Current Generation Games Analysis Technical Discussion [2020-2021] [XBSX|S, PS5, PC]

Discussion in 'Console Technology' started by Shortbread, Nov 21, 2020.

  1. Tkumpathenurpahl

    Tkumpathenurpahl Oil Monsieur Geezer
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    Would the loading of levels necessarily prohibit some amount of DMA streaming though?

    Given that you've pointed this out, I'm actually quite surprised by just how few games I've played of late aren't open world.

    True, and I am only going from the picture, not the actual video footage. I'm not even sure what video that picture's from.

    My thinking is that quick camera cuts can often result in some amount of pop in. It happened a couple of times during cutscenes in The Evil Within 2. Given the enormous improvement of current generation IO, pop in to that extent is probably going to be nonexistent. But it might be existent to the extent that, in some circumstances, only "high quality" assets have time to be streamed in, rather than "very high quality" assets.

    And in order to even see this, it's required a screenshot coupled with 12,000% magnification. No-one normal is ever going to notice it. No developer is going to spend time optimising such an unimportant part of a fleeting image.

    But the improvement "comes for free" due to higher SSD bandwidth on the PS5.

    I don't think memory size is the culprit here, because the PS5 has the same amount of memory. Perhaps there's a small difference in available memory, given that we don't know how much of the PS5's is available to developers. But since that's a complete unknown, it's completely untestable.

    And even the notion of lower quality assets for the Series S doesn't feel satisfactory here. At the very most, I'd expect only the Series S to have the more blocky bulb. But the Series X - with its greater amount of memory - is being effected, as is the PC with its much greater DDR->GPU bandwidth.

    The game doesn't require more than 10GB of VRAM, true, but it requires 26GB of memory in total if we count DDR & GDDR. Of the DDR, how much is used as a streaming pool for the GDDR? Enough that the XBox Series consoles with their DMA'able SSD would have cause to swap out and stream some assets from the SSD?

    It's a way in which current generation consoles are going to make it difficult for us to make comparisons with PC requirements.

    If 10GB of VRAM are the requirement for Ultra, that fits within the Series X's higher bandwidth pool. So I think we can safely rule out any issue with VRAM.

    Don't get me wrong, I don't think this is some absolute hardware limitation other than SSD bandwidth. I don't think the XBox Series consoles are cursed to suffer slightly more blocky lightbulbs for the entire generation. I don't think we've seen anything to indicate the PS5 has superior geometry processing capabilities or anything of the sort. I don't think any advantages of the consoles (and thusly their differing advantages/disadvantages) are really going to be tapped within their first 6 months.

    My thinking is just that the developers got the image to a satisfactory point, and ensured there weren't any appreciable differences between platforms as pertains to the parts of the game people actually look at, such as character models. But an extra few GB/s of SSD bandwidth may still inadvertently bring benefits to parts of the image that are (rightfully) deemed low priority by the engine.
     
  2. BRiT

    BRiT (>• •)>⌐■-■ (⌐■-■)
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    The game is also released on last gen consoles, where it only has 4.5GB/5 GB memory available. The load screens are at the same locations. It just goes insanely quick by comparison if you're on current-gen consoles.
     
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  3. iroboto

    iroboto Daft Funk
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    Comes from here:
    One of the many few introduction cutscenes to the game.
    As she turns the wheel, the lightbulb goes on.
    High Geometry LOD


    XSX


    It never pops to high geometry; it keeps its Cyber Truck styling through the whole cutscene
     
  4. Tkumpathenurpahl

    Tkumpathenurpahl Oil Monsieur Geezer
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    Okay, then my theory's wrong.

    Thanks for the discussion guys.

    You bastards ;)
     
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  5. dobwal

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    My bad.
     
    #1185 dobwal, Apr 9, 2021
    Last edited: Apr 9, 2021
  6. dobwal

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    That looks like a bug. It’s not just the bulb. The bottom half of the fixture looks like it’s missing because it isn’t being illuminated by the light from the bulb. The whole fixture is much closer in the XSX version.

    [​IMG]

    [​IMG]
    [​IMG]
     
    #1186 dobwal, Apr 9, 2021
    Last edited: Apr 9, 2021
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  7. Globalisateur

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    Or the bulb is actually supposed to be not rounded.

    [​IMG]
     
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  8. PSman1700

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    Who ever imagined distant lightbulbs becoming the main comparison discussion between consoles 2021.
     
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  9. iroboto

    iroboto Daft Funk
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    yea interesting, could be a different build of the game, where at first they had the bulb close, decided later that's not what they wanted and moved it back. And forgot to fix the geometry on the old one.
     
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  10. cwjs

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    I think the most likely thing here is just configuration error or variation in the builds.

    However, I actually wouldn't be blown away if they just used better LODs on ps5 because it has better rasterization -- similar to having much better AF turned on in the ps5 version. Don't think thats really the case, but fun to think about.
     
  11. see colon

    see colon All Ham & No Potatos
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    These are geometry LODs that are different, though. I have a feeling it has more to do with the Xbox Series version sharing settings from the previous generation while the PS5 version is more of a custom version built for the hardware.
     
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  12. Remij

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    I have a feeling it's just an LOD bug..

    Nothing to do with hardware
    Nothing to do with tools
    Nothing to do with I/O
    Nothing to do with platform fanboyism

    Nothing. Just a bug.. which will be fixed.
     
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  13. Proelite

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    If the game is made using Gamecore, it's very possible that 1s/1x and X/S shared settings and this was missed when fine tuning.
     
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  14. cwjs

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    Yeah, I don't think that's 'sharing code' vs 'being totally new' though -- just a good guess as to why something like picking the wrong option could slip by. Games are complicated, it's really easy for a superficial difference to slip through qa passes when like 90 things are changing every build.
     
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  15. snc

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    not connected to analysis but found 5700xt benchmark not far away from 60fps avarage in 4k and only 1440p on ps5
     
    #1195 snc, Apr 10, 2021
    Last edited: Apr 10, 2021
  16. Riddlewire

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    I'm not a fan of posting someone else's work in Cliffs Notes form. Please watch the video.
    In this case, I'm not sure the high frame rate is worth the compromised image quality. The game looks much better at 4K, and already hits 60hz in that mode.
     
  17. see colon

    see colon All Ham & No Potatos
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    Another game where the PS5 version has better shadows. It's a strange trend. That framerate on PS5, though...
     
  18. Globalisateur

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    Beware the way this user makes his comparisons. It's often not really like for like.
     
  19. Proelite

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    Game is running in BC mode on all platforms.
     
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  20. see colon

    see colon All Ham & No Potatos
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    But the shadows are still much better. Maybe 4x the resolution just based of eyeballing it.
     
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