Digital Foundry Article Technical Discussion [2021]

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What problem ? ps5 bc mode is quite good tough xsx has even better.

I'm now about a third of the way through Mass Effect 3 and the only issue that really stuck out was if you stand in the Commander's room, in the area where his private terminal is and look through the transparent display case and rotate the camera, it judders horrifically. It's below 30fps, it's more like 20fps. That's all I've all spotted through the entire trilogy on PS5.

I've been really pleased with the whole experience, it's certainly better than the modded old versions running on my PC. :yes:
 
I'm now about a third of the way through Mass Effect 3 and the only issue that really stuck out was if you stand in the Commander's room, in the area where his private terminal is and look through the transparent display case and rotate the camera, it judders horrifically. It's below 30fps, it's more like 20fps. That's all I've all spotted through the entire trilogy on PS5.

I've been really pleased with the whole experience, it's certainly better than the modded old versions running on my PC. :yes:
how is this possible that you finish 3rd, aren't this games like quite big ? :d
 
how is this possible that you finish 3rd, aren't this games like quite big ? :d

I have not finished Mass Effect 3, I'm about a third of the way through the main story missions. I reckon I spent about 20-25 hours on Mass Effect (enjoying some of the new DLC but skipping the filler missions like finding Asari Writings, ID tags, resource nodes etc), around 25-30 hours on Mass Effect 2 (again enjoying some of the new DLC) and I'm around 20 hours into Mass Effect 3 but around a third of the way through the story. The DLC seems to popup much earlier, you can return to Eden Prime and go to Omega very early in the game.
 
Thanks DF for covering the fanboy stuff in the video :) (UE5 tech demo runs fine on PC and XSX) Also, they doubt AMDs dlss competitor will compete with nv's reconstruction.

Going to be even more intresting once direct storage is out.
 
Don't know why John think voxel rt would have same performance as triangle rt as its clear is less precise but also less performance demanding. About 30 fps and using lower res with new upscaling technic, I think its proper approach as at least I want to see progress, generation leap and not same looking games another 7 years just in 60fps, higher res and maby some rt mode visible in specific scenes on consoles.
 
Don't know why John think voxel rt would have same performance as triangle rt as its clear is less precise but also less performance demanding. About 30 fps and using lower res with new upscaling technic, I think its proper approach as at least I want to see progress, generation leap and not same looking games another 7 years just in 60fps, higher res and maby some rt mode visible in specific scenes on consoles.

Lumen is demanding, they could use HW ray intersection to accelerate it on PS5, Xbox Series, Nvida series 2000 and 3000 and AMD RDNA 2 series 6000.
 
not the Switch version, but the game is going to support Dolby Vision. :oops::oops:

Wonder how though, Dolby Vision can be toned on a per frame basis.
PXL_20210526_200813628.jpg
 
At ~5m00s:

Another really cool thing that we get to see here that we couldn't see before was how Nanite applies to larger worlds. Before [while showing last year's demo] we saw like a tracked sequence, a very highly I would say arted up enclosed area tunnel of how Nanite looks and how it streams in, and level of quality, but here, as part of this demo, we see a wide desert-like location and Nanite was used to do all the terrain inside of it.

Last year's demo:



What am I missing here?
 
The DF video showed the scene they were talking about, where the demo started inside.

Outside there was a backdrop but the character never moved out of a corridor set aside for the demo. In contrast the new ue5 demo where you can roam about, and actually experience last years impressive ue5 tech demo all yourself now.

GT7 has nice backdrops too.
 
With how this engine works they could have made that canyon ten times larger if they wanted, but it would have looked a lot less dramatic.
 
The DF video showed the scene they were talking about, where the demo started inside.
The "we couldn't see before" expression should mean they were referring to the whole demo, not the scene they show at that moment.
We saw a lot more traversed area in last year's demo than this one.
 
What am I missing here?

Whilst it wasn't very well communicated, I think the distinction they are trying to make was that the demo shown to run on PS5 last year was mostly the character moving forward in one specific direction and with fairly limited 'openness'. Even toward the end of the demo where the character leaps off a ledge and flies towards her destination, everything is focussed on the narrow horizon unlike a true open world game where you can change direction and rocket off in any direction at any time.
 
With how this engine works they could have made that canyon ten times larger if they wanted, but it would have looked a lot less dramatic.

It probably would also tax ssd more if the area was bigger. Or require more ram for cache to avoid using ssd. PC version seems to be happy at using large amounts of ram as cache.
 
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