I really don't think that font rendering itself is the issue here. Yes, fonts and 3d rendering are not optimal matches but we are talking here about a few letters, not thousands or even million's. That shouldn't be a problem. It really seems more like a loading related bug. As some thread is fetching aiming and needs a bit longer than expected and the renderer is waiting longer than it should.
Is there any chance the Series X is having issues similar to the split memory configuration of the GTX 970?
If it is, it's not in the same way that the 970 suffers. 970 will suffer _all the time_ for having that split pool. So if that was an issue we'd see it crop up. We're seeing heavy dips losing a lot of frames and then it going back to 60 suddenly. We saw similar issues in DMC5 for instance, nothing was happening but frame rate was tanking. So it's likely nothing to do with what affects the 970. I would look at streaming/IO issues, or memory management issuesIs there any chance the Series X is having issues similar to the split memory configuration of the GTX 970?
Shouldn't be, since even the slowest memory partition is 336 GB/s compared to PS5's 448 GB/s or 560 GB/s on the faster partition. That shouldn't be enough of a delta for the hitches.
creating objects during runtime will cause all sorts of badness50ms is quite a hitch, three frames worth. Plus the XSS has similar three (or more?) frame hitches, and all game content is resident in the "optimal" 8GB there, so it's not the two memory speed setup.
It's more likely to be something to do with how you handoff between areas, maybe to do with binding resources or large changes of the contents of the virtual memory address table, or a simple bug, or .... I dunno but it can't be the physical setup of the memory because it's too big, too localised, and there on the XSS too.
If you are using vector fonts, it's much greater than double! No, really!Obviously font size 72 takes double the time to render than font size 36, it’s elementary Watson!
Because we're seeing similar types of issues, that's why I think it's in MS software stack, and if that's the case may be more hassle than it's worth to work around it for the individual titles.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.
Considering how little impact it has on the game overall, I don't see Remedy going back to fix it for an 'Ultimate Edition', which is more or less on Game Pass Ultimate without the patches.
I would say, if you love Quick resume go Xbox, because it works well with Control, otherwise get the PS5 edition if this is what you want to play. I wouldn't buy it expecting a patch to resolve these issues. We're not sure what those issues are related to and the cost to resolve them may be too large.
So there are proper enemies in this game. I can't recall why but I thought this was more of a supernatural/corporeal/ghost enemy game, something akin to Alan Wake. I downloaded it over night so I may check it out. It doesn't look my thing but I'll give it a shot once I've finished my xth playthrough of Skyrim.
So I watched the DF Control review / Console compare, and perhaps I mis-read their findings,
But personally i got the feeling that they were saying that on the PS5 there is a few sub-60 frame drops, which appear to be obviously GPU limited,
The XSX on the other hand has sub-60 frame drops, in different places, odd places, but that is was actually still a solid 60, in the situations where the PS5 was GPU limited.
So XSX, has fps drops in odd places ( large text, level loading), and frame pacing issues, but none in the same locations where the PS5 is showing GPU limited scenarios.
Or did i just mis-interpret their findings?
(i should sign up to DF and compare the actual footage i guess
Which frankly i think is explained by the current situation on both consoles, but perhaps thats just confirmation bias on my behalf.
eg. XSX having slight GPU edge, but currently worse tools.
As Tom stated @10:43 XBSX is GPU limited in certain areas where's PS5 isn't, but on average they're both the same. XBSX is also suffering from certain load/streaming/hitching issues, which could be SSD/IO related.
So how does that make it a tie?it's a tie. With all the dynamic objects and smoke effects during action sequences, it's impossible to reproduce the exact same scenes on both machines.
So for now what separates them is the stutter on XsX.
Well until that stutter is removed, it's not really measurable. We don't know what causes the stutter and how that may impact the game overall. With it in place, overall experience is going to be PS5.It's a tie for the lion's share. The stuttering is only for brief moments on odd occasions, isn't it?