Devil May Cry V [PS4, PS5, XO, XBSX|S, PC]

The RE Engine can be a mixed bag at times. Even the Resident Evil games (especially the recent remakes) have this weird shader noise across certain surfaces.
 
It's just so silly! They could simply have a 60 locked mode (which is what the 120 mode should be, since it never really gets to 120). Did they just fall for the hype of having a 120fps mode on their game for PR, given the fact that it doesn't bloody work? This is what is maddening about the constant run to add features for the sole purpose of bragging rights.
 
It's been a long time coming but here it is: the first frame-rate test between PlayStation 5 and Xbox Series X running what we're pretty certain to be identical content with the same visual feature set... and running with an effectively unlocked frame-rate to boot, all the way up to 120fps. And with optional ray tracing too! It's only one game - and a launch game at that, with far from final developmental environments. But still, the results are fascinating - and some might say, somewhat unexpected...
 
It's just so silly! They could simply have a 60 locked mode (which is what the 120 mode should be, since it never really gets to 120). Did they just fall for the hype of having a 120fps mode on their game for PR, given the fact that it doesn't bloody work? This is what is maddening about the constant run to add features for the sole purpose of bragging rights.
It's definitely strange, a simple unlock fps toggle that applied to every mode would have solved everything.
Maybe it was literally just rushed out the door.
 
Emphasis are mine on very peculiar decisions made with respect to 120 Hz mode.

DF Article @ https://www.eurogamer.net/articles/digitalfoundry-2020-devil-may-cry-5-ps5-xbox-series-x-comparison

Devil May Cry 5: Special Edition - the first PS5 vs Xbox Series X platform comparison
Which machine is faster? It's complicated.

...

Ultimately, this is just one game from one developer, using an upgraded version of an existing engine and while it's difficult to tell, it does seem as if the more forward-looking features of RDNA 2 such as variable rate shading are not being used. With that said, based on the software we have in front of us, the overall outlook is that the experience between both systems is broadly equivalent in pure performance terms. Xbox seems to have a consistent - if very small - advantage in three of the four modes, while its inconsistency in the high frame-rate mode is puzzling to say the least.

However, the fact that we can use Devil May Cry 5 as a 'benchmark' at all is mostly down to the fact that the developers have targeted 120Hz as the standard refresh rate output. This is great for seeing top-end performance metrics, but it's bad news for the experience - especially on PlayStation 5. This is because 120Hz output is locked to any screen that supports 120Hz, no matter the resolution. So consider a highly popular 4K screen - the LG OLED B8. PS5 sees that it is 120Hz-compatible, and overrides 4K resolution. All modes will run at a 120Hz refresh rate, at 1080p resolution - which is absolutely not ideal. Another popular screen is the Samsung NU8000. It's a 4K screen but on PS5, Devil May Cry will force through the 120Hz refresh rate instead, resulting in a downscale to 1440p that the user has no control over.

And this is where Xbox Series X has an advantage that's crucial. Users can simply dip into the video settings, select 60Hz and Devil May Cry 5 runs in a generally stable way - a locked 60 frames per second is very much preferable to the fully unlocked set-up on a 120Hz screen whether you're gaming on PS5 or Xbox Series X. We have shared our findings with Capcom a while back, and fingers crossed there'll be a solution to the issue, but the tl;dr version is simple enough on paper: allow PS5 users to select between 60Hz and 120Hz output resolution.

In the meantime, the results seen here in the cross-platform comparison are fascinating. In terms of correlating on-paper specs to the actual experience on-screen, PlayStation 5 is either punching above its weight, or Xbox Series X isn't delivering on the full potential promised by a bigger silicon investment and a much more substantial memory interface. It'll be interesting to see to what extent the results seen here extend to other titles, and we'll be reporting on that as soon as other games are available.
 
Emphasis are mine on very peculiar decisions made with respect to 120 Hz mode.

DF Article @ https://www.eurogamer.net/articles/digitalfoundry-2020-devil-may-cry-5-ps5-xbox-series-x-comparison

Devil May Cry 5: Special Edition - the first PS5 vs Xbox Series X platform comparison
Which machine is faster? It's complicated.

...

Ultimately, this is just one game from one developer, using an upgraded version of an existing engine and while it's difficult to tell, it does seem as if the more forward-looking features of RDNA 2 such as variable rate shading are not being used. With that said, based on the software we have in front of us, the overall outlook is that the experience between both systems is broadly equivalent in pure performance terms. Xbox seems to have a consistent - if very small - advantage in three of the four modes, while its inconsistency in the high frame-rate mode is puzzling to say the least.

However, the fact that we can use Devil May Cry 5 as a 'benchmark' at all is mostly down to the fact that the developers have targeted 120Hz as the standard refresh rate output. This is great for seeing top-end performance metrics, but it's bad news for the experience - especially on PlayStation 5. This is because 120Hz output is locked to any screen that supports 120Hz, no matter the resolution. So consider a highly popular 4K screen - the LG OLED B8. PS5 sees that it is 120Hz-compatible, and overrides 4K resolution. All modes will run at a 120Hz refresh rate, at 1080p resolution - which is absolutely not ideal. Another popular screen is the Samsung NU8000. It's a 4K screen but on PS5, Devil May Cry will force through the 120Hz refresh rate instead, resulting in a downscale to 1440p that the user has no control over.

And this is where Xbox Series X has an advantage that's crucial. Users can simply dip into the video settings, select 60Hz and Devil May Cry 5 runs in a generally stable way - a locked 60 frames per second is very much preferable to the fully unlocked set-up on a 120Hz screen whether you're gaming on PS5 or Xbox Series X. We have shared our findings with Capcom a while back, and fingers crossed there'll be a solution to the issue, but the tl;dr version is simple enough on paper: allow PS5 users to select between 60Hz and 120Hz output resolution.

In the meantime, the results seen here in the cross-platform comparison are fascinating. In terms of correlating on-paper specs to the actual experience on-screen, PlayStation 5 is either punching above its weight, or Xbox Series X isn't delivering on the full potential promised by a bigger silicon investment and a much more substantial memory interface. It'll be interesting to see to what extent the results seen here extend to other titles, and we'll be reporting on that as soon as other games are available.


Seems like sony has the advantage of earlier dev kits .

Its also interesting that they were surprised the Xbox supported RT since it was not supposed to be avalible at launch. Perhaps this is unpatched.

Will be interesting to see how it develops over time
 
Emphasis are mine on very peculiar decisions made with respect to 120 Hz mode.

DF Article @ https://www.eurogamer.net/articles/digitalfoundry-2020-devil-may-cry-5-ps5-xbox-series-x-comparison

Devil May Cry 5: Special Edition - the first PS5 vs Xbox Series X platform comparison
Which machine is faster? It's complicated.

...

Ultimately, this is just one game from one developer, using an upgraded version of an existing engine and while it's difficult to tell, it does seem as if the more forward-looking features of RDNA 2 such as variable rate shading are not being used. With that said, based on the software we have in front of us, the overall outlook is that the experience between both systems is broadly equivalent in pure performance terms. Xbox seems to have a consistent - if very small - advantage in three of the four modes, while its inconsistency in the high frame-rate mode is puzzling to say the least.

However, the fact that we can use Devil May Cry 5 as a 'benchmark' at all is mostly down to the fact that the developers have targeted 120Hz as the standard refresh rate output. This is great for seeing top-end performance metrics, but it's bad news for the experience - especially on PlayStation 5. This is because 120Hz output is locked to any screen that supports 120Hz, no matter the resolution. So consider a highly popular 4K screen - the LG OLED B8. PS5 sees that it is 120Hz-compatible, and overrides 4K resolution. All modes will run at a 120Hz refresh rate, at 1080p resolution - which is absolutely not ideal. Another popular screen is the Samsung NU8000. It's a 4K screen but on PS5, Devil May Cry will force through the 120Hz refresh rate instead, resulting in a downscale to 1440p that the user has no control over.

And this is where Xbox Series X has an advantage that's crucial. Users can simply dip into the video settings, select 60Hz and Devil May Cry 5 runs in a generally stable way - a locked 60 frames per second is very much preferable to the fully unlocked set-up on a 120Hz screen whether you're gaming on PS5 or Xbox Series X. We have shared our findings with Capcom a while back, and fingers crossed there'll be a solution to the issue, but the tl;dr version is simple enough on paper: allow PS5 users to select between 60Hz and 120Hz output resolution.

In the meantime, the results seen here in the cross-platform comparison are fascinating. In terms of correlating on-paper specs to the actual experience on-screen, PlayStation 5 is either punching above its weight, or Xbox Series X isn't delivering on the full potential promised by a bigger silicon investment and a much more substantial memory interface. It'll be interesting to see to what extent the results seen here extend to other titles, and we'll be reporting on that as soon as other games are available.
Why is that? The B8 runs 120hz only at HD resolutions and the Hz take priority?
 
Why is that? The B8 runs 120hz only at HD resolutions and the Hz take priority?

I'm guessing it's simply how DMC5:SE was programmed and nothing to do with the various TV sets. *shrug*

Code:
if (true == Detect120Hz()) {
 mode = Game120Hz;
} else {
 ...
}
 
Seems like sony has the advantage of earlier dev kits .

Its also interesting that they were surprised the Xbox supported RT since it was not supposed to be avalible at launch. Perhaps this is unpatched.

Will be interesting to see how it develops over time
It would be nice to look at the game after couple of patches.
 
Just want to say F***You to Capcom for making us buy the game again if we wanted to have 120hz and RT on the PS5 while everyone else have us upgrade their games for free.
 
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