People did insist for the truth, now we know PS5 was punching above its weight but that issue has thankfully been resolved.
Ubisoft... SMH.
People did insist for the truth, now we know PS5 was punching above its weight but that issue has thankfully been resolved.
Ubisoft... SMH.
ps5 2.25x more pixels than ps4 pro and 5x ps4 witch more details, better reflections, occlusion, and more stable fps, not bad
Sackboy PS4 v PS4 Pro v PS5
UE4
60fps generally rock solid
PS4 - 720p w/ DRS?, missing SSR, sunrays, & some effects
4Pro - 1080p w/ DRS, missing SSR, sunrays, & some effects, loading ~11s.
PS5 - 1620p w/DRS, loading effectively instant
How can it deliver a next gen leap when it's a current gen game. Judging by CDPR's history, they usually have about a year between initial release and the "enhanced edition". I'm doubtful we get a real next gen patch for a year. Sure, there will be a few updates that add some flair here and there, but I would expect an enhanced edition type update in late 2021 or 2022.
Not comparable at all. WD and Ubisoft games all have dynamic TOD. They are always recalculating lighting. Spider Man as I understand it is fixed lighting. They can spend their remaining frame time on reflections.Reflections look bad in the distance. It looks so fake. That make the overall effect underwhelming compared to Spiderman's reflections.
It does seem sharper on the XSX side, but that could be down to either the source, intermediate, or Youtube compressions. If you look at the reflected road signs on the PS5 side, I think there are signs of compression artefacts more affecting the PS5 side.
Looking at high contrast edges like the lamp, they seem to be the same resolution. There's always a chance that XSX is running some kind of additional filter I suppose, but video compression is the most likely candidate IMO.
Spider Man as I understand it is fixed lighting. They can spend their remaining frame time on reflections.
Whatever the reason. I don't care about the reason. The considerably reduced RT distance spoils the whole package.Not comparable at all. WD and Ubisoft games all have dynamic TOD. They are always recalculating lighting. Spider Man as I understand it is fixed lighting. They can spend their remaining frame time on reflections.
...
That and as you said, you can't really tell shit from youtube. The amount of compression happening on youtube destroys colour detail (therefore pixel detail) etc.
Not comparable at all. WD and Ubisoft games all have dynamic TOD. They are always recalculating lighting. Spider Man as I understand it is fixed lighting. They can spend their remaining frame time on reflections.
Tech matters in a tech forum for tech discussion. ¯\_(ツ)_/¯
Not comparable at all. WD and Ubisoft games all have dynamic TOD. They are always recalculating lighting. Spider Man as I understand it is fixed lighting. They can spend their remaining frame time on reflections.
Sure but if we’re talking technical, then this needs to be acknowledged. Baked lighting looks every bit as good as dynamic but it’s static for a fraction of cost. You lose out on gameplay design when you go that route.From a technical point, sure. But at face value, SMM RT looks far more impressive than WDL implementation. And WDL dynamic TOD isn't all that impressive... but the night scenes are quite nice with an RTX card.
We're not here to declare winners though. That's getting into console warring.Well yes, but the end-product of that tech matters as well.
Sure but if we’re talking technical, then this needs to be acknowledged. Baked lighting looks every bit as good as dynamic but it’s static for a fraction of cost. You lose out on gameplay design when you go that route.
We're not here to declare winners though. That's getting into console warring.
Yea I think SM:MM looks better as well.I agree, never was up for debate. But while a technical thread, there should always be room for end-product results and/or opinions (even if they're subjective in nature). Which I think Globby was trying to state - the end result.
There's not much use for declaring results without understanding why - which is what the tech forums are about. It leaves for a rather poor discussion without, so the intentions are unclear - are they asking for why the results look a certain way or are they just simply declaring a winner for the sake of being a winner?Never stated such. Only presenting my opinion on the end product results. Those taking it as "console warring" need to relax.
I have to agree. While dynamic time of day is nice and all, it doesn't really have a function in games that warrants its cost, in my opinion. Especially when some games with supposedly 'dynamic time of day' still have a very much artist-driven time of day.Sure but if we’re talking technical, then this needs to be acknowledged. Baked lighting looks every bit as good as dynamic but it’s static for a fraction of cost. You lose out on gameplay design when you go that route.
so you’re right while not visually impressive, if you’re gameplay revolves around dynamic lighting that matters.
anyway the point wasn’t to judge a winner here. I just need to point out that SM:MM didn’t discover some RT method that other companies couldnt resolve. It’s just that a bulk of what enables the far distance reflections is likely due to the amount of available rendering time allotted to it. Which really just a discussion around whether we are seeing the limitations of the hardware or the limitations of the software.
There's not much use for declaring results without understanding why - which is what the tech forums are about. It leaves for a rather poor discussion without, so the intentions are unclear - are they asking for why or just simply declaring a winner for the sake of being a winner?