Digital Foundry Article Technical Discussion [2021]

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DF written article @ https://www.eurogamer.net/articles/digitalfoundry-2021-days-gone-ps5-the-60fps-difference

Days Gone: how 60fps transforms the game on PlayStation 5
Back compat plus.

Days Gone is one of two PlayStation 4 first-party titles we're aware of with some level of PS5 awareness, essentially unlocking frame-rate on Sony's next generation machine, capped only by the 60Hz refresh of your TV. On the face of it, the upgrade is limited in terms of features, but similar to Sucker Punch's PS5 work for Ghost of Tsushima, it is transformative in terms of fluidity and response - and it's a great way to revisit an impressive PS4 game.

In returning to Days Gone, I actually found a title that had evolved significantly since Digital Foundry first covered the game - so while there is a clear PS5 advantage, it's actually building upon a solid PlayStation 4 version that irons out many of the issues we discovered at launch. Developer Bend Studios received plaudits for Patch 1.61 in particular, which dropped the initial 60GB storage footprint down to just 38GB, consolidating a number of optimisations which drastically reduced the fleeting performance problems we found in the first couple of patches.

Not only that but further content has been added since and I'm particularly taken with the challenge mode, which liberates key gameplay mechanics from the sprawling open world adventure and focuses them into bite-size arcade challenges. They're also a wonderful way to experiment with Days Gone's signature feature - the Horde. Based on a prior IGN tech feature, there are actually 40 hordes dotted around the map, each with an entity count that can reach 500. There seems to be a hard-set limit of 300 Freakers in the challenges, but that's still plenty to be getting on with, and there's a variety of interesting locations in which to do battle. It's also the only way I was able to consistently shake Days Gone on PS5 from its 60fps performance level.

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Good performance just for bc, still bizzare lack of patches for other games like gow and lou2
I can understand Santa Monica not wanting to revisit the two-year old God of War but The Last of Us Part II was released six months ahead of PS5's launch. The lack of a PS5 launch day patch is mind-boggling. I assume there is a good reason for that but I can't imagine what they is.
 
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I can understand Santa Monica not wanting to revisit the two-year old God of War but The Last of Us Part II was released six months ahead of PS5's launch. The lack of a PS5 launch day patch is mind-boggling. I assume there is a good reason for that but I can't imagine what they is.

UE, all be it a custom version, Vs a bespoke engine? A lot of porting work has already been done if they can roll in 4.26 changes easily.
 
UE, all be it a custom version, Vs a bespoke engine? A lot of porting work has already been done if they can roll in 4.26 changes easily.
To the best of my knowledge, both games use their own custom engine that isn't based on Unreal Engine. The Last of Us Part II certainly does, I've not seen anything about GoW.

Hermen Hulst give an hint about a TLOU2 PS5 patch.

It's an ambiguous statement for sure but it does not help that it is in the past tense (as in Sucker Punch delivered their patch) but there's nothing for The Last of Us Part II.
 
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UE, all be it a custom version, Vs a bespoke engine? A lot of porting work has already been done if they can roll in 4.26 changes easily.
nah gow without patches run smoothly 60fps in checkboard resolution on ps5 so can't to imagine easier thing to do for developers
 
I am also very impressed with the work that Sucker Punch and Naughty Dog did to make both titles run so well on PS5.
That's bullshit. We know from both GoW and The last guardian (and countless others BC games) that those games can run the Pro version at basically locked 60fps with zero PS5 optimization without any kind of PS5 code (not even a simple flag). I don't see why things should be different for Ghost of Tsushima, and any other game not hard locked at 30fps (which must surely includes TLOU2).

The only games (that we know off) that have a good excuse are Horizon and Bloodborne because some parts of the engine are hard locked at 30fps.
 
Another benchamrk (first Valhalla) that ps5 is above rtx2070super, nice (meantime other "specialist" claimed it's between 1060 and 1070 lmao) Btw wasn't there bug on ps5 in this scene with frame drops and running this scene again increase fps ? (maybe dynamic resolution kick in)
 
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That's bullshit. We know from both GoW and The last guardian (and countless others BC games) that those games can run the Pro version at basically locked 60fps with zero PS5 optimization without any kind of PS5 code (not even a simple flag). I don't see why things should be different for Ghost of Tsushima, and any other game not hard locked at 30fps (which must surely includes TLOU2).

The only games (that we know off) that have a good excuse are Horizon and Bloodborne because some parts of the engine are hard locked at 30fps.
you're right, but this is not really a "good excuse". It is bad design since years. I really don't know why game developers still scale gamespeed with fps. This shouldn't be done since ... well at least a few console generations. A few DOS-games did that and maybe a few of the first 3D accelerated games, as far as I remember, but after that, it shouldn't been done.

The only impressive BC patches on PS5 so far, weren't really BC related. They just reduced loading time or game sizes even on the PS4. Everything else was more or less unlock the fps (or just lock them at 60), increase resolution (or fix it) or tweak some settings of the game. Nothing really big. But it seems like PS5 BC mode just doesn't allow developers to do that much more.
But still, this is better than just the plain old game.

Btw, I wish I could deactivate AF for BC titles sometimes. Sometimes it leads to an oversharped image because of the sharp textures in the distance (IMHO).
 
on closest possible settings that you can setup using game options ps5 winning over quite fast rtx2070super, no reason to be salty ;) maybe if settings would be exact same results would be different who knows but we know that ps5 gpu in on tier with 5700xt so nothing strange with this results
One thing to point out - is that I really should stress it even more apparently... but alpha effect resolution being lower on PS5 probably has a significant impact on performance in this scene. The PS5 is probably much closer to the RTX 2070S than the numbers provided at the end of the video describe.

Feeling a bit at a loss here how people seem to be ignoring that bit - on all the channels I look at, twitter, Resetera, yt comments, reddit. Alas.
 
@Dictator Aren't the fps drops on that ps5 cutscene a glitch that disappears if you run it twice?

Could be usefull to pixel count again on the second run to make sure its not a DRS bug maybe
 
@Dictator Aren't the fps drops on that ps5 cutscene a glitch that disappears if you run it twice?

Could be usefull to pixel count again on the second run to make sure its not a DRS bug maybe
The FPS drops in the cutscene because sometimes DRS does not activate. That is why I use that "bug" to get a flat native 4K the entire time to compare against.

I describe that in the video. I am actually surprised that this went under the radar so long. The reason why the PS5 sometimes drops performance here vs. XSX is because it has a different rendering resolution altogether with no DRS.
 
One thing to point out - is that I really should stress it even more apparently... but alpha effect resolution being lower on PS5 probably has a significant impact on performance in this scene. The PS5 is probably much closer to the RTX 2070S than the numbers provided at the end of the video describe.

Feeling a bit at a loss here how people seem to be ignoring that bit - on all the channels I look at, twitter, Resetera, yt comments, reddit. Alas.
Hi Alex, what about ps5 bug, when you restart this scene it's close to 60fps, John even put video on youtube of this scene runnning close to 60fps on ps5 edit: I see you answer it on previous post, thx
 
One thing to point out - is that I really should stress it even more apparently... but alpha effect resolution being lower on PS5 probably has a significant impact on performance in this scene. The PS5 is probably much closer to the RTX 2070S than the numbers provided at the end of the video describe.

Feeling a bit at a loss here how people seem to be ignoring that bit - on all the channels I look at, twitter, Resetera, yt comments, reddit. Alas.

Thanks. RTX2070/S, or better said rx5700xt oc performance in normal rendering. Well atlesst you only pay 500$
 
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