snc
Veteran
yeah, maybe fixable ?The Series X drops when the game is putting up large caption text is the weirdest thing ever. Moving around the level? I get it. Lots of things on screen? I get it. Use of a big font? Ummm..
yeah, maybe fixable ?The Series X drops when the game is putting up large caption text is the weirdest thing ever. Moving around the level? I get it. Lots of things on screen? I get it. Use of a big font? Ummm..
Fastest fingers in the Wild West.
Use of a big font? Ummm..
yeah, maybe fixable ?
Maybe Sony's secret sauce is mega-font rendering and it's time has come!!!It is a very big font.
maybe not so trivial as df informed remedy about it before launch ;dYeah, that has to be some really trivial bug.
Maybe Sony's secret sauce is mega-font rendering and it's time has come!!!
Or it could just be a bug code side and because they share the same code base we're seeing it affect both platforms.This isn't a particularly informed opinion, but...
Renderer chokes when something trivial changes on screen is definitely my stereotypical expectation for "something is horribly wrong with tools".
It seemed like the video said that it was happening on both series consoles, but not ps5, did I misunderstand?Or it could just be a bug code side and because they share the same code base we're seeing it affect both platforms.
You're not wrong. But we don't know how much codebase is shared if that makes sense.It seemed like the video said that it was happening on both series consoles, but not ps5, did I misunderstand?
You're not wrong. But we don't know how much codebase is shared if that makes sense.
Yea, stuttering in this manner is usually not a GPU performance related issue which makes it tougher for us to figure out why it's happening. It could be with loading and memory management etc. All sorts of different issues could be causing it.Oh yeah for sure, I added that it was uninformed for that reason -- my thinking is just...
Scene switches to something equal cost that you easily have enough headroom for but your framerate dips, the same way on two platforms with very different specs. Either it's a should be super obvious bug you didn't catch (because the developer tools are bad for profiling) or it was 'on remedy's side' but difficult to fix in time (because whatever's causing the stall is introduced by the sdk in an unexpected way, or you can't do it the same way you do on other platforms because of some api design quirk so it has a duct tape solution.)
Those hypotheticals both point to tools -- but computers and game engines are super complex and I'm not an engineer, so I guess it's just as likely to be one of 1000 other things that i can't think.
I have very little confidence it will be addressed. Quite a few launch titles on Series consoles exhibited lurching IIRC, and very few went back to resolve some of those problems.Wonder if the reason for the lack of RT mode on XSS was memory limitations.
All systems looks decent though.
XS seems to be having these framerate lurches again, which is why I've always thought it was a software stack issue.
Tools may help identify where and why, and it could be that devs have to work around it until MS fixes it.
Just the normal hdd -> ssd improvements so far. And around 10s of loading time is good enough but it is the same on pc. Like often mentioned, not every loading second is IO related. Sata ssd get it more or less far enough, after that the ssd speed is really no limit in most situations. At least up until they change their complete rendering and loading pipeline. Than sata might not be sufficient. But it is a long way to that point. Even longer because of compression tech used to decrease the data.Has anyone made comparison of loading times between Control Ultimate Edition and backward compatible version yet? I doubt the game is utilizing any next-gen I/O API.