he issue of course with such comparisons is the behaviour of DRS which is different between the two systems. You'd really need to run the scene on the 2080Ti without DRS at both the upper and lower bound of the PS5's DRS range and then try to infer the performance comparison from that. I believe the PS5 ranges from 1512p-2160p in that mode.
If you give me the settings he used, I can test it out.How does performance look in that opening cutscene on your system with NXG's Fidelity mode matched settings? I'm curious to see if he's correct in the assumption that it's performing on par with a 2080Ti/3070.
The issue of course with such comparisons is the behaviour of DRS which is different between the two systems. You'd really need to run the scene on the 2080Ti without DRS at both the upper and lower bound of the PS5's DRS range and then try to infer the performance comparison from that. I believe the PS5 ranges from 1512p-2160p in that mode.
If you give me the settings he used, I can test it out.
PS5 Performance RT | PS5 Fidelity | PC Optimised Settings | |
---|---|---|---|
Texture Quality | High | High | High |
Anisotropic Filtering | 4x | 4x | 8x |
Shadow Quality | High | High | High |
Ambient Occlusion | SSAO | SSAO | SSAO |
RT Reflections Resolution | High | High | High |
RT Reflections Geo Quality | High | High | High |
RT Reflections Object Range | 7/8 | ~10 | 8 |
Hair Quality | Medium-High | High | High |
Level of Detail | High | High | High |
Crowd Density | Low-Medium | Medium-High | Low |
Traffic Density | Unknown | Unknown | Low |
Depth of Field Quality | Medium/High | Medium/High | Low |
How does performance look in that opening cutscene on your system with NXG's Fidelity mode matched settings? I'm curious to see if he's correct in the assumption that it's performing on par with a 2080Ti/3070.
Ok, but I need to know the DRS scaling target framerate they used.They're actually pretty similar to DF's so probably easier (and potentially more accurate) just to use those:
PS5 Performance RT PS5 Fidelity PC Optimised Settings Texture Quality High High High Anisotropic Filtering 4x 4x 8x Shadow Quality High High High Ambient Occlusion SSAO SSAO SSAO RT Reflections Resolution High High High RT Reflections Geo Quality High High High RT Reflections Object Range 7/8 ~10 8 Hair Quality Medium-High High High Level of Detail High High High Crowd Density Low-Medium Medium-High Low Traffic Density Unknown Unknown Low Depth of Field Quality Medium/High Medium/High Low
I can test that be right back......Ok I just tested with my 2080ti..
The high detail mips take 15 seconds to load in... with RT off.. That is NOT fast enough to happen within the context of the cutscene.. so you never see that quality.
If certain cards with less VRAM are loading in these mips faster than my machine, then there's a bug...
My 3060ti at 2.1Ghz overclock on the core isn't far off either of those GPU's
So why would that be the case?I can test that be right back......
EDIT
Copying your video it took my system 5.86 seconds to load that texture on an 8Gb 3060ti.
So why would that be the case?
What CPU and RAM specs do you have?
No.. it happens the same whether recording or not.
- Ryzen 5 3600 stock but it boosts to 4175Mhz during Spiderman
- Corsair DDR4 at 3400Mhz
- NVME drive at 3.5GB/s
What CPU do you have?
Maybe because you used something to record the screen and it maybe took some cycles away from somewhere?
Test it without the screen recording.
No.. it happens the same whether recording or not.
I have a 3900X @ 4.4hz all cores, 32GB DDR4 3600, and a 7GB/s NVMe....
Wait, what resolution are you at? I'm running 3840x1600 ultrawide there.
Yea, I tested, resolution makes no difference for me.I'm at native 1080p but as the assets are decompressed by the CPU I doubt that's an issue.
I wonder if it's the added CCX latency you'll have as you'll have more on that 3900x?
The game is really sensitive to CC latency on older Ryzens.
I'll and use Nvidia DRS to get me to 4k.
So, what I said then, glad we agree.If the issue presents itself with RT on, on a 2080Ti with 11GB of VRAM at over 600GB/s, and does not present on a 750Ti with 2GB VRAM at 86GB/s with no RT, then that is quite blatantly a bug related to memory allocation in RT mode. There is no amount of RT this game can apply that would balloon memory requirements from 2GB to over 11GB and bandwidth requirements by 7x.
Nixxes have stated the difficulties they had ensuring the split memory pools of the PC were properly optimised for with the correct pool being used at the correct time given this game was originally developed for a UMA, this is likely just an area that needs additional tweaking.
IT IS IN THE VIDEO:-No.. it will not... because GPUs with more VRAM are NOT fixing the issue.... These mips don't load late... they don't load AT ALL in many cases.
In your video you SPEAK about these issues being cleared up with faster CPUs, more RAM ect ect... but you never SHOW it.
If you're saying it works on your 2070 with RT off... and I'm telling you it doesn't on a 3090 with RT off.... then CLEARLY is another issue and not a VRAM issue..
But many of you here also state consoles are just PC's, if so why would changes need to be made to the source code?
Doesn't look like it to me....IT IS IN THE VIDEO:-
And, I also state the same thing in the video as late mip loading should not happen at this level, which again I show IN the video at that point.