Digital Foundry Article Technical Discussion [2022]

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The rain in assetto corsa, wow. Dont know if the video is any indication of how often thats happening but if it is, you would of thought they would of spent more time making it look better
 
This again shows, that we see a software-difference instead of hardware differences.
E.g. the dynamic detail loading on xb1x hardware is really ... strange as it seems to be missing on PS4 Pro. Loading times is also another thing. Xb1x should have the fastest loading speeds (because of the faster CPU and Memory) but it still is slower than the PS4 Pro in that regard. So it actually shows that Playstation consoles were the target platform. But again on the technical side, it is really again a From Software failure. But they just don't give a **** if the game does not run smooth. It is unoptimized for every plattform but PS4 is near a t fixed 30fps.
Btw, xb1x would have the advantage of already having VRR support ... well but I guess at those low framerates, VRR won't solve much. PS4 Pro + VRR would be a good combination though (yes PS5 + VRR would be even better).
 
I wonder if you had an older 4K display (or older HDMI cable, perhaps) that was limited to 4K30, if you played a game like Elden Ring that is mostly over 30FPS with bad frame pacing, if the pacing would be fixed, or if the games would just run without a 30hz vsync and still have an uneven update.

Xb1x should have the fastest loading speeds (because of the faster CPU and Memory) but it still is slower than the PS4 Pro in that regard.
Not just related to this, but Series S should have the fastest loading of any Xbox because it has the fastest CPU/Storage and the smallest amount of RAM, excluding the base One and One S consoles. I think there are games that run lower resolution assets than Series X and load slower on Series S, and I find that curious as well.
 
Seems like they sold a crap ton of copies on all platforms, game is huge success they could just throw money at the problem and fix it right? What is the problem here
 
Seems like they sold a crap ton of copies on all platforms, game is huge success they could just throw money at the problem and fix it right? What is the problem here
So far they never fixed these problems in their games ;)

But as more users are now affected by those problems, maybe From Software might optimize it a bit more. Bad press is still bad press, even if the game seems to be good.

PS: Even I consider to buy it, once I have completed Elex 2. The much more open world and the chance to "level up" before to encounter especially hard enemies makes this title much more interesting for me (I generally don't like hard games).
 
Depends where the bottleneck is. The ROPS are double pumped for colour meeting most of the requirements of keeping up. But depth and stencil rops are 1/2 of ps5.

Unless it's handled in a very goofy way, I can't see why rainy scenes would suddenly become badly depth rop bottlenecked but sunny scenes would not?
 
Why should the Xbox 1x have faster loading speeds than PS4 Pro? PlayStation bought developer licences for the entire platform for Oodle Kraken didn’t they? And it’s now part of their core SDK? As well as having optimized their OS for loading a lot for PS5, but they brought some of the optimizations to PS4 as well. So mutulplatform developers could benefit from this and as a result loading should not necessarily be faster on the 1X, I think?

Which is not to say that PS wasn’t the lead platform, mind you. Could also have been PC though.
 
Which is not to say that PS wasn’t the lead platform, mind you. Could also have been PC though.

PC was definitely not the lead platform. So many more issues on PC than either of the consoles. It's not horrible, but far from ideal.

From Software still develop for PlayStation as the lead platform. It'll be interesting to see if PC swaps places with Xbox for second platform at some point as PC is continuing to gain traction in Japan.

Regards,
SB
 
Unless it's handled in a very goofy way, I can't see why rainy scenes would suddenly become badly depth rop bottlenecked but sunny scenes would not?
Alpha tends to be a pain point for a lot of titles. Typically if you’re looking for frame drops, often alpha is the issue. As to how or why the load doesn’t change when alpha is involved is beyond my technical understanding. To me it comes off as a trend I have noticed, why has DRS has not been able to grapple alpha dips is not something I know unfortunately. A rendering dev could provide some insight here.
 
Alpha tends to be a pain point for a lot of titles. Typically if you’re looking for frame drops, often alpha is the issue. As to how or why the load doesn’t change when alpha is involved is beyond my technical understanding. To me it comes off as a trend I have noticed, why has DRS has not been able to grapple alpha dips is not something I know unfortunately. A rendering dev could provide some insight here.

My rough sketch understanding is this would be because on transparency heavy scenes, you would need to rasterize many pixels in an area with transparency, because you have to draw the a tri that's transparent, and aditionally any other tris that are behind it that would be rejected by the depth test if they were behind an opaque tri. So, if you have a particle effect that puts 50 overlapping transparent cards on the screen, you might render a single pixel 50 times rather than ~1-2. (worse yet, you might lose access to those early depth rejection tests on even more superficially unrelated pixels on some platforms, such as mobile)

However, I don't see why anything like this applies to the rain scene in assetto, unless something absurd is going on like each rain drop being an alpha card. The alpha load should be about the same between the two weather states, the only change should be more complicated shaders for things like screen space reflections.
 
Both elden ring and shadow warrior 3 show the advantage of backwards compatibility modes.

The visual upgrades for elden ring in particular are not even worth the performance hit at all compared to PS4 pro.

If I was from, I would have just shipped elden ring as a bc title and let that be that. Xbox one x and pro both with unlocked fps, 1800p checkerboard. Series x and ps5 would have been totally fine with that. But instead we now have totally useless native modes that won't ever be fixed (unless you have a certain type of tv on the Xbox series side

Clearly they had issues optimizing for so many platforms which is fair, but then why not make it easier on themselves.

I felt kinda the same way about ghost of Tsushimas pointless native mode as well.
 
What those games show is that PS5 hardware BC is really a blessing using those cross gen game with uncapped framerate. Those games usually get a nice 2.5x performance increase on PS5. It means plenty of games run now at locked 60fps with excellent image quality. I am currently re-playing Monster Hunter World on PS5 and it's awesome. Very good 1800p CBR (it was already sharper than X1X solution) at locked 60fps is so good. Also I think the 60fps helps with the CBR: it's quite sharper in motion than when it was running at only 35fps.

Both elden ring and shadow warrior 3 show the advantage of backwards compatibility modes.

The visual upgrades for elden ring in particular are not even worth the performance hit at all compared to PS4 pro.

If I was from, I would have just shipped elden ring as a bc title and let that be that. Xbox one x and pro both with unlocked fps, 1800p checkerboard. Series x and ps5 would have been totally fine with that. But instead we now have totally useless native modes that won't ever be fixed (unless you have a certain type of tv on the Xbox series side

Clearly they had issues optimizing for so many platforms which is fair, but then why not make it easier on themselves.

I felt kinda the same way about ghost of Tsushimas pointless native mode as well.
But Elden Ring is actually native on X1X (usually 1512p). It runs very well as it runs about as good as Pro CBR 1800p (usually 1512p CBR, both numbers from NXGamer). So compared to the Pro the X1X version is rather well optimized and about expected (as CBR on Pro is far from being free). The only anomaly here is XSX BC performance that is often not great (usually 1.5x-1.7x better than X1X when GPU limited), more so in that game of course probably because of their dynamic settings.
 

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with shader compilation hitches! Awesome!

Gotta love the 34-36fps cutscenes too with stutter and speed mismatch issues! Great job devs!
 
Wonder why they didnt even implement many of the enhancements of the pc version on the current generation consoles, most of the work is already done on the pc right?
 
Wonder why they didnt even implement many of the enhancements of the pc version on the current generation consoles, most of the work is already done on the pc right?
Yea, it's pretty sad that they couldn't be arsed to release current gen versions of a game THIS far into the generation.

@Dictator There was a patch for SW3 which apparently addresses (some of) the stuttering issues in the game. I'm assuming that means the loading stutter? Were you able to test out that patch? Was the video made with the latest patched version?

BTW, I also like the way you're going about bringing up the compilation issues in these games too.. basically saying that the performance metrics per game setting don't matter... in light of how the game will perform regardless of how you set them. That's a great touch. :D
 
Yea, it's pretty sad that they couldn't be arsed to release current gen versions of a game THIS far into the generation.

@Dictator There was a patch for SW3 which apparently addresses (some of) the stuttering issues in the game. I'm assuming that means the loading stutter? Were you able to test out that patch? Was the video made with the latest patched version?

BTW, I also like the way you're going about bringing up the compilation issues in these games too.. basically saying that the performance metrics per game setting don't matter... in light of how the game will perform regardless of how you set them. That's a great touch. :D
I tested the patch when it came out while making the Video and I am not sure which stutters it is supposed to address exactly - with fresh driver all the shader comp stutter is there still. All of the level load ones I found in the First 4 Missions are as well too. So it must address stutters at some point in the missions beyond.
 
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