Current Generation Games Analysis Technical Discussion [2024] [XBSX|S, PS5, PC]

I wonder which revision of each base console they're using to do the tests. I didn't see any mention of it and the channel has no external website.
 
Not sure what tools they're using to measure this, but interesting channel that provides realtime framerate + resolution graphs.

This video is testing the Indy game across X/PS5/PS5 Pro, at least through the jungle area. The dynamic res holds up well during gameplay with many resolution fluctuations, but is able to maintain 16.6 ms in most cases.

The cutscenes through are another matter, all platforms have the familiar drop on camera cuts, but there seems to be more sustained drops to 57-58 fps across several frames during these cuts so it could be cases where the dynamic res is struggling a bit to catch up.

(Impressive wattage uses for the SX in this game btw considering it often outperforms the PS5 with 40-50 watts less).

View attachment 13430


I was taking an extended look at this, seeing if there were any noticeable patterns.
At around the 2:03 mark (and then twice more for the other versions), after a camera cut, large text appears on screen and, for its duration, the resolution and framerate stabilize to a fixed point below the maximum rendering resolution of each version. As the text fades, the resolution briefly drops, then briefly rises to a level above the previous stable point once the text is completely gone. Another camera cut quickly follows, throwing everything out of balance again, unfortunately. But I wonder if we're seeing the cost of this text overlay for each platform (as well as the blending costs when it fades?).
XSX and PS5Pro achieve similar results in this sequence: about 85% of maximum resolution. But base PS5 drops to 61% of its maximum resolution.

Eh, probably too many factors in play to assign any value to the observation.
 

Last of Us 2 RM PC, 4K, DLSS Quality, no frame gen, everything maxxed except motion blur and chromatic aberration disabled.

Looks like they may have potentially solved the issue with the 9800X3D's utilization in the latest patch (or the issue occurs in areas not in this video).

There are a few instances where GPU goes down to the ~87% range, these look to possibly be the inline shader compiling as you'll see his CPU spike above 80% - in those instances though the framerate is still north of 250fps. Otherwise though GPU utilization is kept north of 95% the vast majority of the time, with framerates from 200-300fps and CPU utilization seems to be over 70%, so it's properly utilizing the hardware now.
 

Last of Us 2 RM PC, 4K, DLSS Quality, no frame gen, everything maxxed except motion blur and chromatic aberration disabled.

Looks like they may have potentially solved the issue with the 9800X3D's utilization in the latest patch (or the issue occurs in areas not in this video).

There are a few instances where GPU goes down to the ~87% range, these look to possibly be the inline shader compiling as you'll see his CPU spike above 80% - in those instances though the framerate is still north of 250fps. Otherwise though GPU utilization is kept north of 95% the vast majority of the time, with framerates from 200-300fps and CPU utilization seems to be over 70%, so it's properly utilizing the hardware now.
any reason to use dlss quality with that kind of frame rate? i would totally run dlaa there
 
Days Gone Remastered

Just got the update on PS5.

I was wondering earlier how the game on the standard PS5 would handle the new global illumination model as it's quite demanding on the PC. Days Gone had a great 2160p checkerboarding implementation, but even with the old lighting model it couldn't always maintain 60fps so I wasn't sure how they would cram it in.

Well, the solution is apparently to abandon checkerboarding. On the PS5, there are now 2 modes - a Performance mode which is 1440p at 60fps, and a Fidelity mode which is 2160p at 30fps. No idea if dynamic res is being used, but it's definitely not checkboarding as it is much softer than the PS4 version with the quick PS5 patch. Even the 2160p mode looks a fair bit softer, perhaps they're just not using the sharpening filter they had previously. No doubt the lighting and slightly improved textures help a great deal, there is definitely more 'atmosphere' with this, but damn is it soft. Reports are it looks great on the Pro, but don't know if they're using PSSR there or not.

On the PC (Epic Version), the upgrade patch was also downloaded, it's the accessibility/engine enhancements (?) but not the content which is a separate $10 DLC. Unfortunately - it was a disaster. Took ages to boot up, and it keeps overflowing the vram on my 12GB 3060, even with texture streaming at medium - something is definitely borked here, as textures haven't been changed in the PC version, and with the highest texture streaming option it would barely use 5GB of vram before. Wiped out my saved config folder in \Appdata and redownloading to see if that helps.*

*Update: Yeah, it helps. Maybe had an old mod installed in the pak folder, who knows. But performance/vram usage back to normal after re-install. Not entirely unexpected, but this update breaks existing mods - of which there are quite a few.
 
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