Digital Foundry Article Technical Discussion [2021]

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I thought you had a high end Turing based GPU? I'm playing it at 60fps / 3840x1600 maxed out on a mere GTX 1070. With Turing and DLSS 120fps should be easily achievable.
I wish I had a high end Turing, or pretty much a high-end anything at this point :(

Somewhere in early 2020 I decided the best time to upgrade my 10-core Ivy Bridge Xeon + Vega 64 should be about 6 months after Ampere and RDNA2 arrived, i.e. late Q1 / early Q2 2021
It was a good, sound and thoughtful decision. With terrible results.


uncharted 4, deathstranding, bloodborne, horizon, last guardian, driveclub biggest missing
I wouldn't exactly put a franchise that was effectively left to die by closing down the whole studio 5 years ago as something expected to get work done.
Neither would Bloodborne, considering it didn't even get a PS4 Pro patch. If they didn't work on it when they put the game on the Plus Collection for PS5 owners, I doubt they'll do it in the future.
 
I wish I had a high end Turing, or pretty much a high-end anything at this point :(

Somewhere in early 2020 I decided the best time to upgrade my 10-core Ivy Bridge Xeon + Vega 64 should be about 6 months after Ampere and RDNA2 arrived, i.e. late Q1 / early Q2 2021
It was a good, sound and thoughtful decision. With terrible results.



I wouldn't exactly put a franchise that was effectively left to die by closing down the whole studio 5 years ago as something expected to get work done.
Neither would Bloodborne, considering it didn't even get a PS4 Pro patch. If they didn't work on it when they put the game on the Plus Collection for PS5 owners, I doubt they'll do it in the future.
yeah from titles I wrote could see u4 and last guardian getting patches
 
uncharted 4, deathstranding, bloodborne, horizon, last guardian, driveclub biggest missing
I should have been more specific with "recent-ish". I'm counting first party titles that were released within three years of PS5's launch. All of those games are outside that except Horizon which I mentioned.
 
That's the main fundamental difference between the two approaches. One side requires work by the original game developers for a game patch and the other side is just a driver control panel override.
For Sony this was less an approach than a 'no other choice' solution. As I've said endless times, fat APIs may result in some performance loss but offer a layer to abstract hardware-specific code if you need to change the hardware.

Games designed for PS4 will oft be calling a specific GCN hardware feature whereas games on Xbox will call an API. On last gen Xbox that will be mapped to a GCN hardware feature, on a current gen Xbox that will be mapped to a RDNA hardware feature.
 
For Sony this was less an approach than a 'no other choice' solution. As I've said endless times, fat APIs may result in some performance loss but offer a layer to abstract hardware-specific code if you need to change the hardware.

Games designed for PS4 will oft be calling a specific GCN hardware feature whereas games on Xbox will call an API. On last gen Xbox that will be mapped to a GCN hardware feature, on a current gen Xbox that will be mapped to a RDNA hardware feature.

completely OT but "fat APIs" would be awesome name for punk group
 
I wish I had a high end Turing, or pretty much a high-end anything at this point :(

Somewhere in early 2020 I decided the best time to upgrade my 10-core Ivy Bridge Xeon + Vega 64 should be about 6 months after Ampere and RDNA2 arrived, i.e. late Q1 / early Q2 2021
It was a good, sound and thoughtful decision. With terrible results.
I updated from a Vega 56 to rtx 3070. Didn't do that much. Before everything worked fine (except for RT) and now everything works a bit better and I have the RT option, but I am really underwhelmed by RT ... can't really find words for that new feature. Rasterization is just "to good" so RT currently doesn't make such a big difference while playing. Also I'm not a fan of TAA and denoiser artifacts. So quite underwhelming so far. But at least I have sold my Vega 56 for the price I got it when it was new ^^

That's the main fundamental difference between the two approaches. One side requires work by the original game developers for a game patch and the other side is just a driver control panel override.
But let's be honest. Most times, it is just a "config" entry and adding the option to one menu as most games on the market are normally not framerate-bound in any case. Except game from "from software" who still produce code with that sin.
It is more or less just a delivery-thing for the developer. And the publisher normally doesn't want to put any time/money into it. instead they want to sell a remaster if the marked would accept it.
 
For Sony this was less an approach than a 'no other choice' solution. As I've said endless times, fat APIs may result in some performance loss but offer a layer to abstract hardware-specific code if you need to change the hardware.

Games designed for PS4 will oft be calling a specific GCN hardware feature whereas games on Xbox will call an API. On last gen Xbox that will be mapped to a GCN hardware feature, on a current gen Xbox that will be mapped to a RDNA hardware feature.
As for PS4, is GMN really all that leaner though? If you look at D3D12, most commands and resource objects already translate to their GPU-native equivalent 1-to-1, and most D3D12 calls really are just alias to driver calls. One area I can tell D3D12 and Windows abstract a little more is memory management.

But maybe PSSL has more bespoke intrinsics than its PC equivalent (D3D Shader Models, SPIR-V).
 
As for PS4, is GMN really all that leaner though? If you look at D3D12, most commands and resources already translate to their GPU equivalent 1-to-1, and most D3D12 calls really are just alias to driver calls. One area I can tell D3D12 and Windows abstract a little more is memory management.

But maybe PSSL has more bespoke intrinsics than its PC equivalent (D3D Shader Models, SPIR-V).

The only thing I don't know, or is in question is when you run Gen9Aware. Shrug.
 

The only thing I don't know, or is in question is when you run Gen9Aware. Shrug.
My guess is that Gen9Aware doesn't unlock much. It's probably something like: OK game, you're running on the newer machine, it's safe to unlock framerate and you should run just fine now. Newer capabilities like I/O, GPU features should still require a rebuilt with newer SDK (GDK).
 
My guess is that Gen9Aware doesn't unlock much. It's probably something like: OK game, you're running on the newer machine, it's safe to unlock framerate and you should run just fine now. Newer capabilities like I/O, GPU features should still require a rebuilt with newer SDK (GDK).
Yea that's my general feeling as well. Just looking at some old notes I have:

Ori and the Will of the Wisps
XboxOneGen9Aware
XDK;Gen: Durango

Yea, so without a doubt, not running
GDK; Gen: Scarlett
XboxGen9

I think from that alone we can assume with good confidence it's running GCN code paths.
On this note:
only Gen9Aware and XboxGen9 titles receive the X|S enhanced title watermarks.

Backwards compatibility upgrades can be found by clicking on settings screen of any BC title and enabling things from FPS Boost and Auto HDR. Hope one day they add Resolution Boost. Just go the whole 9 yards.
 
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completely OT but "fat APIs" would be awesome name for punk group
“Thicc APIs” for modern, well-memeing internet punks. Someone grab that IG.

The last five? pages have been infuriating, even after the deserved cleanup. DF isn’t the Matrix. You’re not going to learn framerate kung-fu from a single DF video. You have to put in some work yourself. Alex explained the current best experiences on both the PS5 and PC. If you want to argue that a PS5 version of Days Gone doesn’t exist because the only version you can play on a PS5 is suboptimal, does that mean Nier Automata doesn’t exist on PC? Yell at Sony if you don’t like their (free) product (update for a game that didn’t sell well enough to instantly guarantee a sequel). Suggest to Alex ways to improve his videos (like highlighting differences and letting side-by-side and alternating comparisons linger longer). Don’t yell at him because he’s not sufficiently bought into your platform of choice to excuse its deficiencies while only highlighting its best features.

Some people are going off on Alex similarly to how 34 Big Things reacted to DF’s Redout analysis: disproportionately angry and obliviously wrong. Or maybe I’m the fool who’s been watching DF since its inception and can’t detect the hidden marketing hand that’s subverting all their analyses.
 
“Thicc APIs” for modern, well-memeing internet punks. Someone grab that IG.

The last five? pages have been infuriating, even after the deserved cleanup. DF isn’t the Matrix. You’re not going to learn framerate kung-fu from a single DF video. You have to put in some work yourself. Alex explained the current best experiences on both the PS5 and PC. If you want to argue that a PS5 version of Days Gone doesn’t exist because the only version you can play on a PS5 is suboptimal, does that mean Nier Automata doesn’t exist on PC? Yell at Sony if you don’t like their (free) product (update for a game that didn’t sell well enough to instantly guarantee a sequel). Suggest to Alex ways to improve his videos (like highlighting differences and letting side-by-side and alternating comparisons linger longer). Don’t yell at him because he’s not sufficiently bought into your platform of choice to excuse its deficiencies while only highlighting its best features.

Some people are going off on Alex similarly to how 34 Big Things reacted to DF’s Redout analysis: disproportionately angry and obliviously wrong. Or maybe I’m the fool who’s been watching DF since its inception and can’t detect the hidden marketing hand that’s subverting all their analyses.
Luckily for you, you missed the removed posts.
 
My desperate itch to have DigitalFoundry re-visit Driveclub was heavily satisfied by Whitelight revisiting this game in April this year.


It still want DF to put its detective hat and try reveal the tricks Evo used to pull this off.
 
My desperate itch to have DigitalFoundry re-visit Driveclub was heavily satisfied by Whitelight revisiting this game in April this year.


It still want DF to put its detective hat and try reveal the tricks Evo used to pull this off.
whats more sad that now that evolution studio is part of codemasters and worked on multiplatforem dirt5 they couldn't even bring same graphcis quality 6 years later, even on nextgen consoles
 
Some people are going off on Alex similarly to how 34 Big Things reacted to DF’s Redout analysis: disproportionately angry and obliviously wrong. Or maybe I’m the fool who’s been watching DF since its inception and can’t detect the hidden marketing hand that’s subverting all their analyses.
You have to play the audio in the videos backwards. :yep2:
 

This is a little surprising. But it seems clear that Microsoft's efforts on improving performance in previous generation games is a work in progress.
Hmm it really isn't?

Consider the CPU performance on the last gen machines, you really can't afford compiling and optimizing shaders either from source or from IR on the fly; And albeit RDNA and GCN ISAs are extremely similar, they are incompatible nonetheless. Therefore most games should be shipped with shader binary.
 
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