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

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"PS5 and Xbox Series X in Balanced Mode use a dynamic resolution with the highest resolution found being 3840x2160 and the lowest resolution found being approximately 2720x1530.
Pixel counts below 3840x2160 were found more often on PS5 than Xbox Series X. As an example, in one scene the PS5 dropped to approximately 3456x1944 and the Xbox Series X rendered that scene at 3840x2160.
Xbox Series S in Balanced Mode uses a dynamic resolution with the highest resolution found being 2560x1440 and the lowest resolution found being approximately 1813x1020.

PS5 and Xbox Series X in Raytracing Mode use a dynamic resolution with the highest resolution found being 3200x1800 and the lowest resolution found being approximately 2266x1275. Pixel counts below 3200x1800 were found more often on PS5 than Xbox Series X. As an example, in one scene the PS5 dropped to approximately 2986x1680 and the Xbox Series X rendered that scene at 3200x1800.

PS5 in the 120fps Mode uses a dynamic resolution with the highest resolution found being 2816x1584 and the lowest resolution found being approximately 1992x1120.
Xbox Series X in the 120fps Mode uses a dynamic resolution with the highest resolution found being 3200x1800 and the lowest resolution found being approximately 2266x1275.
Xbox Series S in the 120fps Mode uses a dynamic resolution with the highest resolution found being 1920x1080 and the lowest resolution found being approximately 1360x765.

The Xbox Series consoles use Variable Rate Shading which can result in some double width and double height pixels being visible in the frame, though this coarser shading can often be difficult to perceive. All consoles in all modes seem to often render at or near their maximum resolutions during exploration and undemanding combat encounters.
The resolution appears to drop less often in Balanced Mode than the other two modes.
The Raytracing Mode uses raytraced reflections.
The footage here isn't exactly like-for-like which should be kept in mind when comparing the performance of the consoles here."

XSX pushing above 20% res over ps5 in counts taken. Kinda expected with specs

Both pushing locked FPS is amazing. The tech in Doom Eternal is insane incredible asset for MS 1st party. What will Doom Next look like o_O
 
XSX pushing above 20% res over ps5 in counts taken. Kinda expected with specs

Both pushing locked FPS is amazing. The tech in Doom Eternal is insane incredible asset for MS 1st party. What will Doom Next look like o_O
have too keep in mind that xsx also use vrs
 
XSX pushing above 20% res over ps5 in counts taken. Kinda expected with specs

It's not quite that cut and dry with VRS, the real number of pixels is somewhere inbetween. That said I'm not surprised, clustered forward renderers are compute heavy and the xbox should excel in them (and any other suitably modern rendering technique)
 



"PS5 and Xbox Series X in Balanced Mode use a dynamic resolution with the highest resolution found being 3840x2160 and the lowest resolution found being approximately 2720x1530.
Pixel counts below 3840x2160 were found more often on PS5 than Xbox Series X. As an example, in one scene the PS5 dropped to approximately 3456x1944 and the Xbox Series X rendered that scene at 3840x2160.
Xbox Series S in Balanced Mode uses a dynamic resolution with the highest resolution found being 2560x1440 and the lowest resolution found being approximately 1813x1020.

PS5 and Xbox Series X in Raytracing Mode use a dynamic resolution with the highest resolution found being 3200x1800 and the lowest resolution found being approximately 2266x1275. Pixel counts below 3200x1800 were found more often on PS5 than Xbox Series X. As an example, in one scene the PS5 dropped to approximately 2986x1680 and the Xbox Series X rendered that scene at 3200x1800.

PS5 in the 120fps Mode uses a dynamic resolution with the highest resolution found being 2816x1584 and the lowest resolution found being approximately 1992x1120.
Xbox Series X in the 120fps Mode uses a dynamic resolution with the highest resolution found being 3200x1800 and the lowest resolution found being approximately 2266x1275.
Xbox Series S in the 120fps Mode uses a dynamic resolution with the highest resolution found being 1920x1080 and the lowest resolution found being approximately 1360x765.

The Xbox Series consoles use Variable Rate Shading which can result in some double width and double height pixels being visible in the frame, though this coarser shading can often be difficult to perceive. All consoles in all modes seem to often render at or near their maximum resolutions during exploration and undemanding combat encounters.
The resolution appears to drop less often in Balanced Mode than the other two modes.
The Raytracing Mode uses raytraced reflections.
The footage here isn't exactly like-for-like which should be kept in mind when comparing the performance of the consoles here."

VRS makes sense now. All the other videos made as if both PS5 and XBSX resolution differences were very minor. Seeing XBSX maintaining a higher overall resolution with an almost perfect 60fps/120fps modes is great. PS5 gamers should be satisfied with great performance and overall cleaner image quality. A win for both platforms.
 
This is what I meant when I said may get higher general resolution with VRS on XSX as fps seemed to be pretty locked.

The question is side by side comparison, which gives the better overall IQ.
My expectation is that the XSX should be if VRS is working as publicised.

PS5 still giving a strong showing, possibly stronger than XSX all things considered.
 
Wonder what differences there are between Xb1 and Xss is terms of graphical settings in the balanced mode. Should be at least 3GB extra ram free on the Xss version for BVH trees.
 
Wonder what differences there are between Xb1 and Xss is terms of graphical settings in the balanced mode. Should be at least 3GB extra ram free on the Xss version for BVH trees.
Probably higher resolution textures, also would be less asset cache size required to help accommodate it.

But memory is what I put the lack of RT on XSS down to.
 
Tbh ps an xbx fans should be very happy with this patch. Performance is excellent on every platform, how many times have we seen 120fps game hitting 120 almost all the time. Crazy stuff. Kudos to devs great work.
 
Tbh ps an xbx fans should be very happy with this patch. Performance is excellent on every platform, how many times have we seen 120fps game hitting 120 almost all the time. Crazy stuff. Kudos to devs great work.

Nah X demolishes. Game is unplayable on PS5.

ZTPm5yn.png
 
So for Doom Eternal thanks to @VGA (VGTech on Youtube) we now have uncompressed, not scaled :runaway:, and identical screenshots for the balanced and RT modes (pics show different scenes for the 120hz mode) and we can finally see the effect of VRS on XSX.

Balanced mode, both running at 2160p, image looks a bit softer on XSX, the vaseline effect is more pronounced in darker areas.

PS5 (up), XSX (down):
AjVeoV4.png

f3rvmMI.png



RT mode, both running at 1800p, same thing than the balanced mode, many textures have more details on PS5, again the difference is more noticeable in somber areas but also in some brighter areas like this one:

PS5 (up), XSX (down):
5ZnjF6z.png


We can say that when both versions run at the same resolution, the game appears slightly sharper, with more texture details, on PS5.
 
SX pushing above 20% res over ps5 in counts taken. Kinda expected with specs

Aligns with the specs indeed, seems a very well coded game taking advantage of hardwares.

Have you met console gamers?

Lol. True though, its not the 6th gen days anymore.

Tbh ps an xbx fans should be very happy with this patch. Performance is excellent on every platform, how many times have we seen 120fps game hitting 120 almost all the time. Crazy stuff. Kudos to devs great work.

Not all that suprising seeing this was running with top end graphics for the gen on PS4/Xone at 60fps. Most games pushing that kind of visuals where sitting around 30fps.
 
So for Doom Eternal thanks to @VGA (VGTech on Youtube) we now have uncompressed, not scaled :runaway:, and identical screenshots for the balanced and RT modes (pics show different scenes for the 120hz mode) and we can finally see the effect of VRS on XSX.

Balanced mode, both running at 2160p, image looks a bit softer on XSX, the vaseline effect is more pronounced in darker areas.

PS5 (up), XSX (down):
AjVeoV4.png

f3rvmMI.png



RT mode, both running at 1800p, same thing than the balanced mode, many textures have more details on PS5, again the difference is more noticeable in somber areas but also in some brighter areas like this one:

PS5 (up), XSX (down):
5ZnjF6z.png


We can say that when both versions run at the same resolution, the game appears slightly sharper, with more texture details, on PS5.

Any comparisons for when X is running at a higher resolution, but not at max? That's more interesting to see the VRS tradeoffs vs VRS / resolution gains side by side. Currently both consoles are hard constrained to the max so the PS5 will show up better.
 
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This would be some of the earliest proper VRS implementations we have seen. We can tell it's doing exactly what's advertised - performance gain at no cost of viewing experience. Although in this case I would speculate that in some scenes there's still computational resource headroom left on both machines, but for an overall balanced experience the VRS pass stays on anyways.

I would still love to see someone with the equipments measuring the power consumption of both machines while playing cross-platform games. I think that will give us a good insight of the hardware's actual utilization.
 
This would be some of the earliest proper VRS implementations we have seen. We can tell it's doing exactly what's advertised - performance gain at no cost of viewing experience. Although in this case I would speculate that in some scenes there's still computational resource headroom left on both machines, but for an overall balanced experience the VRS pass stays on anyways.

I would still love to see someone with the equipments measuring the power consumption of both machines while playing cross-platform games. I think that will give us a good insight of the hardware's actual utilization.

VRS is something really fitting for consoles imo, DF/Alex mentioned this two years ago already.
 
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