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

Discussion in 'Console Technology' started by BRiT, Jan 1, 2022.

  1. HolySmoke

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    I just bought a heatsink for my drive so I managed to do a bit more experimenting.

    I figured this might be worth testing so I tried comparing the PS4 vs PS5 versions of Miles Morales. I booted into the main menu (which is in realtime like R&C) and then started a new game and let the intro sequence play out. This takes about 2:30 minutes.

    PS4: 5GB
    PS5: 32GB

    I haven't played the game yet so it's hard for me to make a controlled experiment with the portals. I did try to create a longer test by playing the first mission for about 8 minutes which resulted in 54GB of reads. I skipped the intro as in my earlier post which should mean ~5GB of initial reads plus another 49GB of data streamed over those 8 minutes.

    I tried this one as well but I decided to skip the movie scene and went straight into the playable open world part. The initial boot alone was ~10GB and then playing around for ten minutes streamed in about 100GB. This would make the streaming rate about 3x higher than in my earlier Demon's Souls test.

    I never went into flight mode so this is just from running and driving around the city.

    -----

    I still haven't played through either R&C or Miles so I can't really comment on them more than this. R&C is the next game on my list though so I'll hopefully do a follow-up.
     
  2. Karamazov

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    on that level you can swtich as you want between two worlds, would be interesting to mesure here

     
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  3. HolySmoke

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    R&C test sequence:



    Before

    After

    Booting to the menu was ~2GB so that's ~24GB across 10 runs.
     
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  4. PSman1700

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    Their just very efficient in storage/memory useage i think. Or theres something were not seeing (decompressor dataflow not shown?)
     
  5. HolySmoke

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    Right, so I finally reached that same spot and I hit that rock way more often than is healthy. I performed 80 (!) warps in total across 3 separate runs and they all suggest that each individual warp reads slightly below 500MB from the SSD.
     
  6. PSman1700

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    Amazing, thanks for your work and contribution with these valuable data sets.
     
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  7. snc

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    0.5gb is maybe not a huge amount but still not possible without ssd as waiting would kill game flow
     
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  8. Karamazov

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    The shift happens in less than a second so it's more than 0.5gb/s. And then it might be compressed data. Still it shows they have a lot of headroom for future games.
     
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  9. Shifty Geezer

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    Significantly as it's only the period of a few frames of white-out. Could easily be 5+ GB/s.

    Actually, I see the camera is frozen in place. Possibly they use a screen snapshot of the current environment and start loading then, wiping out the current environment and hiding all that behind this static backdrop. That'd place the loading period as the time frame the camera is locked in place, eyeballed to something like a quarter of a second.
     
  10. cwjs

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    Yeah I mean, I'm one of the datapoints that contradicts my own claim -- I went artist, to tech artist, to more of an engineer side role. But in games it's rarer than other industries, and it's definitely harder to be a generalist in games than it was in 1985, when art was 8x8 pixels and gameplay vs graphics code wasn't really that different. "because it's never been easier with modern high-level languages" breaks down pretty fast at graphics, where somebody might spend hundreds or thousands of man hours just saving like 1 ms on 1 particular piece of hardware by reading shader assembly and making inferences about the hardware.
     
  11. mr magoo

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  12. Jofan

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    Dying Light 2 Stay Human - Modes Presentation PS5 (via Gaming Bolt)
     
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  13. Globalisateur

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    Performance mode all the way!
     
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  14. BRiT

    BRiT (>• •)>⌐■-■ (⌐■-■)
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  15. mr magoo

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    Welcome, Ziva Dynamics! | Unity Blog

    "
    We, as humans, are uniquely attuned to react to human movement. We have an entire section of our brains dedicated to rapidly processing faces and expressions. Creating digital humans that meet the quality and natural dynamics needed to truly satisfy our minds can be a complicated and painful effort, requiring both expert knowledge and extreme perseverance.

    Ziva Dynamics is solving that problem. The Ziva team has deep expertise and understanding of complex anatomical simulation and real-time artistry tools. Their incredible technology is paving the way for lifelike real-time characters and scalable, accessible workflows."
     
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  16. Globalisateur

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    1836p on PS5 according to NXGamer. PS5 version being the most stable (of both big consoles) with an absolute locked framerate in all modes. He found some rare frame-pacing issues on XSX in the quality mode EDIT: and also in the resolution mode.
     
    #116 Globalisateur, Feb 4, 2022
    Last edited: Feb 5, 2022
  17. techuse

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    Did he have day 1 patch for his tests?
     
  18. Globalisateur

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    Yes he did. He says it is needed.
     
  19. Riddlewire

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    Interesting, if not necessarily valuable information, in this next AJG video.
    The power consumption numbers of Series X across three different modes in the same game, same content (not exactly like for like).



    I don't have access to his stats, but a rough estimate looks like:
    Quality/RT mode (1080p/30hz): 133-161 watts
    Performance mode (1080p/60hz): 154-166 watts
    Resolution mode (1944p/30hz): 164-178 watts
     
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  20. snc

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