"Some users", I know this is PR talk but come on. There is no single user that is not affected by this.
The real issue I am wondering about is last gen machines. I'm surprised they decided to launch on those as well. May have stretched themselves too thinMakes for some skewed platform performance comparisons as usual….
Yeah I wonder the same. How was it done back then, and why it wasnt a problem, while now seeing a character in a mirror is held as the next best thing in graphics. Early techniques used a duplication of the environment and characters I remember to give the illusion of a mirror. Unsure what other methods they used later.its funny how developers cant now make reflection of main characters in mirror without rt when they could do it on ps2 era games (if not earlier) ;d
Nah, some people for sure people loves conspiracy theories but i doubt they would bomb own reputation like this. This is not the forst game that launches with some bad optimisation on xboxes and PCs.Yeah I wonder the same. How was it done back then, and why it wasnt a problem, while now seeing a character in a mirror is held as the next best thing in graphics. Early techniques used a duplication of the environment and characters I remember to give the illusion of a mirror. Unsure what other methods they used later.
I am perplexed by the lack of optimization on Series and PC. The X is even missing RT and the PC stuttering makes it unplayable. It wasnt ready for release
I am sure someone is going to think it was Sony's fault. They offer their studio in exchange to release broken versions on Microsoft platforms
Could be that the increased complexity of rendering makes earlier solutions like planar reflections and local cube maps disproportionately expensive.Yeah I wonder the same. How was it done back then, and why it wasnt a problem, while now seeing a character in a mirror is held as the next best thing in graphics. Early techniques used a duplication of the environment and characters I remember to give the illusion of a mirror. Unsure what other methods they used later.
on fixed hardware of course, you have a point there. CoD Modern Warfare 2 is a good game to show the benefits of closed hardware. A colleague of mine who has a much more powerful GPU than mine, told me that when he gets to Amsterdam, during the mission where you gotta dive in the water, his RTX 3080 goes from 120-140fps to 80fps.
PS5 performs between 50-100% faster than my 1080ti in MW 2 depending on what game mode I'm playing.
Let's see how this goes. It does suck that DF will have to do second video immediately after first one drops tho
Digital Foundry’s patron-only new video: "(Slightly) Early Access: The Callisto Protocol - The DF Tech Review + PS5 vs Xbox Series X/ S + PC #StutterStruggle Analysis"Strange, this isn't on their man page and has been uploaded 5 hours ago.
Seems like a very obvious and easy thing to do which is why so many people think devs are either incompetent or just don’t give a shit.
There actually aren’t a breadth of MW2 benchmarks out there, specifically that have both of those GPUs. But a 1080ti performs like a VEGA 56 in this game based on the few that have been published. My personal experience in trying to achieve 120 fps in warzone and ground war modes led me to my performance observation.What does this have to do with the console being a closed platform? This is simply a case of the user not capping the frame rate on PC. If the frame rate were capped at 80fps then the experience on the PC there would have been a solid 80fps. And if it's hitting 80fps on a 3080, that will be at higher settings than the console, assuming the console is running at 60fps.
Extraordinary claims require extraordinary evidence. Do you have a settings matched, scene matched comparison to demonstrate this? Or alternatively PC benchmarks showing the 1080Ti performing on par with an RTX 3050?
"We have heard that some people need food and water to survive.""Some users", I know this is PR talk but come on. There is no single user that is not affected by this.
not at all how it works at all for any big game, even one that’s basically running stock ue4, and this game has looks like it has a ton of rendering changes.Like, put in UE4, press build, it runs.
Surely those are I/O stutters?
Nah Alex confirmed in the DF video they go away on the second run through, so definitely #SCS.
p.s.
The Callisto Protocol [PC Stutter Fest]
And by some they must mean All PC Users... If it will be ready in a just few hours, they really should have had it for the release or at the least as part of Day 0 launch.forum.beyond3d.com
You’ve basically got it here — the issue is that all of the various bottlenecks aren’t in the same places they were anymore. For example, if you have a deferred renderer, you’d need the bandwidth to make a whole new g buffer (at some resolution), but if you had that bandwidth in the first place you would surely want it for something else to use on your main render 99% of the time, rather than saving it for the mirrors you see 1% of the time. If you’re on a forward renderer it’s more solvable (we still see forward takes do mirror reflection occasionally) but you have to worry about scene and lighting complexity more, and if you had the headroom for that you would probably rather use it for more compex scenes.Yeah I wonder the same. How was it done back then, and why it wasnt a problem, while now seeing a character in a mirror is held as the next best thing in graphics. Early techniques used a duplication of the environment and characters I remember to give the illusion of a mirror. Unsure what other methods they used later.