It doesn't? I toggle it on and off and get the exact same performance.Nice comparison. You have enabled v-sync on PC, right? Because PS5 uses V-sync and we know it costs performance.
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It doesn't? I toggle it on and off and get the exact same performance.Nice comparison. You have enabled v-sync on PC, right? Because PS5 uses V-sync and we know it costs performance.
It doesn't? I toggle it on and off and get the exact same performance.
Yeah true triple buffered Vsync below the refresh does not cost performance in any typical sense in a scene with a flat frame-rate (it just changes the way frames are paced). Also it is literally impossible to show any performance above 60 fps/60hz if you match the output refresh rate with Vsync on, so...what would be the point?
Usually, the performance delta between DLSS and FSR is non-existent. HU did a few tests and in select cases, one may perform a bit better than the other but this is really rare. They're within 1-2fps of one another generally.
Thanks for this fairer comparison. This is how NXGamer usually compares PS5 vs PC and this is mostly why he doesn't get the same results as Digital Foundry.It shouldn't, but in my tests with this game the vsync, at least at 60hz, can have some rare drops into 80% GPU utilization with it trying to hover around 40fps at points when vsync is enabled, but most of the time it's in the low 90% utilization, losing you ~5fps if you require more than 90% GPU usage over non-vsync. It's kind of all over the place. Very difficult to maintain a 60fps lock unless you're always below 80% GPU usage.
There's a 2fps advantage to DLSS balanced vs FSR2 balanced on my 3060, which Alex mentions in the video. With a 1440p output res, FSR2 has a slightly higher internal res - 1505 x 847, vs 1485 x 835 on DLSS balanced.
Thanks for this fairer comparison.
This is how NXGamer usually compares PS5 vs PC and this is mostly why he doesn't get the same results as Digital Foundry.
Something cool about this game is how willing it is to throw different environments with radically different performance requirements at the player. I think it explains a lot of the official recommended specs -- I'm not playing with an fps counter up, but there are *huge* gulfs between scenes in dense foliage with complex lighting vs simple interiors and urban scenes. There are some scenes the 3080 runs fairly OK, and the game frontloads a lot of the ones that it doesn't.
I think it explains a lot of the official recommended specs
Would you mind uploading a Spot Video where that occurs in game? I wanna See If I can reproducdIt shouldn't, but in my tests with this game the vsync, at least at 60hz, can have some rare drops into 80% GPU utilization with it trying to hover around 40fps at points when vsync is enabled, but most of the time it's in the low 90% utilization, losing you ~5fps if you require more than 90% GPU usage over non-vsync. It's kind of all over the place. Very difficult to maintain a 60fps lock unless you're always below 80% GPU usage.
There's a 2fps advantage to DLSS balanced vs FSR2 balanced on my 3060, which Alex mentions in the video. With a 1440p output res, FSR2 has a slightly higher internal res - 1505 x 847, vs 1485 x 835 on DLSS balanced.
The devs actually posted somewhere that they deliberately went heavy on the requirements in order to guarantee a particular performance level. "Under promise and over deliver" I believe their words were (sorry I don't have a link to the post itself).
Would you mind uploading a Spot Video where that occurs in game? I wanna See If I can reproducd
They probably used primitive shaders since it already offered most of the existing functionality with mesh shaders. If they used amplification shaders too then they likely emulated them with a compute shader pre-pass but even on RDNA2, amplification shaders are also emulated over there too to an extent. Most of the time there's no elaborate emulation or workarounds to shipping a game using mesh shaders ...Anyone knows how the PS5 version was done since theoretically at least has support only for Primitive Shaders and NOT Mesh Shaders?
Functionally they are almost the same. PS5 isn't using DirectX and has no need for mesh shaders.Anyone knows how the PS5 version was done since theoretically at least has support only for Primitive Shaders and NOT Mesh Shaders?
This was discussed not so long agoAnyone knows how the PS5 version was done since theoretically at least has support only for Primitive Shaders and NOT Mesh Shaders?
Amplification shader = task shader According to timur blogThey probably used primitive shaders since it already offered most of the existing functionality with mesh shaders. If they used amplification shaders too then they likely emulated them with a compute shader pre-pass but even on RDNA2, amplification shaders are also emulated over there too to an extent. Most of the time there's no elaborate emulation or workarounds to shipping a game using mesh shaders ...
I have a 2080 Ti i can drop in later