Digital Foundry Article Technical Discussion [2020]

Discussion in 'Console Technology' started by BRiT, Jan 1, 2020.

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  1. JPT

    JPT
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    You have to choose what you want to measure, its not worse than that. Problem is that people are hoping their brand will come out on top, so people want to shape what is going to be measured before mesuring. To make sure they win.

    But what options do we have?

    1. Latest patch on everything, which I assume will be what most people will play.
    2. The best patch for each platform and see what works best then.

    Problem is, none of those can give you an exact measure on which platform is the best. But that is what people want to shoehorn everything into.
    Only thing we can get is what patch gives you the best play experience, in regards to fps, resolution, judder, tearing and what not. But not which platform is the best (well PC is, if you put enough cash into it)
     
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  2. see colon

    see colon All Ham & No Potatos
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    Yes, of course. And perhaps there are cases where a patch actually breaks a game. But by and large, if a game remains functional, and a bunch of stuff is fixed (as is the case with ACV's current patches), then why should a game be benchmarked without it. At least as a baseline. If any reputable site is doing tests to see what patch runs the best, or has certain features, like DF testing launch versions that had unlocked framerates, that's one thing. But these multi-platform shootouts to determine what platforms version is the better experience, that should use the latest patch.

    Specifically regarding ACV, didn't VGTECH post their performance statistics and it was like a 1% difference between patch versions on PS5. That's margin of error type variance. I know people are pointing out that once scene runs much worse in the DF video, but that must mean that another scene must run much better to get that close. And again, the patch notes state that they fixed multiple things, including missing graphical effects.
     
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  3. jayco

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    They will probably do the comparison sooner than later but it seems like it's the type of game that needs a couple of big patches before all major issues are ironed out. Reminds me a little bit of the Horizon PC launch, it was a mess and now it runs much, much better.
     
  4. chris1515

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  5. Karamazov

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    can't wait for the real PS5 version, it will look as good.
     
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  6. Shoujoboy

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    I really dig these developer interviews that John has been doing lately.
    @Dictator the content you guys have been dropping all year has been fantastic
    and the technical deep dives in particular are seriously great !

    IF you can, pass along the message to John that his Dev interviews and your console to PC
    comparisons have been really enlightening and seriously good content.
     
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  7. BRiT

    BRiT (>• •)>⌐■-■ (⌐■-■)
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    DF Written Article @ https://www.eurogamer.net/articles/digitalfoundry-2020-cyberpunk-2077-high-end-pc-tech-analysis

    Cyberpunk 2077 PC tech analysis: a closer look at the ultra high-end experience
    Pushing the new Red Engine to its limits.

    Over the years, there has been a lot of discussion around Cyberpunk 2077 but from our perspective, it's the next-generation technology powering the game that is perhaps most exciting. Since The Witcher 2, developer CD Projekt Red has focused on delivering cutting-edge visual experiences across multiple platforms but in moving away from the rolling hills of The Witcher onto the streets of Night City, we have something far beyond the scope of anything in the studio's past.

    In that sense, Cyberpunk is one of those rare games that fully embraces the latest in PC technology to deliver a true leap in fidelity - a modern day Crysis, if you like. Night City is a dense, multi-tiered, vertical city built using the latest in graphics technology alongside smart visual design. But let's be clear from the outset - it's always been our contention that this is a next generation game, and our concerns have always been around the challenging but necessary base console versions. We'll be covering those very, very soon but let's be clear here: this is a demanding game that simply doesn't work well on seven-year-old console hardware. Give Cyberpunk 2077 the horsepower it demands though - and you're in for something special.

    At its core Cyberpunk 2077 is powered by CD Projekt Red's proprietary Red Engine. This set of tools and technology served as the foundation on which The Witcher series was built but the shift from its previous game to Cyberpunk is one of the largest leaps we've seen. The Witcher series focuses on natural environments - rolling hills, dense forests and eerie marshland define the landscape and it's beautiful in its own right but Cyberpunk's move to an open world city demands a different approach and the team has delivered. The latest iteration of Red Engine running fully unleashed is truly something to behold.

    ...
     
  8. Insight

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  9. TheAlSpark

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    Boy that is rough.

    720-900p on PS4 (What the heck is One S going to look like? lol)
    972-1188p on 4Pro

    Cinematic framerates on PS4. :| Mostly 30 on 4Pro until you get into the car.
     
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  10. snc

    snc
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    720-900p and drops to 15fps on ps4 ;d what a mess
     
  11. Shortbread

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    IMHO, the industry (Sony, Microsoft, AMD, Nvidia, Intel, Apple, etc) needs to stop supplying reviewers and content-makers with free products. But that's for another topic and day.
     
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  12. TheAlSpark

    TheAlSpark Moderator
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  13. BRiT

    BRiT (>• •)>⌐■-■ (⌐■-■)
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    *AHEM* This is the Digital Foundry discussion thread. Please find a better place for your discussions not directly related to their articles or videos.
     
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  14. TheAlSpark

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    blurry TAA

    PS5 1.02 - 60fps target, dynamic 1188p (same as 4Pro), inherits PS4 settings, mostly solid performance, dips into 50s while driving around at times
    XSX - 30fps mode @ 1512-1728p, 60fps mode @ dynamic 1080p, quality mode adds AO, higher crowd/traffic density, Performance mode: occasional dips while driving, some pauses while driving (bug?), some drops while in combat; Quality mode is more stable,
    XSS - 30fps@ dynamic 1296p (not a typo), adds AO in quality mode, Quality mode has mostly consistent performance; pauses while driving,
     
    #3214 TheAlSpark, Dec 12, 2020
    Last edited: Dec 12, 2020
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  15. snc

    snc
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    xss 60fps ? it's 30. DF conclusion: you want 60fps ps5 version is best, you are fine with 30 go xsx with quality mode which is best looking
     
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  16. PSman1700

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    Nice to see XSX stretching its more powerfull hw in this one.
     
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  17. snc

    snc
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    only things it's streching it's quality mode that is lacking on ps5 so we can't compare, performance mode is better on ps5 (also resolution better 1188p vs 1080 but on xsx better grraphics settings and more npc's), in the end I would wait for nextgen patch for both consoles
     
  18. BRiT

    BRiT (>• •)>⌐■-■ (⌐■-■)
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    At the least I would wait until beginning of February for any idea related to any performance.
     
  19. Karamazov

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    only better setting on XsX in performance mode is the crowd density, other settings are reserved for the quality mode.
     
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  20. mpg1

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    Enthusiast forum: "why does XSS even exist, no one could possible even want this"

    Rich from DF: "I know someone who cancelled their Cyberpunk Pre-order for PS4 and bought an XSS just to play it"
     
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