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

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On the technical front largely positive, but FSR only - no DLSS, and also being EGS exclusive are very disappointing. Has there been an EGS-exclusive game that actually has decent sales figures on the PC?
I don't know about sales figures but i've stopped buying releases like this on egs because most of the ones i've bought end up on gamepass within 6 months. I bought world war z, mortal shell, metro exodus, chivalry 2 and hades on egs and they all ended up on gamepass.
 
The game loads in 8 sec on pc and 10 sec on ps5. How is this possible that the miserable pc is able to match superior ps5 Io ? /s

After so many broken and shitty realases it feels almost unreal to get the game that performs well on ALL platforms. No stutters on pc no missing features on any platform dosent need to be patched to hell to just keep it running. Wow. Impressive.
 
Yeah it is ridiculous. Hardware configurations arent taken advantage to their potential. Its as if a middle baseline is targeted instead, that works accross all platforms.
Games like Forbidden West with huge seamless worlds load worlds almost instantly, and then other less demanding games like The Medium take significantly more that are akin to the previous gen.
The majority of multiplatform games probably load slower on PS5 than the other versions.
PCs on the other hand suffer from a huge list of technical issues and underperform compared to their specs when they should have been playing the console games effortlessly.
 
Seeing how well the game performs no DLSS isn't that big of a loss imo.
precisely. if games are going to run well anyway, what is the real value here from a labour perspective. We need reconstruction techniques when the game can't run well.
 
Yeah it is ridiculous. Hardware configurations arent taken advantage to their potential. Its as if a middle baseline is targeted instead, that works accross all platforms.
Games like Forbidden West with huge seamless worlds load worlds almost instantly, and then other less demanding games like The Medium take significantly more that are akin to the previous gen.
The majority of multiplatform games probably load slower on PS5 than the other versions.

I'm not sure it's fair to say the hardware isn't being used to it's potential. 5-8 second loads are still very quick. This game is obviously just doing more on the CPU side at load time than other games which load faster. That could be down to the nature of what the game needs to do at load time, I don't think world size is necessarily the key contributor to that. And where a game is relying heavily on CPU performance at load (i.e. it is the bottleneck rather than drive speed), and the PC isn't having to do significant additional tasks over and above the console like BHV builds or shader comp, then it stands to reason the PC is going to be faster with a high end CPU. The actual load from SSD might still be faster on PS5, but it's hidden by the lengthier CPU work.

PCs on the other hand suffer from a huge list of technical issues and underperform compared to their specs when they should have been playing the console games effortlessly.

Lets not over generalise. Not every recent game has been TLOU.

oh =( sorry I didn't actually look at the benchmarks, is it that bad on the low end?

If it takes a 3080 to hit 4k/60 (which is probably around expectations with the PS5 doing 1800p/60 at likely lower settings) then there's probably plenty of scope for reconstruction with slower GPU's.
 
If it takes a 3080 to hit 4k/60 (which is probably around expectations with the PS5 doing 1800p/60 at likely lower settings) then there's probably plenty of scope for reconstruction with slower GPU's.
That’s fair, sorry for some reason I assumed the benchmarks were hitting 90+

And they were generally running well across the board.
 
The hard truth is i need to upgrade my PC, i am waiting for something in mid range class for reasonable price .... even with reconstruction at 1080p my Pc sucks at most recent titles. Its long overdue but GPU prices were crazy.
 
The game loads in 8 sec on pc and 10 sec on ps5. How is this possible that the miserable pc is able to match superior ps5 Io ? /s

After so many broken and shitty realases it feels almost unreal to get the game that performs well on ALL platforms. No stutters on pc no missing features on any platform dosent need to be patched to hell to just keep it running. Wow. Impressive.
I'm really happy all platforms get a decent return and investment on this game. As fully crossgen the scope may have been lesser and more traditional this time around but that counts for something I think. Initial growing pains with more modern technologies will make more people wish crossgen stayed around a bit longer maybe
 
The game loads in 8 sec on pc and 10 sec on ps5. How is this possible that the miserable pc is able to match superior ps5 Io ? /s

After so many broken and shitty realases it feels almost unreal to get the game that performs well on ALL platforms. No stutters on pc no missing features on any platform dosent need to be patched to hell to just keep it running. Wow. Impressive.
They clearly use CPU decompression even on PS5. It's way easier to do the same way in all versions. if using the dedicated hardware PS5 should load in 2-3 seconds, not 10.
 
The game loads in 8 sec on pc and 10 sec on ps5. How is this possible that the miserable pc is able to match superior ps5 Io ? /s

After so many broken and shitty realases it feels almost unreal to get the game that performs well on ALL platforms. No stutters on pc no missing features on any platform dosent need to be patched to hell to just keep it running. Wow. Impressive.

This goes back to my point in another thread, or was it this one? You only really gain massive benefits from fast storage (PS5 I/O, XBS I/O, DirectStorage, actually ANY SSD) if the developer specifically codes for it. Most developers still aren't bothering to code for it as it requires time and effort and in budget constrained times where the cost of creating games on the new consoles is going up massively, a lot of developers are just considering the same storage interface code "good enough" as they instead focus time and effort on other areas.

At least thankfully, the team that did this game focused on the overall gameplay experience and not just on graphics at the expense of the game running well like we see happening with so many AAA developers these days.

Regards,
SB
 
They clearly use CPU decompression even on PS5. It's way easier to do the same way in all versions. if using the dedicated hardware PS5 should load in 2-3 seconds, not 10.

They may well be using CPU decompression, but that in no way means the load time would have been automatically much quicker if they hadn't. There's tons to do on the CPU at load time, actual data streaming and decompression just being one of many tasks. It's entirely possible they are using hardware decompression already, and it's all the other tasks that are pushing out the load times.
 
precisely. if games are going to run well anyway, what is the real value here from a labour perspective. We need reconstruction techniques when the game can't run well.

The vast majority of cards out there will not be able to do 4k/60 with this without the aid of FSR. The point is the legwork has already been done to support the superior reconstruction method that the majority of players would choose, but it's likely not included due to a financial agreement. That should always be criticized.
 
I know the history. It's weird because Dead Island as a franchise is pretty redundant at this point.
Dying Light deviated quite a bit from Dead Island's general game design. Some on-the-surface similarities might confuse you into thinking they're quite similar, but they're really not.

Absolutely room for both. Dead Island doesn't take itself seriously, is more 'gamey' in terms of its gameplay and progression/RPG systems, and obviously lacks that whole 'parkour' layer of things.
 
Dying Light deviated quite a bit from Dead Island's general game design. Some on-the-surface similarities might confuse you into thinking they're quite similar, but they're really not.

Absolutely room for both. Dead Island doesn't take itself seriously, is more 'gamey' in terms of its gameplay and progression/RPG systems, and obviously lacks that whole 'parkour' layer of things.

I’m very familiar with both games. I finished Riptide a few months ago and I’m halfway through Dying Light. Dead Island is more campy but the differences are superficial.
 
They clearly use CPU decompression even on PS5. It's way easier to do the same way in all versions. if using the dedicated hardware PS5 should load in 2-3 seconds, not 10.
Is it clear? Moving data from storage to memory is only one party of loading. I think a better indication of data compression being in play would be to look at install sizes.
 
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God of War: Ragnorak's use of raytracing is really interesting and I feel small game companies can easily adopt it.
You don't need to create a whole virtual texture workflow for the old engine in order to provide textures for the RT reflections. (I remember Arcane basically said no to RT reflection in Deathloop because of this and Far Cry 6 has to squeeze the surface properties into vertex colors which again requires geometry densities)

Instead all the radiance info come from screen space and cubemaps. No need to rebuild BVH for dynamic objects as cubemaps probably don't contain them anyway.
The only downside is whether a better-parallax-corrected cubemap and better-than-raymarched SSR worth the cost of raytracing, which ragnorak doesn't really share any performance stats.
 
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