- Using the 120fps mode on PS5 (1440p) and 1440p quality DLSS on 2070 with settings matched, PS5 outperforms 2070 by about 50%.
RDNA 2 struggles in this game. The PS5 outperforms a PC equipped with an RX 6800. Also of note that the 2700X completely falls apart.
I don’t think he said this? Performance seems similar but he did say the PS5 outperforms the 6800.- Using the same mode with same settings / resolution (+FSR3 on PC), PS5 still outperforms RX 6800 on average by 22%.
Agreed. As much as hardware optimization, slimmer APIs, and a console environment make a difference, having a full team vs 4 guys is the single biggest factor in the quality of the PC vs PS5 versions. $200M budget vs probably less than $2M. There's only so much 4 dudes sitting in an office can do and pick up on. It's possible they weren't even aware of the tessellation issue in the Realm Between Realms because they might have not even QA'd there properly. It's also very possible they didn't notice the missing effects (I sure as heck didn't notice the missing fog until you pointed it out).As much as I would like them to make Ragnarök run better on the GPU (or even CPU) it will never run like it arguably could and should. The game has 4 people working on it - 4 people. That pales in comparison to the team working at SMS. Yes, a 1060 should not be performing that badly. Sony shoe string budgeted this title on PC pretty hard and it is kind of a wonder that jet pack got it to the quality it did all things considered. If Sony gave their PC games bigger budgets, we would get higher quality than what we get. Instead, the games ship with pretty noticable issues day 1 and performance issues.
How do you convince Sony to invest more in the PC market? Or will it always be an after-thought to extract low-cost extra returns on the original game investment? Or is it a side-effect of the transition and, moving forwards, all games will be cross-compatible and reasonably PC tested during development?As much as I would like them to make Ragnarök run better on the GPU (or even CPU) it will never run like it arguably could and should. The game has 4 people working on it - 4 people. That pales in comparison to the team working at SMS. Yes, a 1060 should not be performing that badly. Sony shoe string budgeted this title on PC pretty hard and it is kind of a wonder that jet pack got it to the quality it did all things considered. If Sony gave their PC games bigger budgets, we would get higher quality than what we get. Instead, the games ship with pretty noticable issues day 1 and performance issues.
To make matters worse, they switched to DX12! That number of people is never going to be enough to properly optimize the DX12 path and to compensate for the DX12 tax. They couldn't even get their DXR code working and had to do research to fix the tessellation performance bug.The game has 4 people working on it - 4 people
I'm not even sure if they actively want to. They are interested in dragging the console business out for as long as possible. These appear as though non-committal moves to grow their market, as they are likely saturated already on their console side, but they are unlikely wanting to destroy their console business, and that is understandable and appropriately conservative given their position in the market. The last thing they want to do, is accelerate things towards PC + Cloud.How do you convince Sony to invest more in the PC market? Or will it always be an after-thought to extract low-cost extra returns on the original game investment? Or is it a side-effect of the transition and, moving forwards, all games will be cross-compatible and reasonably PC tested during development?
wow I was talking shit about this game not using compute shaders. I didn't actually think it was true. Aside from 10 cs calls, it's never used. god damn.A frame analysis of Metaphor Re Fantazio.
Performance and frame analysis - Metaphor ReFantazio
Practical guide to vulkan graphics programmingvkguide.dev
Relatively simple fixes would make the game run at around twice the framerate.
I heard it’s been patched and runs much better now.A frame analysis of Metaphor Re Fantazio.
Performance and frame analysis - Metaphor ReFantazio
Practical guide to vulkan graphics programmingvkguide.dev
Relatively simple fixes would make the game run at around twice the framerate.
The game flopped on PC BTW. They have no incentives at doing better on PC. And this is God of War Ragnarok, the sequel of their best game on PS4 and the best IP they've got after TLOU.How do you convince Sony to invest more in the PC market? Or will it always be an after-thought to extract low-cost extra returns on the original game investment? Or is it a side-effect of the transition and, moving forwards, all games will be cross-compatible and reasonably PC tested during development?
Only Sony knows whether it flopped or not.The game flopped on PC BTW. They have no incentives at doing better on PC. And this is God of War Ragnarok, the sequel of their best game on PS4 and the best IP they've got after TLOU.
It would be pretty hard to flop with such small budget. From the insomniac leaks, the porting cost are very small, I think I remember under 4 millions.The game flopped on PC BTW. They have no incentives at doing better on PC. And this is God of War Ragnarok, the sequel of their best game on PS4 and the best IP they've got after TLOU.
That would be good, but I can't find gameplay on the latest patch on YouTube.I heard it’s been patched and runs much better now.
The general conclusions seem mostly correct, but some of the details are a little misleading.A frame analysis of Metaphor Re Fantazio.
Performance and frame analysis - Metaphor ReFantazio
Practical guide to vulkan graphics programmingvkguide.dev
Relatively simple fixes would make the game run at around twice the framerate.
Occupancy is important, but it is not a measure of "how much of the GPU is being used". Even if we are only talking about shader units and not all the fixed function bits, low occupancy shaders can fully utilize the resources, while high occupancy shaders can sit around stalled on memory the whole time (as we see here late in the frame). Occupancy is more directly a measure of the ability of the machine to hide latency (usually from memory operations) at a given point, but whether or not a shader is sensitive to memory latency depends entirely on what it is doing. It can sometimes be an indirect measure of bottlenecks elsewhere in the system (as it is for the shadow map rendering part of the frame here), but you really need to look at other counters for that, not shader-based stuff.At the top, we have the wavefront occupancy view. This is a global chart of the “usage” of the GPU.
The game flopped on PC BTW. They have no incentives at doing better on PC. And this is God of War Ragnarok, the sequel of their best game on PS4 and the best IP they've got after TLOU.
As much as I would like them to make Ragnarök run better on the GPU (or even CPU) it will never run like it arguably could and should. The game has 4 people working on it - 4 people. That pales in comparison to the team working at SMS. Yes, a 1060 should not be performing that badly. Sony shoe string budgeted this title on PC pretty hard and it is kind of a wonder that jet pack got it to the quality it did all things considered. If Sony gave their PC games bigger budgets, we would get higher quality than what we get. Instead, the games ship with pretty noticable issues day 1 and performance issues.