Digital Foundry Article Technical Discussion [2024]

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I checked, and it appears to not be true. Tessellation still has strangely bad performance in the Realm between Realms as of this patch.
The one thing that is true though is that the new patch fixes portal transitions to no longer show the texture and model LOD popping.
My presumption from the video is then confirmed: the portals showing bad LOD popping had nothing to do with magical SSD speed, rather all to do with some oversight in the porting process.

Could be CPU/GPU specific at this point perhaps? Their video shows a massive bump (whether this means the quality of tessellation has improved to where it at least matches the PS5 in this region is another matter though):

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....what?!

The PS5 doesn't have to 'reduce its texture quality' because it's a fixed platform and they know exactly how much VRAM is available at all times. PC developers do not, they specifically even mention in their interview that the amount of available vram on Windows will vary even with a known GPU simply because of the variability with usage from other programs. PC developers have a massive range of VRAM configurations to support, and designing an engine that scales gracefully among them is always going to require more work than a fixed platform.

So there's that, but also in DF's video, Alex mentions how the PS4 doesn't have this problem. If that wasn't the nail in the coffin for the argument that I/O is the bottleneck, we have this problem fixed a week after launch.

So you take exception to his jab at a 'magical SSD', then even in the face of overwhelming evidence that it's not the problem...you proceed to attribute it to I/O. Unbelievable. You're literally the type of person he's targeting with that comment.

No I'm not because I don't think Sony ssd is magic, just good technology. Alexander is a professional at Digital Foundry and it's my right to have an opinion that his comment falls below professional standards.
 
Because it's an incredibly common response online whenever you see issues like this (see above), hence why he said in his review "I imagine some of you will think this the 'power of the SSD', but that doesn't appear to the case" - then proceeds to immediately show the PS4 version without this problem. So he's aware.

(As you can see below, the texture quality isn't even that lower on the Pro!)

View attachment 12110

There is much more to vram than textures just so you know. I didn't hear anyone on the internet say The God of War game is powered by the SSD until Alex mentioned it. Everyone knows it's a PS4 game in its truest form.
 
No I'm not because I don't think Sony ssd is magic, just good technology. Alexander is a professional at Digital Foundry and it's my right to have an opinion that his comment falls below professional standards.
Well to be fair his comment is on a public forum, it's not under the DF banner nor in a video or DF article. I Guess, like you, he is free to express a personal opinion here, and you are free to disagree, we just have to keep things civilized.
 
No I'm not because I don't think Sony ssd is magic, just good technology. Alexander is a professional at Digital Foundry and it's my right to have an opinion that his comment falls below professional standards.
Yes you do. You've acted like Sony's SSD is magic since Mark Cerny made his 'Road to PS5' presentation.. You've also came in here after every PC launch of a Playstation Studios game and pointed out issues that involved textures or loading.. and blamed the PCs architecture while chirping about how incredible the PS5's I/O. I remember you doing it with Ratchet and Clank because there was texture streaming issues with that game.. and you pointed out the miniscule difference in that portal sequence... Funny that Nixxes was able to fix the texture streaming issues and that the portal sequence is either the same or faster without DirectStorage. Same thing happened with the Spider-man games. Oh, and the same thing happened with Horizon Forbidden West. Turns out they were just texture streaming bugs and were fixed. Now God of War's texture/model pop-in has been fixed as well and was never anything to do with I/O at all. Hell, I believe you also came in here after The Last of Us released and blamed a whole host of that games issues on PC just being inefficient and lacking the PS5's super-duper magic I/O and SSD.

There's a trend of a Sony first party game releasing, then you showing up here calling out and blaming its issues on PC architecture. I assume we'll see you again on Friday or Saturday after Until Dawn has released.
 
Could be CPU/GPU specific at this point perhaps? Their video shows a massive bump (whether this means the quality of tessellation has improved to where it at least matches the PS5 in this region is another matter though):

View attachment 12111

Dead on 60fps average?? Looks like a 60fps cap to me and an unlocked frame rate with Patch 4.

Although power draw from the GPU is noticeably higher with Patch 4.
 
I checked, and it appears to not be true. Tessellation still has strangely bad performance in the Realm between Realms as of this patch.
The one thing that is true though is that the new patch fixes portal transitions to no longer show the texture and model LOD popping.
My presumption from the video is then confirmed: the portals showing bad LOD popping had nothing to do with magical SSD speed, rather all to do with some oversight in the porting process.
Wait I just remember on PS5 the game uses AI upscaling (with FP16) to improve the texture details. Do you know how that part works on PC? do they use already "4k" textures packaged in the game or does the process needs to be done real-time like on PS5?

 
Wait I just remember on PS5 the game uses AI upscaling (with FP16) to improve the texture details. Do you know how that part works on PC? do they use already "4k" textures packaged in the game or does the process needs to be done real-time like on PS5?

The game is 190GB on PC, so they just have high-res textures packaged into the game.
 
The game is 190GB on PC, so they just have high-res textures packaged into the game.
Wow. Crazy. I mean, at least they don't have to upscale the textures real-time and that saves them plenty of rendering time. It just show PS5 is performing even better than PC as it has to do it real-time !
 
Wow. Crazy. I mean, at least they don't have to upscale the textures real-time and that saves them plenty of rendering time. It just show PS5 is performing even better than PC as it has to do it real-time !

Does it, though? From your own post:

The system seems to be dynamic based on ressource (time) availability. The more time they have, the more textures are upsampled from 2K to 4K.

If it's only used where there is an excess of rendering time available, then it's not necessarily a question of increased render load relating to performance. Furthermore, their presentation paper talks about it using BC7 - don't modern PC GPU's support this format?
 
Does it, though? From your own post:



If it's only used where there is an excess of rendering time available, then it's not necessarily a question of increased render load relating to performance. Furthermore, their presentation paper talks about it using BC7 - don't modern PC GPU's support this format?
Good point. But I don't remember if they specified a minimum amount of textures to upscale on PS5. They had to at least improve some of them, right?

But the problem is the thing was super optimized to run on PS5 hardware. On PC with myriads of machine it would not have run very well. But still, PS5 is usually allocating some rendering to AI upscaling its textures compared to using uncompressed 4K textures on PC.
 
Good point. But I don't remember if they specified a minimum amount of textures to upscale on PS5. They had to at least improve some of them, right?

But the problem is the thing was super optimized to run on PS5 hardware. On PC with myriads of machine it would not have run very well. But still, PS5 is usually allocating some rendering to AI upscaling its textures compared to using uncompressed 4K textures on PC.
For me, reading this, That would mean that bandwidth is the bottleneck for achieving higher resolution and not compute. So the need to load in smaller textures and use AI to upsample them is a sign that they are trying to preserve bandwidth, as compute is in excess.

Rendering is a bit of a loaded word as the bottlenecks are plentiful. Could be compute, could be bandwidth, could be geometry, could be discard, etc. Bottlenecks everywhere.
 
The Ragnarok port also suggests those PC ports from Sony aren't good enough. I appreciate the goodies such as DLSS and ultrawide support, but as things stand, a few games are actually worse visually on a top-tier PC which is unacceptable. The Last of Us and especially Uncharted are full of visual bugs on PC such as missing shadows and reflections. Not only that, but even their Ultra preset look identical to their PS5 counterparts. A top-of-the-line PC isn't comparable to a PS5 (or even a PS5 Pro for that matter) so there's no reason their visuals should max out at the same level.

Sony's numbers on PC will keep being underwhelming if all they do is launch games with a bunch of visual bugs that don't appreciably scale above PS5 2 years later.
 
I'm sorry but I disagree with the above.

Yes there are poor ports, but we also have ports with ray tracing added (Returnal) and extra ray tracing added (shadows and AO in Ratchet and Clank)

Sonys numbers on PC are poor because there's just simply more games on PC, this means PC gamers aren't desperate for games like PS5 owners are.

There's over 50,000 games on STEAM alone, that means there's always something to play on PC.
 
I'm sorry but I disagree with the above.

Yes there are poor ports, but we also have ports with ray tracing added (Returnal) and extra ray tracing added (shadows and AO in Ratchet and Clank)
There are a few games that scale nicely above the PlayStation versions, but most of the newer ones don't. Not above the PS5 at least.

Returnal, Spider-Man/Miles Morales, Rift Apart, and Sackboy offer ray tracing features not available on the PS5 and significantly better visuals in some respects.

However, more recent ones such as Uncharted 4, The Last of Us, Horizon: Forbidden West, Ghost of Tsushima, and God of War Ragnarok are virtually identical to the PS5 version and sometimes even worse.
 
There are a few games that scale nicely above the PlayStation versions, but most of the newer ones don't. Not above the PS5 at least.

Which isn't any different to a lot of 3rd party games.

Returnal, Spider-Man/Miles Morales, Rift Apart, and Sackboy offer ray tracing features not available on the PS5 and significantly better visuals in some respects.

Yep.

However, more recent ones such as Uncharted 4, The Last of Us, Horizon: Forbidden West, Ghost of Tsushima, and God of War Ragnarok are virtually identical to the PS5 version and sometimes even worse.

And the PS5 versions are virtually identical to the PS4 version of those games.

It's the state of modern gaming unfortunately.
 
Which isn't any different to a lot of 3rd party games.
Third-party games don't take 2 years to come to PC. I'd also argue that it's uncommon for third-party AAA games to not scale significantly above the console versions.
And the PS5 versions are virtually identical to the PS4 version of those games.
No, the PS5 versions are quite a bit nicer. Forbidden West looks far better on PS5. The Last of Us Part I isn't even on PS4. Ragnarok also looks quite a bit better on PS5, and so does Ghost of Tsushima. Not to the extent of Horizon but still appreciably better. Whatever the case, the Ultra preset on games released 2 years later on PC shouldn't match the quality version of a console with hardware from 4 years ago. PC can do so much more.
 
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