Cyberpunk 2077 Version 1.0 vs Patch 1.5 AI & Physics Video Comparison (via DSoGaming)
It's like a different game! So glad I haven't tried to play it yet.
Cyberpunk 2077 Version 1.0 vs Patch 1.5 AI & Physics Video Comparison (via DSoGaming)
PS5 in Ray Tracing Mode uses a dynamic resolution with the highest resolution found being 2560x1440 and the lowest resolution found being approximately 2368x1332. Pixel counts at 2560x1440 seem to be common on PS5 in Ray Tracing Mode.
Xbox Series X in Ray Tracing Mode uses a dynamic resolution with the highest resolution found being 2560x1440 and the lowest resolution found being approximately 2304x1296. Pixel counts at 2560x1440 seem to be common on Xbox Series X in Ray Tracing Mode.
Xbox Series S uses a dynamic resolution with the highest resolution found being 2560x1440 and the lowest resolution found being approximately 2062x1160. Pixel counts at 2560x1440 seem to be common on Xbox Series S.
PS5 in Performance Mode uses a dynamic resolution with the highest resolution found being 3840x2160 and the lowest resolution found being approximately 2062x1160. Pixel counts at 3840x2160 seem to be very rare on PS5 in Performance Mode.
Xbox Series X in Performance Mode uses a dynamic resolution with the highest resolution found being 3840x2160 and the lowest resolution found being approximately 2062x1160. Pixel counts at 3840x2160 seem to be very rare on Xbox Series X in Performance Mode.
Below are some example pixel counts for certain scenes on PS5 and Xbox Series X in Performance Mode. Note that these figures are approximate and not necessarily representative of how the entirety of a given area will render. Kabuki Entrance - PS5 2176x1224, Series X 2304x1296 Near Police Station - PS5: 2435x1370, Series X: 2560x1440 Outside Tom's Diner - PS5: 2506x1410, Series X: 2631x1480 Corpo Start Building - PS5: 2656x1494, Series X: 2744x1544 Streetkid Start - PS5: 2062x1160, Series X: 2062x1160
The Xbox Series consoles appear to be using VRS. FSR appears to be used to upscale the image to 3840x2160 on PS5 and Series X in both modes and 2560x1440 on Series S. The UI resolution is also rendered at 3840x2160 on PS5 and Series X in both modes and 2560x1440 on Series S. Ray Tracing Mode adds Ray Traced Local Shadows. Ray Tracing Mode also improves Screen Space Reflections quality and also seems to improve Ambient Occlusion quality. There aren't any selectable modes on Xbox Series S.
Stats: https://bit.ly/3LXNJZl
Very nice comparison. That market place while running is easily the most demanding area in the game on PC from my experience. And it really drops frames on consoles too.
PS5 I/O is obviously not used in this game. And there are conflicting reports as PS5 can have a slight edge in loading times for others (NXGamer). But anyways both are very similar and probably limited by the game engine or / and CPU, not SSD raw speed.Seems like performance on XSX went from terrible to almost ok, still surprised that ps5 outperforms XSX by so much. Another mystery is loading times why XSX loads game faster than ps5?
About that. I do think VRS is used on XSS, but not on XSX. I think VGTech easily found VRS clues on XSS and assumed it was also used on XSX. Could be wrong though.Would be interesting to check what res are both consoles running when ps5 outperforms XsX.
XsX and XsS also seem to use VRS he said ?
Would be interesting to check what res are both consoles running when ps5 outperforms XsX.
XsX and XsS also seem to use VRS he said ?
I am very impressed by both design approaches. Not sure whats going on with XSX but in the case of Cyberpank it has at least a little bit higher resolution in performance mode, which may be the reason.The more i watch those comparison videos the more i am convinced that there is something wrong with design of XSX. In many cases where games are compared XSX versions needs additional patches to run at least as good as ps5. This is very odd keeping in mind that slight TF advantage. And yes yes i know that Cerny said that TF dont matter but he said it when he was comparing ps4 to ps5, here we have (almost) same cpu same gpu no one really expect 3050 outperform 3060. There was speculations about tools/apis not being ready at launch, but we are approaching second year in life cycle and biggest software company in the world is not able to fix it? I doubt it. So i think they messed up something, thats why almost all games needs additional work and patching on XSX to perform good.
yup. There's certainly enough data out here that suggests a trend: the series consoles architecture is not balanced to play all titles well. (Whereas PS5 is, as it follows directly from a 5700XT setup) Which is why we are seeing a lack of consistency here. The more fixed function usage there is, the less performance extracted from Series consoles. At least this is my thought process at the moment. VRS might be able to claw back some of that performance lost on the FF pipeline, but if a developer wanted to get the most out of a series console, they'd use the 3D pipeline as little as possible.The more i watch those comparison videos the more i am convinced that there is something wrong with design of XSX. In many cases where games are compared XSX versions needs additional patches to run at least as good as ps5. This is very odd keeping in mind that slight TF advantage. And yes yes i know that Cerny said that TF dont matter but he said it when he was comparing ps4 to ps5, here we have (almost) same cpu same gpu no one really expect 3050 outperform 3060. There was speculations about tools/apis not being ready at launch, but we are approaching second year in life cycle and biggest software company in the world is not able to fix it? I doubt it. So i think they messed up something, thats why almost all games needs additional work and patching on XSX to perform good.
I don't know about that. As PS5 also slightly outperforms XSX in Matrix UE5 demo and that the most next-gen / compute bound engine we know off. And even there, Microsoft had to put their best men to work on that demo in order to optimize it on both Series consoles.yup. There's certainly enough data out here that suggests a trend: the series consoles architecture is not balanced to play all titles well. (Whereas PS5 is, as it follows directly from a 5700XT setup) Which is why we are seeing a lack of consistency here. The more fixed function usage there is, the less performance extracted from Series consoles. At least this is my thought process at the moment. VRS might be able to claw back some of that performance lost on the FF pipeline, but if a developer wanted to get the most out of a series console, they'd use the 3D pipeline as little as possible.
yup. There's certainly enough data out here that suggests a trend: the series consoles architecture is not balanced to play all titles well. (Whereas PS5 is, as it follows directly from a 5700XT setup) Which is why we are seeing a lack of consistency here. The more fixed function usage there is, the less performance extracted from Series consoles. At least this is my thought process at the moment. VRS might be able to claw back some of that performance lost on the FF pipeline, but if a developer wanted to get the most out of a series console, they'd use the 3D pipeline as little as possible.
Those points are unrelated though. Getting the most out of XSX is about utilization of compute units, that doesn't mean there couldn't be bottlenecks elsewhere. Getting the most out of XSX doesn't mean PS5 can't perform well or vice versa. In particular the optimizations brought in to ensure memory issues were sorted on series consoles were also brought over to PS5.I don't know about that. As PS5 also slightly outperforms XSX in Matrix UE5 demo and that the most next-gen / compute bound engine we know off. And even there, Microsoft had to put their best men to work on that demo in order to optimize it on both Series consoles.
Mesh shaders is only about geometry generation and discard. Those are 2 aspects up front that could impact it; but later down the pipeline you have ROP issues, which is really where bottlenecks are going to form if there is a lot of overdraw or alpha effectrs. And from what we can see so far, ROPs are certainly lacking on XSX.Do you think mesh shader pipeline is the answer here?
Mesh Shader | DirectX-Specs (microsoft.github.io)
"This document describes a next-generation replacement for Vertex and Geometry shaders in a D3D12 pipeline called “Mesh shader”. Mesh shader support in D3D12 attempts to strike a balance between programmability and expressiveness, with efficient and intuitive implementations."
Or will this still fall behind because of FF shortcomings?
technically, if you look at the FF units, series consoles are narrower and slower than PS5. It's only the compute portion that is wider, but if compute isn't the bottleneck then...it's just that software frequently still favours the narrower but faster 3D pipeline
technically, if you look at the FF units, series consoles are narrower and slower than PS5. It's only the compute portion that is wider, but if compute isn't the bottleneck then...
I guess that for the PS5 ROPs, especially in terms of depth, PS5 is both wider and faster