Well it's either Call of Duty Vanguard: PowerPoint Edition, or they are diving into sub-Xbox 360 resolutions.960*540 on PS4. 1360*765 on Pro. I shudder to think what base Xbox One is going to be be doing.
Pretty sure that's Digital Foundry's fault for raving about CRTs all the time. Widescreen SDTV for the win!960*540 on PS4.
The Series performance is disappointing, for sure. Xbox One, sort of what I expected. But those reflections and alpha effects look real rough on One S.No clue about the resolutions at this time, but here are some rather lengthy fps-counted gameplay segments from all the Xbox consoles. This game has some performance issues on Xbox.
300x zoom. Woops.Maybe a more relevant video. Not 100% like-for-like, but close. Something is really choking the Xbox version of this game.
Those more or less random 58-59fps drops seem to be I/O related on XSX. I noticed them in plenty of recent Xbox Series games (while PS5 hasn't got them or much less prevalent). For instance in Metro Exodus.No clue about the resolutions at this time, but here are some rather lengthy fps-counted gameplay segments from all the Xbox consoles. This game has some performance issues on Xbox.
I have seen both small random I/O drops and some bigger drops (mid 50s) when the screen is full of alpha effects on XSX. About those I think this is a game engine that could be more suited to the higher pixel performance of PS5. But those loadings on PS5 are atrocious. 10s to load a save? That's like 5 times slower than most games optimized for PS5 I/O. It's clearly still a PS4 / XB1 cross-gen game.Maybe a more relevant video. Not 100% like-for-like, but close. Something is really choking the Xbox version of this game.
we've seen similar behaviour in the past. I/O drops are unlikely to be the case on a cross gen title. Control had similar dips like this and was soft patched to resolve it.Those more or less random 58-59fps drops seem to be I/O related on XSX. I noticed them in plenty of recent Xbox Series games (while PS5 hasn't got them or much less prevalent). For instance in Metro Exodus.
I have seen both small random I/O drops and some bigger drops (mid 50s) when the screen is full of alpha effects on XSX. About those I think this is a game engine that could be more suited to the higher pixel performance of PS5. But those loadings on PS5 are atrocious. 10s to load a save? That's like 5 times slower than most games optimized for PS5 I/O. It's clearly still a PS4 / XB1 cross-gen game.
EDIT: There are bigger I/O drops too near the end. And those cutscenes at 24fps are atrocious. 24hz on a 60hz TV is a very bad idea. Ugh.
I believe MS patched the Xbox OS (or virtual machine?) to fix Control drops. The game (according to DF) wasn't actually patched. AFAIK it's an exception and none others games have being patched like this. But whatever the reason of Control drops, it was different than many others games, including this one, having this issue.we've seen similar behaviour in the past. I/O drops are unlikely to be the case on a cross gen title. Control had similar dips like this and was soft patched to resolve it.
I largely suspect it will be resolved at a later time.
I wouldn’t know, just that I think the likelihood it’s I/O seems very small. There’s no indication here read speeds are the issue.I believe MS patched the Xbox OS (or virtual machine?) to fix Control drops. The game (according to DF) wasn't actually patched. AFAIK it's an exception and none others games have being patched like this. But whatever the reason of Control drops, it was different than many others games, including this one, having this issue.
And those cutscenes at 24fps are atrocious. 24hz on a 60hz TV is a very bad idea. Ugh.
Lol, this is too funny. The comparison with the 3090 was certainly not needed.His videos get worse. Comparing PS5 to 3090 performance (with the PS5 winning obviously) on the basis of the PC running maxed out at fixed native 4k while the PS5 is running at both lower settings and DRS (which the PC also supports) as low as 1080p. But since the PS5 looks "close enough" by his reckoning, the enormous settings gulf can be washed over and instead we can focus on how the PS5 is faster. And while we're at it we'll mention why this is fine because the PS5's resolution reconstruction is so great, but we won't turn DLSS on in the PC version (which it support) because, reasons.
Only if the output and TV are switched to 24 Hz for the duration of the cutscene. Likely the output is at 60 Hz, the TV is syncing in 60 Hz mode, and the TV/video has to use a 3:2 pulldown.I don't know about playstation consoles, but all Xbox consoles support 24hz output. And I believe most TVs sold in America have 24hz support. If those cutscenes are being output as a video file, then it would look perfectly fine on Xbox consoles (assuming your TV supports 24hz).
One has to wonder where all the processing power is going.According to him the native resolution is 1080p on PS5, reconstructed to 4K with some exceptionnal reconstruction tech, looking comparable to native 4K (but native 4K still being better). He also said he was very impressed by PS5 performance as he didn't catch one single framerate drop and he tested the worst conditions.