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

The game actually uses DLSS all the time, I've troubleshooted this with the developer.

Still, the performance you're experiencing is likely because of your VRAM. The game is incredibly VRAM hungry because the dev has issues getting virtual texturing to work and the textures are super high res, so you would need atleast 10, maybe more to run it.

It uses over 12GB on my 3060 and has large stutters, averages around 35fps.

I really would not use this game at this stage as any kind of benchmark for UE5 games doing forward.
 
thing with CP77 is that assets are the same across versions, so no "next gen" assets for PC or new consoles.
But still, RT and higher res make a good difference, and of couse draw distance; but yeah assets wise those are the same.

Raytracing often makes the assets look considerably better. Without raytracing objects stand out much more from the surroundings, are much too brightened etc.

The textures also looked different and sharper in places on the PC. Sometimes you can't even read the writing on the last gen console but you can on the PC:
 
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Raytracing often makes the assets look considerably better.
I can attest to that......The assets in Dyling Light 2 are average at best when viewing up close but with RTGI on the game can look close to photorealistic at certain times and in certain lighting conditions.

I've always been of the opinion that the only effect RT should be used for is reflections but after playing Metro Exodus:EE and Dyling Light 2 with RTGI on I'm now starting to shift that view to using RT for GI instead.
 
On contrary to yesterday, here's a demo that runs on 5.1 and uses HW-RT really well (it makes a dramatic improvement without any performance impact)


I can't help but wonder, given that the difference is so dramatic, if it's possible to use HW-RT for faster performance with visual settings that is a mixture between HW and SW-Lumen. Maybe that's the 60 performance target on High Epic is striving to achieve on consoles and lower end RT capable PCs?

UE 5.1 Lumen also makes significant improvements in CPU limit. I noticed I could run HW-Lumen at lower resolutions above 60 FPS unlike before.

Once 5.1 is released officially, I would take another look at the Matrix Demo compiled with 5.1, enable SM6 and Mesh Shading, and see how all of these things improved over time compared to the Matrix Demo built using an older 5.0 version of the engine.
 
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FH5 also features geometry and lighting that is way ahead of the old consoles and I'd argue together with HFW it's one of the very few cross gen games to really scale between console generations.
To me, HFW is so next gen in terms of approach (with the visibility buffer foliage taking up most of the screen at any given time) that even the ps4 version has a big next gen impact. Technically the game is certainly held back by the ps4, but that ps4 version also feels like a look forward ~2-5 years at games, so it's easy to forgive. Forza is just a regular game scaling quite well.
 
I can attest to that......The assets in Dyling Light 2 are average at best when viewing up close but with RTGI on the game can look close to photorealistic at certain times and in certain lighting conditions.

I've always been of the opinion that the only effect RT should be used for is reflections but after playing Metro Exodus:EE and Dyling Light 2 with RTGI on I'm now starting to shift that view to using RT for GI instead.
It's hit or miss in DL2 and even CP2077 to a lesser extent. There's still tons of baked lighting which can make the scenes look weird and inconsistent. Light will sometimes leak through geometry or objects will look completely out of place because GI doesn't seem to apply in certain scenes.

But it certainly looks a lot better with it than without it, for sure.
 
I can attest to that......The assets in Dyling Light 2 are average at best when viewing up close but with RTGI on the game can look close to photorealistic at certain times and in certain lighting conditions.

I've always been of the opinion that the only effect RT should be used for is reflections but after playing Metro Exodus:EE and Dyling Light 2 with RTGI on I'm now starting to shift that view to using RT for GI instead.

Actually, the entire lighting influences how well the objects look. Reflections are also part of the lighting and they can help in making some materials look better overall.

See at 17:50 minutes:

However, raytracing global Illumination has the greatest influence. It would be beneficialIt in any kind of game. For example, raytracing reflections would probably be less useful in a dry and rocky desert.
 
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Actually, the entire lighting influences how well the objects look. Reflections are also part of the lighting and they can help in making some materials look better overall.

See at 17:50 minutes:

However, raytracing global Illumination has the greatest influence. It would be beneficialIt in any kind of game. For example, raytracing reflections would probably be less useful in a dry and rocky desert.

DF has covered before how important lighting is, an entire episode i think it was.
 
Another flawed NXgamer comparison. Its like he doesnt know what he's talking about, its like his comparisons are way of the map. DF has different findings.
 
Not watched it yet, but going out on a limb I'm assuming he's included.the 750Ti to demonstrate how "much more awesome" the PS4 is while completely ignoring the fact that they're effectively running different games.
 
Not every video link posted in this thread requires a written synopsis of course, but I think if you're going to post videos from a source with a known history of dubious analysis, I think it's wise to at least accompany it with some commentary.

There are a lot of shitty youtubers out there on every subject, you've got to curate the feed a little, especially if you're going to post it without any added context. Digital Foundry isn't perfect of course, but they're established a rep enough where it's reasonable to assume people are usually waiting for their analysis and as such just posting a link to their most recent video is relevant. No one reasonable is waiting for an NxGamer video.

What the fuck is that? The level of delusions this guy have is endless, this is not technical analysis, it's a PS5 glorification video.

Evergreen
 
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What the fuck is this guy drinking?

Cool aid. The guys losing subscribers lol.

Not every video link posted in this thread requires a written synopsis of course, but I think if you're going to post videos from a source with an known history of dubious analysis, I think it's wise to at least accompany it with some commentary.

There are a lot of shitty youtubers out there on every subject, you've got to curate the feed a little, especially if you're going to post it without any added context. Digital Foundry isn't perfect of course, but they're established a rep enough where it's reasonable to assume people are usually waiting for their analysis and as such just posting a link to their most recent video is relevant. No one reasonable is waiting for an NxGamer video.

Its a moderation team job i think? I mean others could start sharing PS-bashing videos all day if things like NXG videos are streaming in.

Not watched it yet, but going out on a limb I'm assuming he's included.the 750Ti to demonstrate how "much more awesome" the PS4 is while completely ignoring the fact that they're effectively running different games.

The 750Ti comparison is flawed anyway, its a 1.3TF gpu, below the base PS4's target (on a different architecture). AMD's GCN gpus aged much better, HD7850, 7870, R9 270.... any of those perform very close to the PS4, all the while being older mid range gpus at it.
 
I just had a fucking stroke watching that NXG Spiderman video.

At one point he compared an RTX2070 at a locked 1440p to PS5 using DRS that drops below 1440p 🤦‍♂️

He showed a Ryzen 5 3600 only running at 3.8Ghz? What's he done to it? My Ryzen 5 3600 hits over 4.1Ghz on the stock cooler during Spiderman.

I could go on....but I'm not going too.
 
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