two months or two weeks from release, games nowadays release unfinished and you only get a quite finished products months after release anyway.
How can you make such categorical conclusions about the architecture of consoles when we have not yet seen a single game of the next generation.I have said before , I think this will be a faster generation than last. Ray tracing is just really pitiful on both these consoles and a jump to RDNA 3 which should be ready in 2022 or RDNA 4 in 2023/24 may be much smarter than just clocking this systems faster and adding more cus. You also get the benefit of a much newer ryzen processor and pci-e 5 to draw from. But that is a whole other conversation
How can you make such categorical conclusions about the architecture of consoles when we have not yet seen a single game of the next generation.
is this post from 2010 ? :d most games even crossgen are heavy on computing, some like metro exodus 90% compute 10% rasterAll games released at the moment have engines developed for architectures of a decade ago, which rely heavily on ROPs and CPU/GPU frequency. With a full transition to the "next generation", everything will change a lot.
Which is part of the reason I said at and after launch.two months or two weeks from release, games nowadays release unfinished and you only get a quite finished products months after release anyway.
It isn't a 44% difference in throughput, though. 1800p@60fps is still 8% less pixels per second than 2160p@45fps. I don't disagree that PS5 can likely go higher in FPS or resolution, but to act as though the framerate in Hitman indicates a performance advantage for either console without accounting for resolution is missing a big part of the equation.
is this post from 2010 ? :d most games even crossgen are heavy on computing, some like metro exodus 90% compute 10% raster
Hitman is an example of a less stable framerate, but the reason those scenes are ROP limited is because of the higher pixel output. I grabbed that 45fps number because it was the one I saw most often on the lower end in the scenes in the grass. Lots of times it's in the 50s, and can go as low as 41. It wasn't meant to show some advantage for Xbox, just to point out that if you actually calculate the rendered output, the 2 machines are close to each other. Maybe 8% higher here, maybe 2% lower there. But definitely not 44% more or less rendered output. Valhalla is a better example I think because IIRC launch pixel counts were similar and it's framerate issues were throughout the entire game and not limited to a single scene. And it's solution was to lower the resolution on the platform with problems.Down to ~41fps on XSX in another transparency heavy scene, so PS5 actually pushes even a bit more pixels (about 2%) here as a minimum and possibly much more (PS5 being locked 60fps). DF actually tried to compare both versions in a cutscene showing something like 15% performance edge on XSX using one frame, not 44%. They oddly used only one frame to compare both versions, but at least it was a valid comparison.
I maybe should not have used this game as an example but my point was more to compare how unstable the framerate was on XSX specifically in those ROPs limited scenes (compared to the others scenes on the same console). Some kind of performance 'unbalance' that was also very obvious in AC Valhalla (which they eventually 'patched' by significantly reducing the minimum resolution, down to 1080p if needed).
And I'm not saying it isn't true that the framerate is 44% faster. Your statement wasn't that simple. You also said...Why are you talking about pixels or throughput?
I simply made a statement that at times PS5 can have a frame rate that's 44% faster then XSX's..... which is true according to the frame rate numbers on the DF video.
That's only a 44% increase in frames but doesn't consider what's in the frames. I can do 44% more curls than The Rock. Just don't ask what weights we are each using.A difference of 44% is higher then any paper difference between the two machines (Largest is memory bandwidth at 25%)
Why am I talking about pixels or throughput? Because this is a technical forum discussing the ROP performance of 2 pieces of hardware. Pixels and throughput are a big part of what that's all about.
There’s no value talking about PS5’s hitman performance, as it’s doing what the developers set out to do, which is hold a steady 60fps.So with that said it would be appreciated if you factor in the 60fps cap restricting PS5's results when comparing pixel output in Hitman.
Saying that there is a 44% frame rate advantage greater than any paper advantage is pretty console warrior territory.
We've already given you the full lowdown on the Grand Theft Auto 3 Definitive Edition, but do any of the others in the pack fare any better. Join Oliver Mackenzie for the lowdown on both Vice City and San Andreas. Note: most of this testing is conducted on the launch version of the game. However, we have tested out the patch and found that none of our observations, performance metrics or resolution tests have changed... and even the San Andreas rain effect (which was supposed to have been improved according to the patch notes) seems to be unchanged.
I don't think they needed to do as much as they did, the biggest issue with these older games was frame rate and draw distance.
Lock to 60fps, completely eradicate pop-in and they would have been half way there.
Completely agree. I think (seriously) that GTA3, VC and SA look better on the PS2, in special when played on a CRT or/and when forcing higher output resolutions which where huge drawbacks.
How could they put out a trilogy to the one of, if not the most popular and best selling games ever in such a bad 'remake' shape, looking and playing worse than it did 20 years ago on 1999 hardware on todays premium consoles. See what bluepoint/sony did with demon souls..... Or what community modders do to remakes/remasters of GTA games.
The whole trilogy just looks out of place, the rain effect.... everything basically. Aside from performance, at times, worse than my 21 year old PS2 does. GTA3 for example, it looks more polished and better graphically before the remake on 6th gen consoles, even character rendering.
Lets just assume the trilogy was a joke. And indeed, they could have locked the fps to a smooth 60, upped the draw distance somewhat and perhaps added higher texture quality, improved assets etc like they did to GTA3 and VC for the OG 2001 Xbox 18 years ago. Yes, 3 and VC both did get a locked 30fps, higher draw distance, textures, lighting and assets improvements, on the OG xbox launched in 2001.
There'a line in the original Jurassic Park that I always think about when it comes to remasters....
"They were so busy wondering if they could that they never stopped to think if they should"
''spared no expense''