Digital Foundry Article Technical Discussion [2021]

Discussion in 'Console Technology' started by BRiT, Jan 1, 2021.

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  1. PSman1700

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    Never heard of last guardian before, looks impressive (for 8th gen then) game. SotC style of gameplay, going to try this on the ps5.
     
  2. Flappy Pannus

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    Always appreciate when they focus on these, helps to put the spotlight on them and may put a little pressure out to get a proper patch, or a pseudo-PS5 patch that just unlocks the framerate like Jedi Fallen Order got.
     
  3. HLJ

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    c (the speed of light) only happens in a total vacuum...something both Sci-Fi and people forget all the time...just to nitpick.
     
  4. Allandor

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    Didn't remember that the Last Guardian ran that bad at last-Gen machines. I thought the 30fps patch was running with stable 30fps.
     
  5. Shortbread

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    Article: https://www.eurogamer.net/articles/digitalfoundry-2021-star-wars-fallen-order-next-gen-patch
     
    #65 Shortbread, Jan 14, 2021
    Last edited: Jan 14, 2021
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  6. Riddlewire

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    That cutscene on Kashyyyk that they mention stutters heavily on every platform. Xbox, Playstation, last gen, current gen, PC.
    I expect the Switch port to finally get it right!
     
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  7. Silent_Buddha

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  8. Jay

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    Looks like a bug in the underlying streaming code that's shared across all platforms.

    Shame PS5 and XSS didn't get multiple profiles, especially XSS with a 30fps resolution/graphics mode.
     
  9. Allandor

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    I get the strong feeling that the BC Mode of PS5 has the memory limit of the PS4 Pro. While the Xbox can use all the available memory if patched. That must be why they have just added the 60 fps mode for the PS5. You don't need more memory for 60 fps, just faster one. And at around 1200p it might just max out the available memory of the BC mode.
    The game was always demanding. Just dynamic 1440p on the Xbox one x in the 30 fps mode and even on pc, 4k 60 needed much stronger hardware.

    Question is why. The game looks good but not that good. And the visible areals are relative small. It uses the unreal engine which is normally quite efficient.
     
    #69 Allandor, Jan 15, 2021
    Last edited: Jan 15, 2021
  10. jlippo

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    Baked lighting can be part of the reason, lightmaps can get quite big on UE.

    The shot showing temporal upsampling on series s was nice and gives a reason why they told rendering resolution and post processing one.
    Post processing one is the target resolution for temporal upsampling and all post processing after it.
     
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  11. DSoup

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    According to people familiar with the three BC modes (NXGamer for one), the modes are about ensuring new GPU logic consistency with previous GPU logic and clockspeeds but maybe there is some memory access logic in there as well.
     
  12. TheAlSpark

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    Doom Eternal on Switch



    https://www.eurogamer.net/articles/...om-eternal-switch-the-most-ambitious-port-yet


     
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  13. PSman1700

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    Impressive, ive said it before but scaling between hardware has never been this good. Its the way going foward.
     
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  14. Rootax

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    It's impressive for the hardware, kudos to the devs.
     
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  15. Karamazov

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    now make a quest 2 version !
     
  16. Shortbread

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  17. snc

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    Good performance just for bc, still bizzare lack of patches for other games like gow and lou2
     
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  18. Shortbread

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    Physical disc giveth 60fps and digital patch taketh away. :yep2:
     
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  19. snc

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    yes and thats a prove it's almost no work for devs to bring 60fps for ps5
     
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  20. Flappy Pannus

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    I actually though Days Gone had gone native 4k with dynamic - party due to the way the tweet below was worded, and because it looked so sharp, at least relative to my memory of it on the PS4 Pro, so to hear it's still using checkerboarding is a little surprising. Just goes to show how different implementations can vary in quality, as I find it excellent - not every reconstruction technique has to be DLSS to produce good results.



    I accept that when doing these comparisons early on at games release that there's not enough time to get deep into the storyline, but a little disappointed that performance metrics are concentrated around the early part of the game now, as that's not been where the frame drops predominantly occur ime with this on the PS5. When you get to Lost Lake and especially further in the game, you see quite a number of frame skips occurring during traversal - hordes aren't actually a big problem, it's just the more varying scenery as it gets more complex (?). Not a huge deal as it's likely still 60fps 95% of the time, but they certainly do become more frequent.
     
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