Digital Foundry Article Technical Discussion [2022]

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with these PS4 exclusives releasing on PC it's time for DF to undust their old "budget PC" they used in comparisons at the time for multiplat games vs XBO and PS4.
Would be interesting to see how it compares to base ps4 with GoW and UC4.
Not going to happen. They have already explained that budget system no longer competes with PS4. Lack of VRAM and it doesn't support DX12 features on top of the performance deficit.
 
To be fair, there are plenty of examples of games on Xbox going BC or getting framerate boosted and getting a a price hike. It's just that if you purchase a game you sort of expect that title updates are a thing that's included in the purchase price. Looking closer at the Uncharted bundle, can you upgrade the base Uncharted 4 to the collection for $10, or just Lost Legacy for $10 and get the collection? Or do you need to own both? Because $10 for the visual upgrades and the other game is actually a great deal.
I think you can only get the whole collection. I own UC4 and I could get it (both remastered games) for 10€. You can even choose which game you want to download first
 
I think you can only get the whole collection. I own UC4 and I could get it (both remastered games) for 10€. You can even choose which game you want to download first
Uncharted is clearly a single game bundle, much like Mass Effect Legendary Edition and why you cannot just just one game. I also liked the prompt to download U4 or LL first. I guess they leveraged the existing functionality that asks if you want to download the single player campaign or multiplayer mode in some games.
 
This week's DF weekly had me shaking my fist at the screen with a mild mannered tut.

In the new player entering the console space, they mentioned the Quest as a sort of thing but failed to mention the Steamdeck as an also sort of a thing.
 
Not going to happen. They have already explained that budget system no longer competes with PS4. Lack of VRAM and it doesn't support DX12 features on top of the performance deficit.

It's also out of driver support and would not be targeted as an architecture for performance optimisations by devs in any way so it'd be a pretty unfair comparison.

Academically interesting to see what performance you'd be getting if you actually stuck with a 750ti for 8 years but not really useful as a basis on comparison.

Comparing to something like a 1050 though could be interesting as that should be better supported even now. Although even that is probably lacking in that respect. The slowest modern(ish) GPU we have for comparison is the GTX1650 but on paper that'd a good 80% faster than the PS4. Seeing that and the 1050 in these games would be interesting.
 
Academically interesting to see what performance you'd be getting if you actually stuck with a 750ti for 8 years but not really useful as a basis on comparison.
Not exactly what you are looking for, and he stopped making videos about it a while ago, but there was the Potato Masher videos from Jerm. GTX 760 and an i5 750 with 4GB of ram. He upgraded it to a Pro later, and then did another super budget build with an RTX2060 at one point. It started off good, out performing PS4 all around, got worse near the end. Although, I don't remember if he really benchmarked console performance or just concluded that games weren't great on this PC. But he started in 2015 and ended with Cyberpunk.
 
Academically interesting to see what performance you'd be getting if you actually stuck with a 750ti for 8 years but not really useful as a basis on comparison.

Even a 7970 6gb (2012) would fare much and much better. Kepler/nv of the time wasnt all that optimized for GCN/compute either.

This week's DF weekly had me shaking my fist at the screen with a mild mannered tut.

In the new player entering the console space, they mentioned the Quest as a sort of thing but failed to mention the Steamdeck as an also sort of a thing.

Noticed that aswell. Guess its because the Steam Deck isnt released and tested yet by the team. Seeing how close the PC/W11 already is to the console experience, the further optimized steam deck handheld pc might actually be a very good player in the market.
 
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In the new player entering the console space, they mentioned the Quest as a sort of thing but failed to mention the Steamdeck as an also sort of a thing.

I guess it remains to be seen how 'consolely', in terms of experience, the Steam Deck proves to be.

I've no experience of running Steam games under Proton but I would be surprised - pleasantly surprised! - if it's anywhere as streamlined as the console experience, i.e. no keyboard UI required, seamless background downloads for games and firmware. I feel like this shouldn't be difficult but I'm waiting to see.

I preordered the 'good' configuration Steam Deck. I guess I need to start thinking about whether I actually want to buy it!
 
DF Article @ https://www.eurogamer.net/articles/...ver-on-playstation-5-and-xbox-series-consoles

Does Dying Light 2 deliver on PlayStation 5 and Xbox Series consoles?
Take your pick from 4K display support, 60fps or ray tracing.

Developer Techland has a reputation for delivering exceptional visuals via its own in-house technology - the C-Engine, taking centre-stage in Dying Light 2. With a focus of straddling the console generations while utilising cutting-edge visuals on the latest hardware, the studio promises us a rich density in detail, seamless streaming, upgraded physics, animation and AI. Our first impression? Dying Light 2 can look astonishing - but it's no secret that it's exceptionally heavy on the GPU.

Three different rendering modes are on offer on PS5 and Series X consoles, all of them delivering something desirable - but the horsepower simply isn't there to offer them all in combination. For that, you'll need a high-end PC (where Dying Light 2 offers even more visual features) and we'll be talking about that in our next piece.

...
 
I know different engines produce different performance metrics, but I'm curious why the PS5/XBSX performance mode (60fps) had to drop so low to 1920x1080. The game looks decent, but nothing that screams next-generation, IMHO.
 
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It's also out of driver support and would not be targeted as an architecture for performance optimisations by devs in any way so it'd be a pretty unfair comparison.

Academically interesting to see what performance you'd be getting if you actually stuck with a 750ti for 8 years but not really useful as a basis on comparison.

Comparing to something like a 1050 though could be interesting as that should be better supported even now. Although even that is probably lacking in that respect. The slowest modern(ish) GPU we have for comparison is the GTX1650 but on paper that'd a good 80% faster than the PS4. Seeing that and the 1050 in these games would be interesting.
I think it’s still supported in the latest driver but probably only for bug fixes. A 1650 would certainly beat a PS4 soundly being a good bit faster and a far newer architecture. 1050 would struggle I think. You need an increasing amount of excess power as the gen goes on to keep matching the consoles.
 
I know different engines produce different performance metrics, but I'm curious why the PS5/XBSX performance mode (60fps) had to drop so low to 1920x1080. The game looks decent, but nothing that screams next-generation, IMHO.
scene density is heavy from what I can see while allowing for a high degree of verticality. They could probably use some optimization here, for their next attempt.
 
I know different engines produce different performance metrics, but I'm curious why the PS5/XBSX performance mode (60fps) had to drop so low to 1920x1080. The game looks decent, but nothing that screams next-generation, IMHO.

https://wccftech.com/the-big-dying-...n-c-engine-tech-delays-game-length-much-more/
We’ve upgraded almost every core system of the engine. The new Game Components system allows us to pack a magnitude of objects into the levels. The World Streaming technology lets players explore our vast city without loading screens. We’ve upgraded our physics engine to the Bullet Physics featured in some of the most popular open world blockbusters. The brand-new animation and facial expressions system allow us to present lifelike characters. Thanks to the new Artificial Intelligence system, they not only look but also behave realistically. The Audio system has been upgraded to WWise, which led to more immersive sound design and support for interactive music. The new Story System allows for branching narratives and large-scale changes in the world that players can shape through their choices...

The transition to C-Engine overlapped with the pre-production stage of Dying Light 2. These changes were unavoidable in order to create the detailed world of Dying Light 2. Our developers needed time to adapt to the technology, and our Engine department needed time to improve the user experience of the new editor. The early stage of C-Engine’s deployment was a difficult period for our production, but it was necessary to fulfill the ambitions of Dying Light 2.

The move to new engine while adding hardware features and support for the new consoles was difficult. They are probably stilling working out the kinks and need time for the engine to mature a bit.
 
You need an increasing amount of excess power as the gen goes on to keep matching the consoles.

7970 still outperforming the base PS4 here, quite much so when considering same settings and resolutions/framerates. Aside from bad ports, ofcourse but that goes both ways. Kepler didnt age well like AMD's GCN did that generation for several known reasons.


Very impressive looking game but performance tanks on lower end hardware.
 
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