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Anybody have a clue what the 8th gen metrics are?
The performance of this game is really strange. It has big black bars so it already reduces the pixels to render. But maybe the black bars are just post-processing and get rendered. But even that wouldn't describe the bad performance on all systems.DF Article @ https://www.eurogamer.net/digitalfoundry-2022-trek-to-yomi-tech-review
Trek to Yomi: stunning aesthetics but performance falls short
PS5 and Xbox Series consoles tested.
Trek To Yomi is a fascinating, extremely stylish release. Its aim is to emulate classic Japanese samurai movies, with Kurosawa and Kobayashi the clear influences. Everything from the letterboxed, monochromatic presentation right down to the film grain and shot framing are clearly inspired by Japanese cinema, with Unreal Engine 4's post-processing pipeline used to render this stylised, cinematic experience. This isn't a massive blockbuster title but there's a deep fidelity to the source material here and a brilliant sense of aesthetics.
There's an immediate sense that the developers have tried to really achieve something special here and that starts with the camera work: most of the game's cinematics use a mix of stationary shots and slower panning shots, typical of early Japanese film. Camera framing takes a lot of inspiration from this work as well; a lot of care has been taken with shot composition, with carefully framed foreground, midfield, and background detail. The camera ends up being quite fundamental to the game itself, and it's semi-fixed during gameplay - there's no direct player control over this element, and most shots simply follow the player's movement by scrolling or panning.
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DF Article @ https://www.eurogamer.net/digitalfoundry-2022-trek-to-yomi-tech-review
Trek to Yomi: stunning aesthetics but performance falls short
PS5 and Xbox Series consoles tested.
Trek To Yomi is a fascinating, extremely stylish release. Its aim is to emulate classic Japanese samurai movies, with Kurosawa and Kobayashi the clear influences. Everything from the letterboxed, monochromatic presentation right down to the film grain and shot framing are clearly inspired by Japanese cinema, with Unreal Engine 4's post-processing pipeline used to render this stylised, cinematic experience. This isn't a massive blockbuster title but there's a deep fidelity to the source material here and a brilliant sense of aesthetics.
There's an immediate sense that the developers have tried to really achieve something special here and that starts with the camera work: most of the game's cinematics use a mix of stationary shots and slower panning shots, typical of early Japanese film. Camera framing takes a lot of inspiration from this work as well; a lot of care has been taken with shot composition, with carefully framed foreground, midfield, and background detail. The camera ends up being quite fundamental to the game itself, and it's semi-fixed during gameplay - there's no direct player control over this element, and most shots simply follow the player's movement by scrolling or panning
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The amount of DOF and purposely noisy post processing make this game a clear candidate for the use of VRS.Can't watch it with sound as I'm out but watching the video on my phone it looks like everything is running at full rate and resolution?
Fire, water and everything look to update at 60fps and the particles and effects seem to be running at full resolution?
That won't help.
The performance of this game is really strange. It has big black bars so it already reduces the pixels to render. But maybe the black bars are just post-processing and get rendered. But even that wouldn't describe the bad performance on all systems.
VRR for the rescue shouldn't be used like this. An optional 30fps lock would be a good idea for this game.
The performance is especially interesting because of the resolution difference between xsx and xss. While the xsx uses 4k (well almost and the black bars...) and the xss 1440p (same here, black bars) it seems like the issue is inside of the engine. From the raw resolution numbers, I would expect that XSS would run worst but funny enough, it runs best. So there seems to be some code inside, that doesn't scale that well with the resolution.
I never got to watch all off it, but there was a recent GDC Halo slipstream rendering presentation.Halo Infinite's Season 2 patch fixes long-standing animation bugs, adds new graphics modes
Strong progress - but serious frame-pacing and VRR issues remain.
Some guy on Twitter tested FSR2.0 cost on 6700XT using a profiler and found it took ~1.4ms
Nice find. One of the follow-up tweets says most of the time after the 1.4ms is from post-processing shaders running at output resolution [4K versus 1440p].
There was an Xbox One Elite?Does the original Xbox One still have what it takes to run modern cross-gen games?
The Xbox One S replaced the original hulking Xbox One set-top box design back in 2016 with improved silicon, a slightly overclocked GPU and a far superior design - but where does that leave the original 'Durango' model console when playing the latest cross-gen games? Oliver Mackenzie finds out.
Great video from Oliver.
Wish he had tested Dying Light 2, since that's a 2022 game that has to scale from base 8th gen up to top 9th gen machines.
I believe DF's DL2 video only used the One S for testing.
Add: I also wish DF would include performance tests of the Hybrid HDD that came with the Xbox One Elite model. Assuming they have one available.
Something which based on my experience with some DLSS supported games that clearly don't take that approach, I'm definitely in favour of. I'm sure it can depend on the effect, but it can really stand out when games that utilize reconstruction base those effects on the internal and not output res - far more than the incidents of ghosting imo.Nice find. One of the follow-up tweets says most of the time after the 1.4ms is from post-processing shaders running at output resolution [4K versus 1440p].