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

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

  1. snc

    snc
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  2. chris1515

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  3. Shortbread

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    Notes:
    * In 60fps Quality Mode, XBSX highest framerate is 60fps, mean of 59.94fps, and the lowest being 43fps.
    * In 60fps Quality Mode, PS5 highest framerate is 60fps, mean of 59.81fps, and the lowest being 30fps.
    * In 30fps Quality Mode, XBSS highest framerate is 30fps, mean of 29.94fps, and the lowest being 19fps.
    * In 60fps Performance Mode, XBSS highest framerate is 60fps, mean of 59.94fps, and the lowest being 51fps.
    * In 120fps Framerate Mode, XBSX highest framerate is 120fps, mean of 115.44fps, and the lowest being 78fps.
    * PS5 and XBSS have no 120fps Framerate Mode.



    Notes:
    * PS5 has a locked 60fps presentation.
    * XBSX lowest frame drop was 56fps.
    * XBSS has a locked 30fps presentation in Resolution Mode.
    * XBSS lowest frame drop was 52fps in Performance Mode.
     
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  4. CHAOSHACKER

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    Note that in the video you can see that the PS5 version has some framepacing issues in the 30fps cutscenes.
     
  5. Globalisateur

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    Yep, odd 16.66ms frames (no 50ms frames afterwise) occurring almost every seconds. It's very probably caused by with the way the framerate is capped on PS5.

    Unsuprisingly the biggest drops on XSX (Saints Row 3) occur during the most demanding alpha effects (explosion + smoke) starting at 5:15
     
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  6. chris1515

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  7. PSman1700

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    I think many will learn that scaling actually exists.
     
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  8. Kugai Calo

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    To answer that question we need to look at the CPU side of things: sound, physics, character and environment animations, NPC AI, interactibility etc.. If those aspects look PS4-ish, then chances are it will run on a PS4, albeit at a much worse image quality.
     
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  9. eastmen

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    Its clearly a game designed to straddle the two generations. The game looks nice but doesn't blow me away. The ps4 will most likely render it at 1080p 30 while having everything cut way back. The ps5 will hopefully render at 4k 30 and have much nicer textures and everything else will be limited by jaguar.
     
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  10. DSoup

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    This is very much the compromise of targeting cross-gen. :yep2:
     
  11. Dampf

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    The physics look extremly impressive when shooting down the little fortress on top of the mechanical elephant.

    I don't believe this would be possible on the old Jaguar CPUs.
     
  12. PSman1700

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    We have GPU's these days.
     
  13. see colon

    see colon All Ham & No Potatos
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    It's probably not done by a physics simulation on the CPU. It could be GPU accelerated, or, more likely I think, an animation. Or, it could be simply changed in the PS4 version to accommodate the system.

    Has anyone here played Rise of the Tomb Raider on Xbox 360? That's a cross gen port that I think might shine some light on the compromises you'd have to make to a game to get a like this on 2 platforms with this much of a power difference.
     
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  14. mr magoo

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    Gears of war 5 have impressive destruction Houdini alembic cache destruction



    Starts at 08:01, very pretty destruction effects and doable on base Xbox one.
     
  15. Allandor

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    I don't think that this is really cou heavy. We had precalculated destruction before. Why shouldn't it work here. Massively downscaled, maybe even some effects missing, ...
    I really don't see a problem that this game gets scaled down. There is nothing really CPU intensive that is needed for the gameplay. Even destructive environment elements weren't a problem on PS4.

    A good example how does sling affects image quality would be tomb raider that came for xb1/ps4 and even for the ps360 gen.
    And yes it won't look that good, but it should work.
     
    #1595 Allandor, May 30, 2021
    Last edited: May 31, 2021
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  16. dskneo

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    Scalability works on image quality related settings, but not on game-logic. It has to be the same game with the same AI and same physics.

    If the game was made to be playable on PS4, it stands to reason some aspects of the PS5 hardware will be very under-utilized.
     
  17. Karamazov

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    i think everything is scalable, but the main factor is dev time, and how much worse you tolerate the low end version to run.
    There is an interesting channel which shows PC games running (or trying to) in "potato" mode with custom config files to remove a lot of settings.
     
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  18. Allandor

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    PS5 CPU has also a dynamic clockrate. So 60fps mode might maximize the CPU performance, while 30fps might maximize the GPU performance. And according to nxgamers videos, there will be a performance mode in this game. After all the CPU is not that much faster when you compare PS4 30fps vs PS5 60fps. Scale back a bit physics and it should run just fine.
    I really don't remember one game that couldn't get scaled back because of CPU limits in gameplay. Gameplay affecting physics is normally not that complex and AI is ... well more or less just better/longer scripts and not that CPU intensive for such a game. You can look at AI like on resolution for the GPU. To make it a bit better, you have to invest many more CPU cycles. And most times just more complex scripts are used which does not really need that much more cycles. There is no game so far with "real" AI. So far it is just a better "hit-detection" around the character and scripted outcomes. And we didn't even see much "gameplay"-relevant improvements since the PS2 (open worlds etc was more a streaming issue than anything else and were also possible before).
     
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  19. see colon

    see colon All Ham & No Potatos
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    In a single player game? No, you can use simplified AI of physics, or omit things completely if you are making a bespoke version for lesser hardware. If you are shipping one version that ships across the generations that just changes some settings, sure. But there's no reason to assume that the physics simulation or AI, or anything really, is going to be 100% identical in the PS4 version as it is on the PS5.

    Look at all the PS4/XBO games that got Switch releases. Plenty of them have altered game logic, simplified physics, and modified level geometry. AI is tougher to quantify but I would think it's safe to assume there were optimizations there as well. And again I would point to Rise of the Tomb Raider on Xbox 360. There are tons of things altered for that release beyond texture quality and resolution. Snow deformation, for example, is handled completely different. Instead of subtracting volume where characters touch the surface, it adds a simple simple mesh on top of the snow. And there is a bunch of physics objects missing, or objects that omit collision after the first interaction. Stuff like that.
     
  20. chris1515

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