Yeah, was thinking that memory management could be in play. Where gaming for longer than checkpoint to checkpoint shows it, but in shorter stretches dont trigger the cleanup tipping point.
there's a million reasons anything can be the way it is.Unless the PS5 does indeed have unified L3 cache on the CPU, which in the case of Zen3 it could be an important factor why its gaming performance is so much better than Zen2's.
Not really. The game comparisons and analysis are simply showing what developers and trusted sources have been saying for over a year now, that both of these systems will perform similar, no great divide in graphics (parity for the vast majority of third-party games). This generation just like the prior, will boil down to game artistry and art assets put forth by first-party games.
I don't know. I mean, we are at the start of a generation and you don't buy one of these consoles today to only use it today. New console purchases are about the promise of future experiences. And if you don't have a VRR display now, you may in the future, as I think most new displays will support the feature because it's been adopted into the HDMI standard. It's great that Sony has promised to include the feature in the future, but it's up to consumers to hold them to it.Well it is an issue. But only if someone can issue an update that suddenly makes all TV's support VRR as well. Until that happens it's an issue of totally, statistically, insignificant proportions. Unless of course you just need something to faux rage over because it's a slow news day or something.
On PC, I've experienced something similar with Shadow of the Tomb Raider. Mostly when you come across a camp fire. Camp fires are RT lights (not ever light in that game uses RT), and the frame rate can drop hard. You can leave, and come back, and it's usually fine after that. I suspect that it has something to do with loading in/processing the BVH information. I don't think it's an IO issue because I ran the game off an SSD. Looking at the videos, it looks the PS5 is doing something like that.So the performance is the same? Weird that checkpoints affect the performance, it must be some kind of bug in the code.
edit: maybe the checkpoint clears some memory that wouldn't happen otherwise? Maybe a garbage management issue?
Reminds me of GPU benchmarks where Titans are competing at 1080p for 240fps or something ridiculous where the CPU is bottleneck again.
120fps is a very difficult target to maintain, I am with DSoup in the laugh that people will think they will notice 10fps drops at 120fps. 120fps to 60fps, okay. That’s going to feel like you went from a jet to landing in jello, but minor fluctuations will mean nothing for most people. VRR just makes it entirely a nothing burger
So the performance is the same? Weird that checkpoints affect the performance, it must be some kind of bug in the code.
edit: maybe the checkpoint clears some memory that wouldn't happen otherwise? Maybe a garbage management issue?
Random ass speculation. I wonder if maybe the cache scrubbers aren't operating correctly with some bit of code in the game? If it's not clearing out the cache like it's supposed to and something goes to use it, perhaps it engages a backup emergency form of clearing that leads to these unexpected and seemingly random dips?
Regards,
SB
I didn't quite follow this, but to be clear I'm not saying games shouldn't use VRR, I'm saying that developers should not engineer games on the basis that frame pacing isn't a problem that needs to be solved because it will take years for 150+ million console users to upgrade their TVs to solve this problem.
In the case of COD, Valhalla and Dirt, these just seems to be bugs that I'm sure will be smoothed out in time.
Also, I wish you well in the coming weeks. The annual culling of your kind, must be trying.
It
It's also why I dislike VRR so much, the input-feedback loop is constantly being thrown off because of the constantly variable framerate. Hence why I consider variable resolutely infinitely better than VRR. And I'll almost always prefer screen tearing with unlocked framerate + no vsync over VRR.
Regards,
SB
This is a symptom of the ancient approach of the master game loop being bound to frame rate. There's no reason that user input needs to be tied to the frequency of the display, nor should it be. Games can internally run the core logic at a rate different to the rendering system, racing sims have done this for a while and most games will have other constant processes (like audio) which will not change because of frame rate changes, whether it's VRR, dropped frames etc.It's also why I dislike VRR so much, the input-feedback loop is constantly being thrown off because of the constantly variable framerate. Hence why I consider variable resolutely infinitely better than VRR. And I'll almost always prefer screen tearing with unlocked framerate + no vsync over VRR.
I have to say on some scenes difference is quite big, I wonder how would look demon souls remake with rt shadows
I love me some good shadows.
I have to say on some scenes difference is quite big, I wonder how would look demon souls remake with rt shadows
I have to say on some scenes difference is quite big, I wonder how would look demon souls remake with rt shadows