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

Nixxes released a new Spider-Man patch to increase the VRAM usage and fix some DLSS flickering bugs @Flappy Pannus @yamaci17

  • Changed VRAM budgets to allow for more video memory usage.
  • Reduced flicker in ray-traced reflections when DLSS or DLAA is enabled.
 
Seems @yamaci17 was onto something. Nixxes just released a patch for Spider-Man and of note they state this:

  • Changed VRAM budgets to allow for more video memory usage.
So it seems there was indeed an issue with the game capping VRAM usage which led to performance degradation. Curious to see if there are improvements with the latest patch.
 
I'm willing to bet you've had some part to play in that with your in-depth analysis ;) Great job!
Well, I sent them a lot of reports, that's for sure. Also made a buzz on all kinds of platforms. Let's hope other developers do not repeat the same mistake... Budget is already severely limited as is. I'm also happy that they fixed cloth mesh LOD scaling bug that happened below 4K.
 
Well, I sent them a lot of reports, that's for sure. Also made a buzz on all kinds of platforms. Let's hope other developers do not repeat the same mistake... Budget is already severely limited as is. I'm also happy that they fixed cloth mesh LOD scaling bug that happened below 4K.
Can you verify these issues indeed are fixed?
 
Nixxes released a new Spider-Man patch to increase the VRAM usage and fix some DLSS flickering bugs @Flappy Pannus @yamaci17

  • Changed VRAM budgets to allow for more video memory usage.
  • Reduced flicker in ray-traced reflections when DLSS or DLAA is enabled.

There's also this one:
- Made changes to address performance degradation when raytracing is enabled.

Sounds promising. Hopefully another round of benchmarks to come.

Would just like to add that this is yet another example of how attributing a game's performance issues by default to the game not running on PS5 is unwise.
 
I believe it has more to do with VRAM filling up and degradating performance over time.

One would wonder why they describe the improvements like that then:

  • Changed VRAM budgets to allow for more video memory usage.
  • Made changes to address performance degradation when raytracing is enabled.
 
There's also this one:
- Made changes to address performance degradation when raytracing is enabled.

Sounds promising. Hopefully another round of benchmarks to come.

Would just like to add that this is yet another example of how attributing a game's performance issues by default to the game not running on PS5 is unwise.

We'll see with numbers and I bet there's still more work coming in this area, but that specifically is referring to an issue where performance would degrade over a long play session, not necessarily RT performance as a whole.
 
I just want to add that Nixxes are so damn good when it comes to listening to feedback and acting on issues.

It seems to me like the game came in a little hot, but their post launch support is always top tier. They very clearly communicate what they are working on and continually interact with the players.

It's that type of attitude that has always made me want to support them as a studio. What an awesome get for Sony. Literally the best studio I can think of to bring games over to PC. Just a ton of technical talent in that studio.

I really wonder what comes next for Nixxes after Miles Morales. I wonder if they will stick close to Insomniac and maybe do Ratchet.. or if they'll branch out to do other projects?
 
BTW there were a suite of patches just released for Resident Evil 2/3/7, fixing a bunch of bugs the RT version introduced. From RE7's patch notes:

Capcom said:
The following updates have been made for Resident Evil 7 biohazard.
- Correction of typos in the porting credits.
- Fixed a bug in which the 'HBAO+' ambient occlusion graphics option was not functioning properly.
- Fixed a bug that would cause the 'Rendering Method' graphics option to not save correctly when set to 'Interlaced'.
- Fixed a bug in which the 'Motion Blur' graphics options was not functioning properly.
- Fixed a bug in which the 'Image Quality' graphics option was not functioning properly.
- Fixed a bug in which the 'TAA' anti-aliasing graphics option was not functioning properly.
- Fixed a bug in which the 'GI and Reflection' graphics option was not functioning properly.
- Fixed a bug in which the 'Light Reflection' graphics option was not functioning properly.

Can confirm that HBAO+ and the image quality setting (res scaling) are now finally working, so great.

However the bolded is what I was most interested in, as @Dictator noted in DF's video on these releases, the TAA on PC has been broken in ReEngine games for a while. Unfortunately in testing with RE7 at least...no change that I can see. Still more specular aliasing than the PS5, and Interlaced still has basically no AA to speak of when looking at Mia's hair at certain distances. Crap.

re7_2022_10_06_03_17_16_817.png
 
BTW there were a suite of patches just released for Resident Evil 2/3/7, fixing a bunch of bugs the RT version introduced. From RE7's patch notes:



Can confirm that HBAO+ and the image quality setting (res scaling) are now finally working, so great.

However the bolded is what I was most interested in, as @Dictator noted in DF's video on these releases, the TAA on PC has been broken in ReEngine games for a while. Unfortunately in testing with RE7 at least...no change that I can see. Still more specular aliasing than the PS5, and Interlaced still has basically no AA to speak of when looking at Mia's hair at certain distances. Crap.
That's a lot of stuff that wasn't functioning properly... lol
 
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