DavidGraham
Veteran
Hellblade 2 is coming with DLSS3 and FSR3 and XeSS.
Hellblade 2 is coming with DLSS3 and FSR3 and XeSS.
Interesting spec chart. "Higher frame rates can be achieved with DLSS"
Err higher than what chief? There are no frame rates in the chart!
I assume its all 30fps though.
It's 30fps only on Series S and X with dynamic resolution. If the "Low" or "Medium" presets are roughly equivalent to console quality, then the chart is probably giving the requirements for 30 fps without upscaling at the specified resolutions and quality presets.Interesting spec chart. "Higher frame rates can be achieved with DLSS"
Err higher than what chief? There are no frame rates in the chart!
I assume its all 30fps though.
Hellblade 2 is coming with DLSS3 and FSR3 and XeSS.
Prior to the most recent update that adjusted the scaling factors, XeSS on a 6700XT at Ultra Quality or Quality presets performed worse than Native resolution. Getting equivalent performance to FSR or UE5 TSR would require a lower rendering resolution, and I'm not sure the higher quality of XeSS's output can compensate for a lower quality input.Should come with XeSS on Series X.
Lazy ATG
SMH
Man, even Nixxes are incompetent now? Who is left that isn't a lazy, incompetent developer, who is only implementing DLSS as a crutch and not because it's just commonplace, easy, expected and useful?
Oof. That is... really bad performance for an only marginally improved PS4 game? You would expect a 4060 to be comfortably over 60 FPS at native resolution. The visuals don't seem to have changed much.
Even worse for 4K. DLSS appears to be used as a crutch again...
Not surprising. Nixxes has been getting some undeserved praise for a while. Their games are generally stable but the performance for the hardware is awful. There’s also the memory management problem.
Oof. That is... really bad performance for an only marginally improved PS4 game? You would expect a 4060 to be comfortably over 60 FPS at native resolution. The visuals don't seem to have changed much.
Even worse for 4K. DLSS appears to be used as a crutch again...
These are Max settings man. We shouldn't need to be hardcore PC gaming experts to know that Max settings can involve quite poor performance:visual gain ratio and shouldn't be used to judge a game's level of performance/optimization.
This most certainly isn’t the case.Assuming max settings aren't doing something more demanding, a PS5 is performing around 4070/4070 Super level. Madness.
Ghost of Tsushima has this insane indirect lighting system where they use a real-time compute shader texture compression library for their relit reflection probes once per frame ...
In their procedural grass system (page 22), the determined number of grass blades to render is stored in GDS memory and then there's another compute dispatch that writes out the indirect draw arguments ... (functionality equivalent to the Xbox version of ExecuteIndirect)
They also have a highly complex forward lighting pipeline that also supports multiple BRDFs like anisotropic GGX specular, anisotropic asperity scattering (anisotropic 'fuzziness' feature), and even subsurface scattering all of which may contribute to high register pressure/low occupancy ...
Not surprising. Nixxes has been getting some undeserved praise for a while. Their games are generally stable but the performance for the hardware is awful. There’s also the memory management problem.
Not surprising. Nixxes has been getting some undeserved praise for a while. Their games are generally stable but the performance for the hardware is awful. There’s also the memory management problem.
I think this game struggles to hit 1080p/30/High settings on a 1060, a GPU that’s over twice the performance of a PS4 that runs it at 1080p/30.
The PS5 version has little to no visual improvements. It’s perfectly fair to compare to PS4 performance.I agree that they get a bit too much praise given the generally poor GPU performance in their ports, although to be fair, given they are all PS native games being ported to a totally different architecture (at least in API terms) perhaps that's to be expected.
I dont think we should be comparing to the PS4's performance though when we have a PS5 native version to compare against.
Also we don't know for certain that it's doesn't use DRS on console as far as I'm aware? The DF review from John said he didn't notice any but couldn't rule it out.
Despite being effectively last generation console games PC gfx APIs simply lag YEARS behind the freedom and functionality that console gfx APIs give ...Yeah, the notion that simply because a game was also available on the PS4 then it should therefore be a cakewalk to translate into the PC because we have GPU's far more powerful seems overly presumptuous. These are highly customized engines that were never meant to be multi platform, there are likely some considerable hurdles/implementation changes that need to be done to be mapped to a more hardware agnostic API.
Very excellent point. The methods used here were 'workarounds' for PS4 to get lighting not available by other methods like RTRT. Those techniques don't necessarily map well to the hardware (and middleware) being ported to. And here we get an important reminder that what's on screen does not tell you what's happening to get it there. A game may look worse and run worse than an equivalent on a platform without being incompetent. Indeed, it might be an astounding piece of code for its original purpose.Ghost of Tsushima has this insane indirect lighting system where they use a real-time compute shader texture compression library for their relit reflection probes once per frame ...
In their procedural grass system (page 22), the determined number of grass blades to render is stored in GDS memory and then there's another compute dispatch that writes out the indirect draw arguments ... (functionality equivalent to the Xbox version of ExecuteIndirect)
They also have a highly complex forward lighting pipeline that also supports multiple BRDFs like anisotropic GGX specular, anisotropic asperity scattering (anisotropic 'fuzziness' feature), and even subsurface scattering all of which may contribute to high register pressure/low occupancy ...