There was traversal stutter for me in the demo. That said, I did find it very slight, compared to most typical examples. It was essentially like a little hitch you'd get when a game quick saves.No traversal stutter and no shader compilation stutter? That would be impressive.
Oliver showed that in the video the PS5, XSX, and XSS have traversal stutter and he showed an obvious one going up the stairs in the police station. You manage to reproduce that one on PC?
They are learning fast, they'll take over soon.In my mind any traversal stutter is just Robocop's POV glitching out and is purely intentional. Stairs have never been kind to robots.
In my mind any traversal stutter is just Robocop's POV glitching out and is purely intentional. Stairs have never been kind to robots.
He didn't show any traversal stutters on PS5. Only regular drops based on scene complexity.No traversal stutter and no shader compilation stutter? That would be impressive.
Oliver showed that in the video the PS5, XSX, and XSS have traversal stutter and he showed an obvious one going up the stairs in the police station. You manage to reproduce that one on PC?
Sometimes we see differences just due to mistakes. Other times it could just be that they didn’t have enough time to bake series consoles, as it is the smaller of the 2. They can get away with porting PC dx12 to console because of how much they share, but it may not be optimal, but it gets the product out the door.Over on another forum someone has got a settings file from the pc I assume and it had some console settings in it. If they are correct the ps5 is using a setting called r.materialqualitylevel while the xsx isn't and this is why the xsx ground looks worse. I found some info in the old ue4 documentation about it but couldn't seem to narrow it down in the ue5 docs. the ue4 docs seem to suggest it turns on/off higher quality shaders for performance/bandwidth reasons, here it looks like a bump map or pom being on/off.
Does anyone know exactly what it does in ue5 and what the reason would be for it not being the same on the ps5/xsx? surely the xsx isn't havn't bandwidth problems?
Will there be a PC video coming? It's SUPER impressive looking on PC, minus the character modelsNo traversal stutter and no shader compilation stutter? That would be impressive.
Oliver showed that in the video the PS5, XSX, and XSS have traversal stutter and he showed an obvious one going up the stairs in the police station. You manage to reproduce that one on PC?
Great stuff, now of course if only it launched liked this..But hey that's the state of the industry it seems.
Hopefully in this version of the Creation Engine Bethesda have completely divorced key game systems (gravity, physics etc) from the framerate, which has caused issues in previous games. If so, then even if they can't hit a solid 60, embracing VRR, or a a solid 40fps on a 120hz panel might be options.As for a performance mode for Series X at 60fps, it does seem like it should be possible now(even if it doesn't hit a consistent 60fps), though the graphical hit of a lower target resolution along with FSR2 will sting.
Not that I have noticed but I'll try again later on tonight.No traversal stutter and no shader compilation stutter? That would be impressive.
Oliver showed that in the video the PS5, XSX, and XSS have traversal stutter and he showed an obvious one going up the stairs in the police station. You manage to reproduce that one on PC?
Checked it quickly and it basically passes a variable into materials that lets the material do different things based on whether it's low/high. i.e. it can do whatever arbitrary thing based on how the game sets up its materials from nothing to completely changing everything. Not very useful to us for analysis I know, but effectively looks like a game specific content switch...Does anyone know exactly what it does in ue5 and what the reason would be for it not being the same on the ps5/xsx? surely the xsx isn't havn't bandwidth problems?
30% uplift for the 3080 from the patch, I am guessing more optimizations for NVIDIA/Intel GPUs are possible in the future.
Other than Modern Warfare 2 and now 3 (which are the same game) - what other games do you know of where the 2070S is bested by the base RX 5700? My measurement is 5%+ in favour of the RX 5700 in the bench scene there.It's good that the Nvidia performance is much better now, but the lead AMD still has is not uncommon at this point. We've seen this kind of gap in games before. Just cuz a 2070S is typically faster than a 5700 on average doesn't mean it inherently should be in any game and that if it isn't, then something is wrong.
As for a performance mode for Series X at 60fps, it does seem like it should be possible now(even if it doesn't hit a consistent 60fps), though the graphical hit of a lower target resolution along with FSR2 will sting.
Maybe AC Valhalla, F1 2023, Apex Legends, Far Cry 6, Hogwarts Legacy, the recent Total War games are some that I think I recall AMD having a solid lead in.Other than Modern Warfare 2 and now 3 (which are the same game) - what other games do you know of where the 2070S is bested by the base RX 5700? My measurement is 5%+ in favour of the RX 5700 in the bench scene there.
AFAIK it is an outlier.