Yes it's 99% an API, not hardware, thing. It reminds me the NoAF problem in some early PS4 games.Yea. It definitely appears to be a overlooked item for UE4 on the XDK
Yes it's 99% an API, not hardware, thing. It reminds me the NoAF problem in some early PS4 games.Yea. It definitely appears to be a overlooked item for UE4 on the XDK
definitely? You’re right, I guess I can’t say that.Definitely ? Imo you cant say that if you are not dev working on xsx/ps5 versions of this game
It makes sense but usualy what I would expect form devs focused on pc/xbox development is worse performence on ps5. Thats what we saw for example in MLB conversion for xsx. Also conversion from ps5 to pc is not always so smooth.I don't really consider ANY of these Xbox to PS5 ports being an issue or odd behavior at all.. outside of Pentiment's 120hz mode not being ready on Series X for the time the PS5 version launched. That's a legitimate unnecessary oversight IMO.
Outside of that.. the differences in these ports can simply be attributed to varying engine revisions and dev kits. You can't convince me that Series X couldn't run those shadows, or that draw distance with exactly the same performance... it's just simply the PS5 version having a newer codebase which has seen improvements since the years old Xbox versions of these games.
Yes, it looks bad on MS' part, as we know the usual suspects will run with their chosen narratives... but realistically minor improvements and additions should be expected when these older games come to new platforms. That should go both ways whenever it does happen.. regardless of first or third party.
It shouldn't be though. If there's been improvements to an engine over the course of time, I'd expect any ports which are ported in the far future to take advantage of them.It makes sense but usualy what I would expect form devs focused on pc/xbox development is worse performence on ps5. Thats what we saw for example in MLB conversion for xsx. Also conversion from ps5 to pc is not always so smooth.
I dont think many people are seriously suggesting that these results are indicative of any inherent superiority of Playstation, just more bizarre that MS would let this happen at all with their own 1st party titles. In a time when they need to be getting every win possible, making better versions of their games on Playstation(to whatever minor degree) absolutely looks bad, and makes existing Xbox owners feel worse, many of whom who are not exactly thrilled that Playstation was getting these games at all in the first place. It is just further devaluing their own brand.I don't really consider ANY of these Xbox to PS5 ports being an issue or odd behavior at all.. outside of Pentiment's 120hz mode not being ready on Series X for the time the PS5 version launched. That's a legitimate unnecessary oversight IMO.
Outside of that.. the differences in these ports can simply be attributed to varying engine revisions and dev kits. You can't convince me that Series X couldn't run those shadows, or that draw distance with exactly the same performance... it's just simply the PS5 version having a newer codebase which has seen improvements since the years old Xbox versions of these games.
Yes, it looks bad on MS' part, as we know the usual suspects will run with their chosen narratives... but realistically minor improvements and additions should be expected when these older games come to new platforms. That should go both ways whenever it does happen.. regardless of first or third party.
Doesn't that vary over whether the port is contemporaneous or years later? If launching close to lead platform, I expect the port to suffer. If launching years later, I expect the port (if handled with due care and not being just a rough cash-in) to benefit from years of engine and platform and game refinement.It makes sense but usualy what I would expect form devs focused on pc/xbox development is worse performence on ps5. Thats what we saw for example in MLB conversion for xsx. Also conversion from ps5 to pc is not always so smooth.
It makes sense but usualy what I would expect form devs focused on pc/xbox development is worse performence on ps5. Thats what we saw for example in MLB conversion for xsx. Also conversion from ps5 to pc is not always so smooth.
You've got a great take here. Furthermore, a secondary takeaway, this is why you need channels like DF. Most of this would have slipped under the radar, the differences are so miniscule, it would have been extremely difficult for people to notice or care. Warriors are really squabbling over nothing here, visually there is just no way to play on each console separately and someone being able to tell which platform is running it. But in the eyes of purchasers, this will matter. With the developers being in the know now, and Phil and team, they have to put their best foot forward here in maximizing the console and fixing things up for the final release on a competing platform.I don't really consider ANY of these Xbox to PS5 ports being an issue or odd behavior at all.. outside of Pentiment's 120hz mode not being ready on Series X for the time the PS5 version launched. That's a legitimate unnecessary oversight IMO.
Outside of that.. the differences in these ports can simply be attributed to varying engine revisions and dev kits. You can't convince me that Series X couldn't run those shadows, or that draw distance with exactly the same performance... it's just simply the PS5 version having a newer codebase which has seen improvements since the years old Xbox versions of these games.
Yes, it looks bad on MS' part, as we know the usual suspects will run with their chosen narratives... but realistically minor improvements and additions should be expected when these older games come to new platforms. That should go both ways whenever it does happen.. regardless of first or third party.
That's been the negative side effect of DF's coverage, as much good as they have done and do - they highlight lots of 'issues' that people suddenly care about that they would have never cared about or noticed had it not been pointed out to them by DF. The folks at DF are necessarily more sensitive and perceptive to issues than 99% of gamers, yet it now feels like a non-insignificant percent of vocal gamers online think they care about all this stuff, but wouldn't if somebody else wasn't telling them it was a problem to begin with.I agree. But it's also hilarious to hear DF say that things like "disrupts the flow of gameplay" when it comes to a game dropping 1 or 2 frames every 1000. I seriously doubt most users would even notice.
It's still a PR problem for MS though.
As a dev, the most recent version of my software will 99% of the time be the best.
Thats just how Dev works.
If you go by public sentiment it feels more like 50/50 for Microsoft if not inverted.
PS5 Pro... ultra boost mode? Rich, Oliver and Alex discuss the possibilities of how Sony's new console can improve existing games, before moving on to discussion of Ghost of Tsushima's PC specs and the 'PlayStation Overlay'. The team mull over the highly attractive Kingdom Come: Deliverance 2 trailer, Oliver tests emulation on Apple while Rich gets to grips with GeForce Now's G-Sync support. And as for Alex? How about a 20-minute monologue on Avatar: Frontiers of Pandora's remarkable tech disclosures?
A game dropping 2 FPS every 1000 frames could be a 50 MS frame-time Spike in a 60 FPS game every 16 Seconds. That would be awful user experience in my book and I would pan that game. In fact I have panned such games, as that is how dead space performs in PC.I agree. But it's also hilarious to hear DF say that things like "disrupts the flow of gameplay" when it comes to a game dropping 1 or 2 frames every 1000. I seriously doubt most users would even notice.
It's still a PR problem for MS though.
I agree. But it's also hilarious to hear DF say that things like "disrupts the flow of gameplay" when it comes to a game dropping 1 or 2 frames every 1000. I seriously doubt most users would even notice.
It's still a PR problem for MS though.
I've tried the PC version of this which performs fine...except, it's UE4 by a small studio. So you guessed it - no shader precompilation + traversal stutter.
The traversal stutter is annoying but relatively brief enough, the shader stutter is the key culprit though - it will have rooms halt and skip when you enter them and just pan around. Jesus man.
Now it's all beginning to make sense why some devs have posted "we DO preload shaders!" and their games are stuttering messes.... they're probably just doing this exact same bsThey dropped a patch for Alone in the Dark 2024 recently, which includes a 'Shader preload' option in the settings.
Welp, I'll let the video and the description explain the results.
Oh man.