Current Generation Games Analysis Technical Discussion [2022] [XBSX|S, PS5, PC]

It was even worse for some games that didn't check to verify that you had the correct version installed and patched before it started its patching process. Then you get done and get an error that X file is missing or an incorrect verison. And you couldn't just get that version from someone else's install because then you'd get an error that Y files is missing or an incorrect version. Rinse and repeat. It was easier just to completely start over and make sure you got all the patches installed in the correct order.

It got to the point where I'd make a backup of the install every time I was finished patching so that if I came back to the game later and there were 5 patches waiting to be installed, at most I'd only have to redo those 5 patches if I forgot one rather than all the patches since the game had released.

Not all games were that bad, but when you ran into one, man was it aggravating.

Steam just made PC gaming so much nicer in that respect. Even if you'd missed 10 patches since the last time you played, you just update the game and it's good to go.

Regards,
SB
Glad to see that I wasn't the only one. Was starting to think I was just incompetent and admittedly, I kinda was because this was 20+ years ago in some cases and information wasn't as readily available or easy to find as right now. My best guides for building PCs were books I got at the local library and they weren't always up to date. Otherwise, I could call guys from the store or bring it there but they charged a hefty penny and I didn't have that kind of money back then.
 
It would seem the Witcher 3 devs need to drop the lower bounds of their DRS implementation dropping some more if they can't improve performance with a few patches.
 
Wow that's even worse than I thought.

Holy shit at these resolution numbers:

  • PS5 in performance mode uses a dynamic resolution with the highest resolution found being 2560x1440 and the lowest resolution found being 1280x720
  • PS5 in the 30fps quality mode uses a dynamic resolution with the highest resolution found being 3840x2160 and the lowest resolution found being 1920x1080
  • PS5 in the 30fps ray tracing mode uses a dynamic resolution with the highest resolution found being 2880x1620 and the lowest resolution found being 1472x828
  • PS5 in the 40fps ray tracing mode has the same resolution setup as the 30fps ray tracing mode but the average rendering resolution is lower as the DRS system is targeting 40fps
 
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Holy shit at this resolution numbers:

  • PS5 in performance mode uses a dynamic resolution with the highest resolution found being 2560x1440 and the lowest resolution found being 1280x720
  • PS5 in the 30fps quality mode uses a dynamic resolution with the highest resolution found being 3840x2160 and the lowest resolution found being 1920x1080
  • PS5 in the 30fps ray tracing mode uses a dynamic resolution with the highest resolution found being 2880x1620 and the lowest resolution found being 1472x828
  • PS5 in the 40fps ray tracing mode has the same resolution setup as the 30fps ray tracing mode but the average rendering resolution is lower as the DRS system is targeting 40fps
WTF
From what I saw graphics wasn't impressive enough to warrant such low resolutions.
Wasn't expecting to see that at all.
 
Might just be a broken DRS system. Draw distances look far though. I mean, that should count for something.
 
I'm more interested in actual GPU performance for Returnal rather than it's RAM requirements.

It uses some weird native 1080p > TAAU > then checkerboard to get to 4k so it's not a 'light' game in terms of rendering load by any means.

Hoping we see FSR2.0 and DLSS added to the PC version.
Pretty sure it's the normal UE4 upscale path.
1080p > TAAU > spatial upscaling.

Trying to do checkerboard from output of TAAU is pretty much impossible. (No checkerboard pattern.)
 
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Pretty sure it's the normal UE4 upscale path.
1080p > TAAU > spatial upscaling.

Trying to do checkerboard from output of TAAU is pretty much impossible. (No checkerboard pattern.)

From the Digtial Foundry tech review article they did on Returnal....

"At its heart, Returnal operates at a relatively low internal resolution, then uses a couple of techniques to boost the quality of the output. This starts with temporal reconstruction to 1440p, followed by a checkerboarding pass to deliver a 2160p output"

Link to said article.
 
Wow that's even worse than I thought.

I just played through and completed the demo last night. It has nice particle effects and it loads quickly but thats just about it.

While I'm not as pressed as others about pre-image reconstructed pixel counts in the age of DLSS and FSR, this engine isn't doing anything special and more importantly the art direction isn't able to pick up the slack.

It felt like I was playing a game that the devs were forced to create.

It's a shame since I was rooting for it and was hoping to pick it up. Also, this will probably be the last time we see this engine as I can't imagine them pouring more resources into engineering with results like this.
 
I'll post it here again.

1440p DLSS.PNG1080p DLSS.PNG

The 4080 and 4090 have almost the same performance at 1080p Ultra+/DLSS and 1440p Ultra+/DLSS. Seems to be a CPU bottleneck. I also noticed a very low CPU usage no matter what I do but with RT, the performance actually tanks.
 
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I'll post it here again.

View attachment 7800View attachment 7801

The 4080 and 4090 have almost the same performance at 1080p Ultra+/DLSS and 1440p Ultra+/DLSS. Seems to be a CPU bottleneck. I also noticed a very low CPU usage no matter what I do but with RT, the performance actually tanks.

Just looks at how much faster Ampere is over Turing. This game must be pushing RT crazy hard.

I hope (and assume) we will see a DF console settings comparison as the PC must be going way, way higher here.
 
Just looks at how much faster Ampere is over Turing. This game must be pushing RT crazy hard.

I hope (and assume) we will see a DF console settings comparison as the PC must be going way, way higher here.

It wouldn't surprise me if the 4000 series are getting more in the drivers too as they're new.
 
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