Xbone wins!! Too bad any win xbone gets at this point means lazy devs to most.http://www.eurogamer.net/articles/digitalfoundry-2015-resident-evil-revelations-2-face-off
"Xbox One trumps PS4 in Capcom's new sequel."
which is true
Xbone wins!! Too bad any win xbone gets at this point means lazy devs to most.http://www.eurogamer.net/articles/digitalfoundry-2015-resident-evil-revelations-2-face-off
"Xbox One trumps PS4 in Capcom's new sequel."
Anyways X1 resolution database in sig updated.
So, the grass causes slowdowns, but isn't foliage normally fill-rate limited, where PS4 has a huge advantage with twice as many ROPs? Unless the ROPs are bandwidth starved? If the flashlight is not casting shadows on foliage, what would be the obvious bottleneck for a non-shadow-casting light?
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And GTAV showed PS4 fillrate handled a lot more foliage than Xbone so that's not the only factor here.
Well it's pretty much got to be one of two areas if we're looking at hardware...
CPU or something about ESRAM/bandwidth. And a third I suppose, main memory latency?
The X1 SDK seems to be improving leaps and bounds, so past games may not correlate to current experience. Then again, it'd be hard to think Capcom would be in a better position there than Rockstar's tremendous resources, even with acouple5 months time advantage.
just maybe, it is just a memory-contention / cpu-thing. we know this is an old game ported to newer systems and the PS4 memory system can have a really big contention-problem if the memory access is not optimized. The PS3 had its own memory system für cpu and gpu. The xbox 360 had it's own small memory for the gpu which lowered the contention problem. Now the PS4 may suffer because it has only one pool of memory and the access-patterns may not be optimized for this. Also the CPU may something have to do with this. I don't think it has something to do with the 0,5 more CPU-Cores, more about the 9% more frequency. After all it is still "just" an old engine that has been ported so I don't think it is good at multithreading. I would guess that the game uses 3 CPU-cores max.So, the grass causes slowdowns, but isn't foliage normally fill-rate limited, where PS4 has a huge advantage with twice as many ROPs? Unless the ROPs are bandwidth starved? If the flashlight is not casting shadows on foliage, what would be the obvious bottleneck for a non-shadow-casting light?
Edit: There is also fog in those scenes.
While DF seems to think this could be GPU related judging by their comments, shouldn't we be expecting some X1 multiplatforms to run a tad better due to CPU? X1 has a hardware advantage of 9% in CPU clock, and according to those leaked documents an extra .5-.8 of a core on top of that (presuming ps4 is still at 6 cores available). That's an ~18-23% advantage in theory (although I dont remember the timing when MS released the extra partial CPU core vs this games development time frame). That's half as much as the PS4's much ballyhooed 40% flops advantage.
you just can't compare those numbers. The GPU may have nothing to do because the CPU can not send enough to work on. So the GPU may have just nothing to do. <20% more CPU can be a really big difference, but ~40% more GPU can also be a big difference. Just depends on the scenario.Wait, am I missing something here? you're comparing apples to oranges aren't you? 40% GPU is more than double 20% CPU in raw numbers isn't it?
After playing it for a couple of hours on a 970, I can say that the game is a turd port, no doubt about it. Micro stutter and random frame rate dip with this kind of graphic is unacceptable. Ps4 probably suffer from the same kind of "quality control" from capcom. The game had a last minute delay by a week close to release, who knows how it used to run on xbone and ms sent their eng to help optimized the game on their game.
you just can't compare those numbers. The GPU may have nothing to do because the CPU can not send enough to work on. So the GPU may have just nothing to do. <20% more CPU can be a really big difference, but ~40% more GPU can also be a big difference. Just depends on the scenario.
It happens every time. People love to correlate hardware strengths/weaknesses with software performance on a 1:1 basis. Its poor post hoc logic.
What we can say is that with the code to hand, the Xbox One version seems to hitch like this more often than its PS4 equivalent.
demonstrates plenty of performance hitches and dips on both consoles, more noticeable on Xbox One
... when XB1 games run better than PS4 games (in a handful of games only) then the Digital Foundry CPU narrative (that they meticulously crafted in previous articles and analysis) suddenly explain everything.
What's next? DF analysis on Pac man on both consoles?