Digital Foundry Article Technical Discussion [2022]

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Because this game fits exactly the criteria that people were using the make the argument for dropping last gen and high framerates. Mostly I was making a joke, though. No so much at the games expense, but at the people who thought that dropping last gen and 60+fps meant that graphics were going to magically advance to some unseen levels.
On the other hand, plague tale (which is honestly closer to AA than AAA) does a good job advocating for low res sub 60 games this generation. Surprised DF hasn't covered it yet
 
Clearly PTR has performance issues
🙄 has two years of last gen games really broken your guys' brains so much that running at locked 40fps is a "performance issue"? The game hits its basically locked 40fps target on xsx and does a great job with the headroom in that target -- tons of volumetrics, great high sample parralax mapping, lots of detailed hero characters on screen, and virtually no ghosting, shimmer, or other image instablity.
 
🙄 has two years of last gen games really broken your guys' brains so much that running at locked 40fps is a "performance issue"? The game hits its basically locked 40fps target on xsx and does a great job with the headroom in that target -- tons of volumetrics, great high sample parralax mapping, lots of detailed hero characters on screen, and virtually no ghosting, shimmer, or other image instablity.
I agree with that, I think the performance is reasonable for what youre getting.

But it's very important to note that this game does not make use of the DX12 Ultimate featureset. This game has a super high poly pipeline that could be accelerated a lot by mesh shaders. VRS and Sampler Feedback (specifically Texture Space Shading as VRAM usage is already very efficient) could boost performance a lot too.

I am sure by utilizing new rendering tech, stable 60 fps would've been possible on consoles and midrange PCs. I'm not exactly sure why devs appear to not make use of that advanced featureset and that is something I wish @Dictator would investigate.
 
I agree with that, I think the performance is reasonable for what youre getting.

But it's very important to note that this game does not make use of the DX12 Ultimate featureset. This game has a super high poly pipeline that could be accelerated a lot by mesh shaders. VRS and Sampler Feedback (specifically Texture Space Shading as VRAM usage is already very efficient) could boost performance a lot too.

I am sure by utilizing new rendering tech, stable 60 fps would've been possible on consoles and midrange PCs. I'm not exactly sure why devs appear to not make use of that advanced featureset and that is something I wish @Dictator would investigate.
I'm not convinced there are such easy wins -- mesh shaders maybe, but how much is there really that could be culled at a meshlet level? The rats are (lowpoly) instances I assume, the terrain is not particularly high poly, so it's mostly environments... Is there a huge win there? I don't disagree there would be savings, but I'm not sure it's multiple MS. VRS could probably save a lot in that foliage and on all those POM surfaces, but that would compromise the (imo excellent) crispness and stability of the image (for 1440p).

All kindof a moot point -- this is a relatively small team, and I'm sure there's more they can do, you're right. I wonder if we'll see another enhanced edition like the first game.

(As for why devs don't make use of it -- I suspect the amount of r&d, engineering time, risk of the feature being useless for their use cases, and concerns about dramatically different paths like texture space shading locking them out of getting the perf they want on platforms without the same featureset adds up to a lot more years of adoption lag time than you expect)
 
But it's very important to note that this game does not make use of the DX12 Ultimate featureset. This game has a super high poly pipeline that could be accelerated a lot by mesh shaders. VRS and Sampler Feedback (specifically Texture Space Shading as VRAM usage is already very efficient) could boost performance a lot too.

Those features aren't miracle workers so I feel it's unrealistic to think they can ~double FPS
 
Crackdown 3 runs at 4k/60hz on UE4 on specs below what Rich is using.
I know it doesn't provide the same high-detail visuals as what Gotham Knights is showcasing, but the combination of UE4 plus open world game design alone isn't sufficient to hamper framerate in such an extreme fashion.
 
You cant do RE4 laser sight while having the modern 'move as you shoot' paradigm at the same time. I mean, you technically can, it'll just be terrible to control.

I suppose you could also just add a laser sight for aesthetic reasons and just keep the laser aimed at a middle of the screen crosshair, but the way it worked in the original, the laser sight worked cuz your character stopped and you aimed off-center with the laser sight. It was more difficult and more involving.

It also means they will need to make the game a bit more challenging to balance this out.
 

I'm surprised XSX has consistently higher framerate.
Expected the rats area's to have higher fps on XSX and fire sections for it to be lower.
 

I'm surprised XSX has consistently higher framerate.
Expected the rats area's to have higher fps on XSX and fire sections for it to be lower.

There are multiple areas in the game (Fire being one of them) where Series-X's 25% memory bandwidth advantage would give it a huge advantage.
 
Written Article to go along with the video --


A Plague Tale: Requiem is a beautiful tech showcase that pushes the consoles hard​

A visually demanding game sees Xbox Series X deliver the smoothest experience.

Two years on from launch, games developed just for PC, PS5 and Xbox Series hardware are still a relative rarity, an event to be savoured. Asobo Studio's A Plague Tale: Requiem certainly hits the mark though: an absolutely beautiful game that does actually feel like a generational leap over its predecessor. We're looking at the console versions today even though PC pushes the game even further - but we're waiting to see what the forthcoming ray tracing upgrade will deliver before going deeper on that version.

Technically, mechanically and even narratively, Requiem is a massive improvement over the already impressive debut game. The mix of stealth and puzzle-solving returns, but it's more robust and varied, offering you larger areas to carve your own path than the original. The visuals are an immense improvement with an extraordinary level of detail, phenomenal materials work and absolutely sublime lighting. Then there's the series' signature hoards of rats. In the original, Asobo's engine rendered 5000 rats on-screen at once, their detail scaling down the further you go into the distance. But now? In the sequel it's pushed to a quite excessive 300,000 - with the team altering their movement to look more like a tidal wave as they burst through gaps.

There has been a debate about Requiem being just a 30fps game on PS5, Series X and S. It's capped at 30fps on 60Hz displays specifically on console - or 40fps capped if you have a 120Hz display hooked up to any of them. Either way, some are disappointed it's not running at 60fps by default. To an extent it's understandable. Bear in mind the original game - A Plague Tale Innocence - ran at 60fps on PS5, Series X and S, it's a step backwards of sorts. However, this is the price we have to pay for the level of enhancements delivered by this game - and based on a cursory look at the PC version, it's pushing CPU and GPU hard, meaning that simply reducing resolution for a higher level of performance isn't going to work.

...
 
The game is brutal on PC, pushing GPU's and CPU's to crazy levels and I would not be surprised if this game (Especially with the rats on screen pushing PS5's CPU) is playing havoc with PS5's boost clocks on it's GPU.

My 3060ti boosts 200-250Mhz lower in this game when compared to any other game I've played.
 
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It seems the game scale well with under 6 cores with hyperthreading and above this number of cores it doesn't work well with hyperthreading. Xbox Series have a mode without hyperthreading and 3.8 Ghz


A-Plague-Tale-Requiem-CPU-benchmarks.png
 
It seems the game scale well with under 6 cores with hyperthreading and above this number of cores it doesn't work well with hyperthreading. Xbox Series have a mode without hyperthreading and 3.8 Ghz


A-Plague-Tale-Requiem-CPU-benchmarks.png
Then it probably runs with SMT enabled so the disabled speed wouldn't be relevant.

But it could very well be pushing the CPU hard to limit the GPU.
Didn't look like it would be doing seriously heavy CPU work during one of the fire scenes. Although that could be very misleading.

Or XS was lead platform and the usual higher fillrate isn't enough to give it the edge with everything being pushed bit harder than normal.
See what first round of patches do.
 
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Speaking of which are there known current-gen games that disable SMT in exchange for the small CPU frequency increase on the XSX?
 
It seems the game scale well with under 6 cores with hyperthreading and above this number of cores it doesn't work well with hyperthreading. Xbox Series have a mode without hyperthreading and 3.8 Ghz

There's no indication what area this was tested in. The CPU load of this game varies massively depending upon the scene, odds are this was tested right at the start. Really DSOGaming is not in any way a reliable outlet for this kind of stuff, even if you ignore the fanbase they cultivate in the comments.
 
Then it probably runs with SMT enabled so the disabled speed wouldn't be relevant.

But it could very well be pushing the CPU hard to limit the GPU.
Didn't look like it would be doing seriously heavy CPU work during one of the fire scenes. Although that could be very misleading.

Or XS was lead platform and the usual higher fillrate isn't enough to give it the edge with everything being pushed bit harder than normal.
See what first round of patches do.
There’s technically not much Series x can do here. If it’s outperforming PS5 on alpha and geometry, then the game has been optimized mainly with compute (and the respective bandwidth) in mind to bypass fill rate, geometry may not have a terrible amount of overdraw.
 
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