Current Generation Games Analysis Technical Discussion [2023] [XBSX|S, PS5, PC]

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All Assets have to scale with the resolution. It doesnt make sense to use 4K textures and objects in 1080p.

There is another current gen PS5 game on the PC: Miles Morales. With raytracing it uses only 9.3GB on a 4090 in 1080p (TLoU with Ultra needs 13GB) and it runs fine on a 3070 with 8GB: https://en.gamegpu.com/action-/-fps-/-tps/marvel-s-spider-man-miles-morales-test-gpu-cpu
Open world game, the player can go in any direction at any time with better image quality than the PS5 version - runs just fine with 10GB in 1440p and 12GB in 4K.
Miles morales is another last gen game? It's on the ps4. Taking a last gen game, running it at a higher resolution and then bolting on RT reflections/shadows doesn't make it next gen. The game looks basically no different to me than Spiderman 2018.
 
I don't doubt that they did but you can see the PS3 constraints that were pushed further back with the PS4 game. For one, TLOU Part II features much, much larger environments uninterrupted by doors or other obstacles. I had a chuckle when I was playing TLOU Part 1 and saw Joel open a garage door that was completely out of place knowing full well it was placed there to separate the zones and prevent backtracking. You wouldn't see something like this in a PS5 game. This was a little trick used to circumvent hardware limitations at the time.

This however strengthens the point I'm making; the zones in TLOU Part 1 are quite small because of its PS3 roots and this hasn't changed on the PS5. Hence why I completely fail to even imagine why it's so demanding when a better-looking game with far larger environments scales down to the little PS4 with like 5.5GB of available VRAM without butchering the art and visuals.
Lets just get this out of the way first, just because TLOU 2 is more open doesn't make it more demanding than TLOU 1 remake. There are a whole bunch of linear tech demos that invalidate this line of thinking. Now to address the rest of your points, like I said, I don't know why it runs this way. Clearly something changed with the uncharted collection port and this one because the outcome is drastically different. You're free to speculate as much as you like but at the end, it's just baseless speculation because there's we don't have any information. Those who have access to the devs can ask and get a definitive answer. Until them, everyone is just blowing smoke from their behind. Who knows, you could be right but, it would be merely coincidence.
 
Lets just get this out of the way first, TLOU 2 does not look better than TLOU 1. Now to address the rest of your points, like I said, I don't know why it runs this way. Clearly something changed with the uncharted collection port and this one because the outcome is drastically different. You're free to speculate as much as you like but at the end, it's just baseless speculation because there's we don't have any information. Those who have access to the devs can ask and get a definitive answer. Until them, everyone is just blowing smoke from their behind. Who knows, you could be right but, it would be merely coincidence.
What speculation am I making exactly?
 
Miles morales is another last gen game? It's on the ps4. Taking a last gen game, running it at a higher resolution and then bolting on RT reflections/shadows doesn't make it next gen. The game looks basically no different to me than Spiderman 2018.
Play this game on the PC and come back. It is one of the best looking game - especially on a widescreen display with raytracing. This is current gen like TLoU, there is a PS4 game, too. And Spider-Man Remastered and Miles Morales are much better looking on the PS5 than on the PS4 (Pro).
 
What speculation am I making exactly?
This is not speculation?
TLOU Part I to justify this kind of performance would have to look above everything else right now but simply doesn’t. The fact that it has roots on the PS3, and features small and constrained environments with no RT to speak of makes its performance profile on PC suspect at best.
 
Play this game on the PC and come back. It is one of the best looking game - especially on a widescreen display with raytracing. This is current gen like TLoU, there is a PS4 game, too. And Spider-Man Remastered and Miles Morales are much better looking on the PS5 than on the PS4 (Pro).
The pc version looks marginally better than the ps5 version and that version itself was not really impressive to me.
 
This is not speculation?
None of it is speculation.

- Has roots on the PS3, check.

- Features small and constrained environments, check.

- Has no RT, check.

- Performance on PC isn't exactly good, check.

- Is not the most visually impressive game out there despite being arguably the most demanding RT notwithstanding, check.

Where did I speculate?
 
Lets just get this out of the way first, just because TLOU 2 is more open doesn't make it more demanding than TLOU 1 remake. There are a whole bunch of linear tech demos that invalidate this line of thinking. Now to address the rest of your points, like I said, I don't know why it runs this way. Clearly something changed with the uncharted collection port and this one because the outcome is drastically different. You're free to speculate as much as you like but at the end, it's just baseless speculation because there's we don't have any information. Those who have access to the devs can ask and get a definitive answer. Until them, everyone is just blowing smoke from their behind. Who knows, you could be right but, it would be merely coincidence.

We have eyes though.
 
None of it is speculation.

- Has roots on the PS3, check.

- Features small and constrained environments, check.

- Has no RT, check.

- Performance on PC isn't exactly good, check.

- Is not the most visually impressive game out there despite being arguably the most demanding RT notwithstanding, check.

Where did I speculate?
At this point, I don't want to argue for arguments sake. I'll just say this and move on.

Firstly, your comment makes the assumption that the quality of visuals dictate what constitutes justifiable performance. Again, I suppose it's subjective but to me, justifiable performances stems from comparing input to output. If their game engine is structured in a way that is currently sub-optimal for the pc space, then to me, it can be entirely justifiable. If the game is meeting the performance estimates of the engine, then what can I say? It's unjustifiable? That doesn't make any sense.

The second assumption your comment implies is that the scale of the environments dictate it's performance characteristics. Again, this is not necessairly true and I referenced earlier linear tech demos which are way more demanding than full games.

Just so we're on the same page, when I say speculation, I'm referring to the forming of a theory or conjecture without firm evidence.

Finally, do not take this as me thinking the port is without issues. On the contrary, i think it has issues but, I don't know why it's performing the way it does.
 
Nixxes built a new memory system for the PC version of Spider-Man:
Roza confirmed that Nixxes built an entire system to accommodate players who ignore Spider-Man's recommendations for graphics cards (GPUs)—specifically, anyone who plays the game with settings that exceed the amount of video memory (VRAM) available in their GPU. Though Windows includes a memory management system that can shift memory-related calls from VRAM to general-purpose system RAM, this is unoptimized by default, and video games need quicker memory for specific tasks.

Nixxes' solution was to create its own non-unified memory management system, which ranked and tracked a hierarchy of calls' importance in the code, then measured them by "distance to 512 MB" in order to prioritize which large chunks of memory would make the most sense in a shift from VRAM to system RAM. So if you've ever decided to push your Spider-Man gameplay on a GPU that wasn't quite up to the task, you can thank Nixxes for implementing an invisible reduced-stutter option.

There are alot more details about the port.
 
Firstly, your comment makes the assumption that the quality of visuals dictate what constitutes justifiable performance.
I entirely disagree with this except for cases where the game does something obviously impressive that doesn't necessarily translate to eye candy. It doesn't appear that TLOU Part I does this but I could be wrong. Mayhap there is something ludicrous going on under the hood that we're unaware of.
 
I entirely disagree with this except for cases where the game does something obviously impressive that doesn't necessarily translate to eye candy. It doesn't appear that TLOU Part I does this but I could be wrong. Mayhap there is something ludicrous going on under the hood that we're unaware of.
That’s fair.
 
Lousy PC ports.PNG

Naughty Dog's response:

cover16_(2).jpg
 
I don’t agree with this take at all. 8gb of vram should have been the base minimum of a long time ago. Dram exchange list 8gb of gddr6 at an average of 3.409. That is completely negligible when compared to the price increases of gpus from 2018. Thankfully, some of us figured out that we could just buy nvidia stock and let the stock price increases driven by their buybacks pay for our new GPUs.

That's the current price of GDDR6, and probably something relatively slow like 14000 mhz. Just one year ago to the day, an 8gb GDDR6 chip was 10.884 session average - more than three times the current price. It was even higher in Jan 2022 at 12 ~ 13 $.


And this wasn't even for something more niche and none standard, like the GDDR6X in the 3070Ti or the 3080. 2020 ~ 2022 was a crazy old time! I'm not sure having 8GB be the base minimum "a long time ago" was all that realistic (depending on who long ago we're talking about).

Nvidia are notoriously stingy with memory for sure no question, but GDDR6 was a lot more expensive even just recently. AMD are much better in terms of memory quantity, but I suppose they have to be as their RT performance is weak and FSR still isn't as good as DLSS.
 
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