Digital Foundry Article Technical Discussion [2023]

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Has XB expanded storage prices changed much since launch? PS5 is getting, predictably, quite affordable and that's only going to improve.
 
Has XB expanded storage prices changed much since launch? PS5 is getting, predictably, quite affordable and that's only going to improve.
Seagate has not changed their suggested retail price of their Storage Cards. It's been over 2 years now and they haven't moved at all. The best price is when the 1TB hits $190 on sale (from $220 base price). One time the 512GB hit $70 (base price $130) from a Target store promotion.

Going on this 3rd year and I would expect there to at least be an alternative option available.

The only thing that blunts this a tiny bit is that xCloud works so well for single player titles that are not twitch muscle bound, I play those games without having to install them at all.
 
Has XB expanded storage prices changed much since launch? PS5 is getting, predictably, quite affordable and that's only going to improve.
My guess would be that Ms thought that this camera standard for SSDs would make them automatically cheaper over time. But as almost no camera is using it, prices haven't dropped. Also there seems to be an exclusive deal with Seagate that is still in place. At those cost I would have expected other companies to quickly join that market. But it really seems Ms really miscalculated that whole think.
Don't get me wrong, I like that swappable storage card thing from a consumer perspective (it is really easy to swap those cards for everyone), but those prices ...
A 2tb cost as much as a whole series x. That is really absurd while "normal" m.2 drives cost less than half of the price Seagate is asking for.
I didn't expect that prices drop that fast for fast NVMEs. I can only hope that Ms prepares another console version with a larger drive, soon.
 
What the hell. Hardware VRS is no better for me on series consoles. Sure there are less "saws" artefacts but the textures have even less details on XSX (for instance a bit down the middle of the S character on the 2nd pic, XSX loses plenty of high frequency details on the pattern). So it's going to result in a even more lower perceptible resolution. Please just cancel the whole technique. Except if you are only focused on looking at the main character/ennemies or love blurry assets it's bad.

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At this point PS3 assets would look sharper in many cases (even worse in the case of the lighting with its fist sized pixels). And that's a "best class remake"? Is the most important now the official base resolution (basically the geometry) without any regards to actuall perceptible resolution that mainly comes from textures / lighting actual resolution?
 
TAA is not helping, and absurdly low render resolutions too. :/
Upscaling like FSR2 is specifically designed to scale from 1080p and above which series x and ps5 are only slightly below in the absolute worst case scenario. The performance mode being 1080p under load and quality being 1440p under load is par the course. The issue is in the software VRS solution.

The good news is, if they can nail the software VRS they have right no, they can use it in every other game instance moving forward without issue
 
PS5 has ugly artefacts, yes, but it could be the best version for me (not good enough though). Textures on Series console have lost all their high frequency details (the ground). How did we get here? Didn't we previously learn from the #NoAF drama in the previous gen? People wanted texture details even on oblique textures (and most games do a pretty good job in that area on consoles) but now the same problem on the whole scene, lighting included, is acceptable?

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I've got gigabit fibre (and Cat6a internal network) but even then download times can be rather annoying, especially as the CDN on consoles doesn't consistently deliver more than 500Mb/s in my experience.

When you share a console with your household (children, etc) you quickly reach the limits of the available storage with current game sizes and extra storage comes at a hefty premium (at least on the Xbox side for XSX|S enhanced titles).
Me too, and it's like yea, it takes maybe 20 or 30min for a massive download like ~150GB... but I'd still rather that game download take 10 minutes instead as well as less space lol.

The Steam Deck is my main sticking point of course. Some games can be absolutely BRUTAL to download, and just as importantly.. update. It's not just the downloading and size on storage, but also the "processing" that it has to do to install the update can be insanely long for some games, just sitting there as the thing chugs away at whatever it's doing.

That's not exactly developers faults of course, but still.. if they've got the ability to do it, now would be a good time.
 
The patch is live seen on era


Dead Space Patch Notes – January 30, 2023

  • Addressed PS5 performance related issues.
  • Added a new option to disable VRS on PC.
  • Addressed various glitches and bugs.
  • Addressed an issue related to black screen issue.
  • Added stability and performance fixes.
  • Added general stability fixes.
Note: The official full changelog will be available soon.
 
Based on first hand accounts on era, the problem is resolved. now that's what I like to see, quick and speedy service 😁

Now can PC users have the option to disable VRS entirely?
 
Like with many techniques it depends on implementation.

Halo reach had one of the first attempts at TAA, if not the first. And the ghosting was so bad it was worse than having no AA at all. It's one of the main visual things I remember about that game. The current refined TAA solutions are a world apart from that.
 
xbox image is clearly the same resolution with more precise filtering, the choppiness is making it look "sharper" because every block being a different size creates sharp edges. some of you guys post completely delusional things. If your option is: a- run everything except the character at 780p b- run everything except the character at 780p with brutal artifacts c- run everything at 780p the choice is obvious. This is also a like, very obviously good looking game. Tons of high quality dynamic lighting, POM everywhere, lots of volumetric fog, basically locked 60fps, lots of characters on screen... It's not the best looking game ever but it's absolutely fine. Hysterics over the resolution are ridiculous. Even on ps5 those vrs arrtifacts aren't that bad, some surfaces shimmer a tiny bit in motion, big deal.
 
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The Gears ones are pretty solid, especially given how long ago they were implemented.
Yeah that was perfect implementation. Makes you wonder why on earth hasnt that set a standard and AFAIK it was barely used in other games and where it was used, it wasn't as well implemented.
These techniques are supposed ot be there to improve either IQ or performance at no cost on IQ. Instead they destroy their purpose.
 
I think it's important to remember VRS only really gives you increased performance if you're compute bound.

If your shaders are at 80% utilisation then VRS will net you very little, if any performance.

Are current games that shader bound to justify using VRS currently or is it something we'll see come in towards the latter stage of the generation?
 
Yeah that was perfect implementation. Makes you wonder why on earth hasnt that set a standard and AFAIK it was barely used in other games and where it was used, it wasn't as well implemented.
These techniques are supposed ot be there to improve either IQ or performance at no cost on IQ. Instead they destroy their purpose.
according to John VRS entire point is to degrade the image. It's not there to improve IQ. Exact opposite.

It's there to smartly degrade the image in places people won't notice. But if it's not implemented well you will very much notice it.

FSR1 and DLSS 1 though is good example of "technology going against it's intended function" since they were supposed to be an IQ booster but destroyed iq in many cases with ghosting
 
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