Digital Foundry Article Technical Discussion [2021]

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Another title using BC modes. This Hot Pursuit title uses uncapped framerate setup from the last-gen game versions. What that means is the Series S is running the OneS version, the Series X is running the One X version, and the PS5 is running the 4Pro version.
And it means, that the bug that costs frames on the one x is not solved by double the GPU performance. Funny, that even if you can't see far, the framerate at this specific point drops so far and not even VRR helps.
 
I thought those huge drops on XSX were interesting, till they showed the X1X version and it just craters there too, even when the camera is facing a rock wall which should cull just about everything.

Perhaps one of the issues facing XSX is that cross gen games are inheriting a 7 year legacy of being a less important platform - and in that respect running X1X versions of games (X1X being the smallest selling home console last gen) might be both a blessing and a curse in terms of what users get.

With a game like Cyberpunk that released unfinished it's hard to imagine X1X, or even Xbox in general was the priority.

I'm not sure whether moving from XDK to GDK would help or hinder in that respect - at least in the short term.
 
Control stuttering is fixed on XSX! Their latest patch addressed the crashes and hitching. I ran through the part Alex showed in communications where you first fight that boss and FPS dropped randomly now is completely smooth and rock solid
interesting, I am surprised they resolved this. Will need to wait to see how they resolved it.
 
Great news, hope somebody does some analysis. Pleasantly surprised, but not that surprised. People forget (because it never gets demoed) Remedy is also making an xbox published exclusive on the same engine, and as a small studio probably cares about platform holder relationships enough to port over any engine improvements they make.

For that reason, I'll be surprised if theres a big compromise -- xbox engine problems make sense to get real solutions, not bandaids.
 
Bulletstorm and Gears Judgment developers People May Fly return with Outriders - an impressive looking shooter that crosses the generational divide... but how? In this video, Tom Morgan and John Linneman take a look at how the game runs on Xbox One X to gain context, but then transition quickly to see how the last-gen experience is boosted on the new wave of hardware.

*XBSS performance is quite bad in most combat scenes.
*XBSX has a higher internal dynamic resolution but at the cost of performance.
*PS5 is pretty much locked at 60fps and has a bug-related issue with flag physics.

Article: Outriders first look: 60fps is the key upgrade for PS5 and Xbox Series consoles

The head-to-head between PS5 and Xbox Series X is interesting in that two machines that have thus far shown similar capabilities are utilised in different ways in this title. Again, both use dynamic resolution scaling and temporal upsampling, with a 1440p to 2088p window on the premium Microsoft machine, dropping to a 1260p to 1800p range on PlayStation 5. The results of this are pretty much as you would expect based on what we've seen from these machines - the Xbox is not as stable, running in a 50-60fps range, while PlayStation 5 only has minor drops from its target 60 frames per second.

Ultimately, as Outriders leans heavily into the post-process heavy aesthetic often delivered by Unreal Engine 4 titles, resolution isn't as important to the gameplay experience as frame-rate, so there is the sense that the DRS range chosen for the PlayStation 5 version of the game is possibly the better fit - and we do wonder whether tweaking the lower bounds on Series X and indeed Series S could bring those versions closer into line in terms of a smoother overall experience. It looks like improper frame-pacing at 30fps is an issue on all systems - on the new machines, cutscenes still run at this frame-rate and uneven frame delivery is still an issue, something we'd hope to see resolved.
 
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DF Article about Outriders Demo @ https://www.eurogamer.net/articles/digitalfoundry-2021-outriders-60fps-is-the-next-gen-difference

Outriders first look: 60fps is the key upgrade for PS5 and Xbox Series consoles
But which machines get closest to the target?

Imagine the cover-shooting mechanics of Gears of War combined with four unique superhero classes and an open world layout with up to three player squads - and basically, that's Outriders. Developed by People Can Fly, the demo is enjoying plenty of attention at the moment - allowing players to test out the first chapter, then roll that progress into the full game due early next month. Within this advance sampler, users get a slice of the story, some side-missions, along with a chance to check out some fiery superpowers. All are hugely satisfying in their own right and combat is fast and dynamic, but it's fair to say that the experience varies significantly by the platform. We checked out the game on Xbox One X for a taster of the last-gen experience, then moved on to the new wave of consoles to see what's what - and the results are intriguing.

The key difference between the generations is very simple - frame-rate. It's worth pointing out here that Outriders isn't a straight 'back compat plus' upgrade as far as we can tell, it is definitely a native PlayStation 5 application, but the overall effect looks pretty similar in that a 30fps experience on the last-gen machines has the frame-rate limiter removed, allowing what is effectively the same game to run at up to 60 frames per second. Xbox One X is the most powerful machine of the prior era, and Outriders is certainly an impressive looking experience: Unreal Engine 4's temporal upscaler delivers a 4K output, but native resolution rendering is dynamic - 1728p at the minimum, 1944p on the maximum.

...
 
In a Reddit post by Outriders devs, the following was said to already been changed in just 1 week:

Resolutions that apply to ALL PLATFORMS:
  • Added a Motion Blur Toggle [ALL PLATFORMS]
  • Made minor tweaks to frame rate output for certain items in cutscenes, however, we are working on a more comprehensive fix for the future [ALL PLATFORMS]
  • Made improvements to cut down on the time it takes to Matchmake [ALL PLATFORMS]
  • Made other minor improvements and fixes
 
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DF Article about Outriders Demo @ https://www.eurogamer.net/articles/digitalfoundry-2021-outriders-60fps-is-the-next-gen-difference

Outriders first look: 60fps is the key upgrade for PS5 and Xbox Series consoles
But which machines get closest to the target?

Imagine the cover-shooting mechanics of Gears of War combined with four unique superhero classes and an open world layout with up to three player squads - and basically, that's Outriders. Developed by People Can Fly, the demo is enjoying plenty of attention at the moment - allowing players to test out the first chapter, then roll that progress into the full game due early next month. Within this advance sampler, users get a slice of the story, some side-missions, along with a chance to check out some fiery superpowers. All are hugely satisfying in their own right and combat is fast and dynamic, but it's fair to say that the experience varies significantly by the platform. We checked out the game on Xbox One X for a taster of the last-gen experience, then moved on to the new wave of consoles to see what's what - and the results are intriguing.

The key difference between the generations is very simple - frame-rate. It's worth pointing out here that Outriders isn't a straight 'back compat plus' upgrade as far as we can tell, it is definitely a native PlayStation 5 application, but the overall effect looks pretty similar in that a 30fps experience on the last-gen machines has the frame-rate limiter removed, allowing what is effectively the same game to run at up to 60 frames per second. Xbox One X is the most powerful machine of the prior era, and Outriders is certainly an impressive looking experience: Unreal Engine 4's temporal upscaler delivers a 4K output, but native resolution rendering is dynamic - 1728p at the minimum, 1944p on the maximum.

...
Weird that they did not point out that the lighting seems to be different on PS in comparison to Xbox. Not the first time they skip such differences.
 
*XBSX has a higher internal dynamic resolution but at the cost of performance.
*PS5 is pretty much locked at 60fps and has a bug-related issue with flag physics.
This seems to be a bit of a trend across a bunch of recent titles and I'm wondering why. This has to be something that is wholly in the control of the developer, you can be as optimistic or conservative as you like regarding your prediction for your target resolution fitting in your frame time.

So weird. :-|
 
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This seems to be a bit of a trend across a bunch of recent titles and I'm wondering why. This has to be something that is wholly in the control of the developer, you can be as optimistic or conservative as you like regarding your prediction for your target resolution fitting in your frame time.

So weird. :-|
uhh.. I didn't write that.. lol but lol. yea this is probably a weird trend.
Gotta wait for more data, not sure what to make of it yet. Perhaps waiting for final release of the game before I waste effort on it. It does look like major differences between the two versions.
 
This seems to be a bit of a trend across a bunch of recent titles and I'm wondering why. This has to be something that is wholly in the control of the developer, you can be as optimistic or conservative as you like regarding your prediction for your target resolution fitting in your frame time.

So weird. :-|
It is pretty much the same thing that happened between Xbox One X and PS4 Pro, so I presume until there will be pure next gen & first party this will happen quite often.
 
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