I get. How I like my days to go.

And I loved this damn movie.
 

Bo_Hazem

Gold Dealer
This is only an issue if you think this kind of topic is a war. It's that kind of dumb mentality that makes the console wars keep going. These threads are merely comparing performance among machines. People need to grow up.

The vast majority of comparison threads are fun, consider it like banter between two competing football clubs. Also we don't need to grow up ffs.

 
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PaintTinJr

Member
Looking at that scene again and checking up the DX11(,1) addition of the feature to DX the reason why that scene and the others - except for the one that dropped 4fps - aren't see a hit with the tessellation is because it is indeed a foreground feature in DX and the real aspect that hits performance with it is in the shadow mapping pass. All the scenes except for the one that drops 4fps have a scene configuration that won't add a tessellation burden to the shadow map pass.

If you did the same scene again and rotated the character 180degs - so that the sun was on his back and his shadow cast into the near foreground - you should see a difference in performance and a difference in the shadow being cast - like your other scene shows. To be fair I think a 3060ti is overkill for showing the performance difference because the game has too much headroom at those settings in cross-gen, and probably runs higher LoDs to begin with because of the excessive VRAM, so the tessellation won't be doing very much compared to being off.

I also suspect PlayStation's tessellation feature is still based on the code they did back in the PS3 era on the SPUs (IIRC), so it won't be limited to the foreground and in turn causing a bigger performance hit further into scenes.
 

yamaci17

Member
Looking at that scene again and checking up the DX11(,1) addition of the feature to DX the reason why that scene and the others - except for the one that dropped 4fps - aren't see a hit with the tessellation is because it is indeed a foreground feature in DX and the real aspect that hits performance with it is in the shadow mapping pass. All the scenes except for the one that drops 4fps have a scene configuration that won't add a tessellation burden to the shadow map pass.

If you did the same scene again and rotated the character 180degs - so that the sun was on his back and his shadow cast into the near foreground - you should see a difference in performance and a difference in the shadow being cast - like your other scene shows. To be fair I think a 3060ti is overkill for showing the performance difference because the game has too much headroom at those settings in cross-gen, and probably runs higher LoDs to begin with because of the excessive VRAM, so the tessellation won't be doing very much compared to being off.

I also suspect PlayStation's tessellation feature is still based on the code they did back in the PS3 era on the SPUs (IIRC), so it won't be limited to the foreground and in turn causing a bigger performance hit further into scenes.
Cat What GIF by truth
 

PaintTinJr

Member
yamaci17 yamaci17

Sorry, going by the way you post I assumed you were technical enough and would understand how shadow mapping works, and understand where the bulk of the foreground geometry being tessellated is in a scene.

I'm not sure if this will help you understand better, but the foreground of the shadow map's frustum is only going to contain the tessellated - large polygon count player's - model when the light source casting the model's shadow is behind the game view's frustum (near plane) and pointing into the scene.
 
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