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Very close, closer even than 12 vs 10tf could suggests (better api or maybe not ideal scalling for 52cu ?)
Some parts PS5 had an advantage, other parts it’s the opposite. I think the best part of it is that at least on X you can simply lock it at 60 so no harm done.
I find it quite odd Capcom didn't offer a vsync frame-rate lock for PS5.
If other games show similar results, then PS5 faster GPU frequency can really compensate for less TFs which is shown in The Road to PS5.
Wow really all over the place!
If one thing is very clear from this comparison, it's that Sony really needs to get VRR working in the PS5 for the HDMI 2.1 TV crowd. This is IMO the gravest omission in the console's launch.
Maybe the patch with VRR will be available next week for the European launch
I actually disagree that it is all over the place. They tested 4 modes:
Normal mode with "old graphics" + forced native 4K rendering + 60FPS:
- Series X gets a ~8% advantage due to higher memory bandwidth and compute throughput.
High Framerate Mode, again "old graphics" with lower resolution + reconstruction and no RT, 120Hz output:
- Both consoles get same average framerates but PS5 gets more stable framerates. Perhaps due to higher fillrate on the PS5 side.
High Quality Raytracing, with RT + reconstruction + 60FPS "target":
- SeriesX's compute and bandwidth advantage again disappears because neither console needs to render at 4K. There is a very slight lead on the SeriesX but it seems to be around 5% or less.
High Performance Raytracing, RT + 1080p rendering:
- A wash, again the PS5 doesn't lose as much because there's no forced 4K rendering pushing for memory bandwidth.
In loading times, the PS5 is ~64% faster, which I'd attribute simply to the PS5 having higher raw I/O throughput and similar CPU performance.
As expected, the difference isn't remotely close to the 17% difference in compute or the even larger difference in memory bandwidth. Faster caches, faster single-thread, higher fillrate, etc. are partially making up for the narrower GPU like Cerny explained. Seems mostly like a wash between the two consoles with this title, which I'd bet it's not making use of any console-specific features like VRS, SFS, Geometry Engine, hardware decompression, etc. all of which could require deeper changes to the engine than what the release date would allow.
What will change? High frame rate mode or all modes?From the rumor inside the industry, this will change one day because MS has an API problem.
From the rumor inside the industry, this will change one day because MS has an API problem.
What will change? High frame rate mode or all modes?
My first guess would be that in some modes and situations, the memory used exceeds then high bandwidth portion of the Xbox’s memory and that is when you get the really big drops.
1440p native and VRR requires DEMAND!![]()
Will do!I agree with your metric points, but the throwing of rocks at hornets nests should be avoided.
Secret Sauce® - 2020 edition.From the rumor inside the industry, this will change one day because MS has an API problem.
I guess we should start killing off the veracity of the rumors repeated ad nauseum by that capcom leaks guy, about the SeriesX version running so well and the PS5 running so badly.Performance of XSX, MS has an API problem, the GDK is not finish and it has an impact. We will see if this is true but I heard multiples titles runs better on PS5 because of that.