Digital Foundry Article Technical Discussion [2022]

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If We dont really know yet. I sure hope UE5 wont be limited to 30fps in general because thats not really all that nice. All has to do with scaling, if developers want 60fps they probably can achieve it even on consoles, but they'd have to offer too much for that most likely. Not really elegant either to have your engine CPU limited that easily, doesnt give much headroom going forward.
Alex clearly ment consoles as that was what he said/talking about.

I know but if games on console are CPU limited at 30 fps, it means games will run 40/50 fps on PC like the demo, I can understand @Dictator. Battlefield 2042 is CPU limited too but the game run at 60 fps on consoles and PC with better CPU runs 100's of fps
 
I know but if games on console are CPU limited at 30 fps, it means games will run 40/50 fps on PC like the demo, I can understand @Dictator. Battlefield 2042 is CPU limited too but the game run at 60 fps on consoles and PC with better CPU runs 100's of fps

Games being CPU limited on a Zen2 at over 3ghz isnt all that elegant either, and i doubt thats the main problem with the last UE5 tech demo. Fornite UE5 isnt limited to just 30fps for instance.
 
Games being CPU limited on a Zen2 at over 3ghz isnt all that elegant either, and i doubt thats the main problem with the last UE5 tech demo. Fornite UE5 isnt limited to just 30fps for instance.

I never said this is an engine problem. This is how developer design a game. He prefers than devs don't design a game around a 30 fps caps on current gen consoles CPU and I agree. This is better to be GPU limited.
 
I know but if games on console are CPU limited at 30 fps, it means games will run 40/50 fps on PC like the demo, I can understand @Dictator. Battlefield 2042 is CPU limited too but the game run at 60 fps on consoles and PC with better CPU runs 100's of fps
No PC runs BF 2042 at 100s of fps, unless you're talking specifically about max framerate which is a useless metric.
 
I'm still surprised that Alex is so against having 30fps games on console, especially if it allows greatly superior visuals/technical ambitions for games as a whole. This weird notion lately that we're supposed to have both 60fps on everything while also having a giant generational leap in graphics/ambitions doesn't really make sense to me. If the type of games that were previously 30fps are now all 60fps on console without exception, you're effectively halving the generational leap the hardware could bring in many ways.

So if we get 60fps for everything on console, it fundamentally holds back games, including the versions we get on PC. "Well just offer higher settings" - no, not everything is so simply or practically scalable like that. Fundamental aspects of the game get decided and PC settings typically only offer minor refinements on them, often using 'out of the optimization sweetspot' higher end options, not transformational results.

I'd have thought he'd be cheering for devs on consoles to be pushing things with a 30fps target. I'm still adamant that the vast, vast majority of console users would be fine with 30fps, no matter what they say now. Especially when there are impressive enough results to justify it. Even I am fine playing at a game at 30fps on console, and I'm definitely far more on the 'enthusiast' side of things than most. Just finished playing Xenoblade Chronicles DE on Switch and loved it. Barely thought about performance outside the first half hour or so.
It really boils down to developers choice on what they intend on doing with their game. Certain game types lend okay to 30fps, but for most people 60fps should be easier to play in terms of gameplay. I think there is an honest discussion about graphics being much better at 30fps, which I agree with. There's only so much you can do with power, and only so much resolution you can reduce before you hit a wall of diminishing returns on the pipeline.
 
https://www.eurogamer.net/digitalfoundry-2022-the-ascent-playstation-tech-review

The Ascent hits PlayStation 5 - and it's as beautiful as ever
Last-gen and current-gen versions tested.

What is the most visually impressive indie game you've ever seen? From our perspective, The Ascent - released last summer for PC and Xbox - is a strong candidate. This Unreal Engine 4-based isometric action game features dense environmental geometry, great lighting, and high quality effects work. It's easily mistaken for a big-budget title but was in fact primarily made by Neon Giant, a small Swedish studio with just 12 core developers. Previously an Xbox console exclusive, The Ascent is now available for current-gen and last-gen PlayStation consoles - and we highly recommend it.

Whether you're gaming on PS4 or PS5, The Ascent retains its signature visual appeal - it's a beautiful title that combines extremely detailed environmental geometry with stunning pyrotechnics. As action breaks out The Ascent becomes an electrifying visual showcase, bathed in explosions and bullet trails. The interplay between the environment and the action is a key highlight here: stray bullets and explosions chip at barriers and take chunks out of concrete slabs. Despite massive levels packed with dense environmental meshes, everything seems to fit together surprisingly well, without any geometric or lighting discontinuities. Even the game's narrative sequences, which zoom in to close range, don't highlight many shortcomings.

...

In a head-to-head with Series X, trouble areas on Microsoft's console trade off with problematic areas on PS5. Both can exhibit minor performance drops in different areas, but across the run of play, the overall experience is virtually identical - both mostly hitting the 60fps target, with the differences we do see changing on a run-by-run basis. PS4 and PS4 Pro are cut back to a 30fps target, dropping frames in combat, as you might expect, but typically it's just small amount of stutter per encounter. Some of the larger areas with lots of AI can push the systems harder, particularly the PS4, although this isn't terribly common.

...
 
If We dont really know yet. I sure hope UE5 wont be limited to 30fps in general because thats not really all that nice. All has to do with scaling, if developers want 60fps they probably can achieve it even on consoles, but they'd have to offer too much for that most likely. Not really elegant either to have your engine CPU limited that easily, doesnt give much headroom going forward.
Alex clearly ment consoles as that was what he said/talking about.
Doesn't Fortnite run at 60 fps and run on UE5? Clearly you can tune things for a framerate target, but you may have to skip some of the heavier features.
 
Doesn't Fortnite run at 60 fps and run on UE5? Clearly you can tune things for a framerate target, but you may have to skip some of the heavier features.
Fortnite uses ue5 as this is the game epic experiments with new features (well currently it is the only live running example they have and it is more there to experiment with network features ... and to get all the money they need for almost everything ☺️). But still this is a very comic like game with really low detail. But it has ray tracing reflections on current gen consoles in the 60 fps mode.
Even if it would use nanite it is so low poly that it wouldn't matter.
 

big one here. Rich must have spent a long time on this one. Quite impressive this little deck. Not surprised it performed so poorly on UE5. It's likely a CPU bottleneck for that system.
 
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Wow wow wow!

My wish has been granted. I've always wanted to see how HW-RT performs on hardware like this but nobody tested it, to my dismay.

The results are blowing my mind. Especially Metro Exodus EE.

Great stuff, DF always pushes the boundries of tech, that's one thing that sets them apart from the others :)
 
DF Written article @ https://www.eurogamer.net/digitalfo...-gaming-is-valves-handheld-truly-future-proof

Steam Deck vs next-gen gaming - is Valve's handheld future-proof?
Ray tracing, UE5 and Flight Sim tested - with some stunning results.

When Digital Foundry reviewed Steam Deck, the overall takeaway was that Valve had delivered by far the most powerful handheld we'd ever seen - to the point where we could take PC ports of console games and run them at PS4-equivalent settings with much the same performance. The only difference? Lowering resolution from 1080p down to 720p or 800p. There's more to Steam Deck, however. Its main processor is based on the same core technologies as the silicon that powers PlayStation 5 and Xbox Series X/S. It's 'next-gen capable' if you like - but does it have the horsepower to run cutting-edge games at reasonable frame-rates?

Ideally, it's a question we should have answered in the main review, but there's a problem: despite running Steam, the Deck is based on Linux rather than Windows, meaning that a wide range of games still don't run, while features such as hardware-accelerated ray tracing are not supported. Essentially, every single game or feature required to test Steam Deck's next-gen credentials has issues: the path-traced Quake 2 RTX or Remedy's Control's RT features cannot be accessed from Linux. Meanwhile, proper next generation experiences such as Microsoft Flight Simulator should be able to run but don't owing to Steam Deck's lack of compatibility with online anti-cheat technologies.

...
 
And who doesn't like 2005/2006 seventh-generation console resolutions in 2022? :runaway:

These resolutions look absolutely fine, especially for a small mobile screen. The Number Go Up obsession among tech enthusiasts has always been wildly misguided -- I'd rather play something amazingly detailed and realistic that's blurry than play something from the 90s at 8k, even on a 60 inch display. I really can't believe that metro footage looks terrible to anyone who isn't coming in with preconceived expectations of how sharp games "ought" to look.
 
These resolutions look absolutely fine, especially for a small mobile screen.
I don't doubt that this looks fine to you. But not to me, this is to course a resolution. And for a bunch of PC games, this is a resolution where the UI may struggle because few games are designed to accommodate such resolutions in this day an age.
 
I don't doubt that this looks fine to you. But not to me, this is to course a resolution. And for a bunch of PC games, this is a resolution where the UI may struggle because few games are designed to accommodate such resolutions in this day an age.

I have a 3080 and an oled tv -- I understand the appeal of sharpness, but incessant pursuit of it at the expense of absolutely everything else -- even being able to play a cutting edge, great looking game on a 7 inch screen -- is ridiculous. I agree about the UI, but the lack of Ui scalability in games deserves a lot of criticism, not the hardware.
 
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