This again shows, that we see a software-difference instead of hardware differences.
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.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 far they never fixed these problems in their gamesSeems 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
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.
Which is not to say that PS wasn’t the lead platform, mind you. Could also have been PC though.
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.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.
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.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.
Yea, it's pretty sad that they couldn't be arsed to release current gen versions of a game THIS far into the generation.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.
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.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.