What's with the dithered shadow there?Not seeing that myself. More artefacts on PS4 if anything.View attachment 2224
Maybe devs should combine A2C dither with CBR and then the pixels will magically align.
What's with the dithered shadow there?Not seeing that myself. More artefacts on PS4 if anything.View attachment 2224
This is a technical discussion about the impact of the ID buffer and double-rate FP16 features.
Previously some thought we would compare XBX game running natively versus CB games on Pro. Now we know the XBX can't properly run this game at native 4K and it's best to run it using their own sparse rendering solution, a reconstruction mode, all modes on X with missing effects (Depth of field and some reflections) compared to the Pro version.We wil have a full Digitalfoundry comparison later on final version code and Xbox One X version will be better because the Xbox One X is more powerful than PS4 Pro and it is reflected by the 499 dollars price. it is as simple as 1+1 =2 or than the PS2 was less powerful than the og Xbox. I am a PS4 only guy and I read the spec of Xbox One X I knew it, now it is time for all fanboy to accept it... Is it the end of the world? No you can buy one if it is so important. I will play the game I wait on PS4 pro and be happy when I will have a new 4k TV and it was the same thing for people buying xbox One and not a PS4 three years ago when they were Halo, Gears of War and Forza fan. If you have only one console and your most anticipated game is The Last of US 2 you need a PS4 or a PS4 Pro...
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Based on this game alone, I wouldn't advise buying XBX just to play the best multiplatform games. Seems to me it's a tie for this game. DF seem to praise the sharper textures but much of the clarity difference comes form the missing effects on the XBX game. Also the 60fps has the same performance problems on XBX, except that the drops are mitigated by the fact that vsync is disabled (so plenty of screen tearing) versus triple buffering on Pro.If you want the best console version of multiplatform games it is time to buy an Xbox One X...
@Shifty Geezer Based on this game alone, I wouldn't advise buying XBX just to play the best multiplatform games. Seems to me it's a tie for this game. DF seem to praise the sharper textures but much of the clarity difference comes form the missing effects on the XBX game. Also the 60fps has the same performance problems on XBX, except that the drops are mitigated by the fact that vsync is disabled (so plenty of screen tearing) versus triple buffering on Pro.
You say missing effects on XBO-X but it could just as well be missing or incorrect rendering features on PS4-P. Nixxes could clarify things obviously, but it's not likely that they would comment officially on it.
Regards,
SB
There is no DOF on Xbox One X
Sure, and on the other hand the checkerboard rendering used on the PS4 doesn't cover all pixels, meaning that there is far less pixel coverage than on the XBO-X.
It isn't a case of XBO-X is the only one at a deficit WRT rendering or that PS4-P is the only one at a deficit WRT rendering the scene. As well, it's been noted that the XBO-X version is still a work in progress. Any missing features may or may not get implemented before the final version is released to consumers.
Regards,
SB
It's a game using reconstruction which is what the ID buffer is for. Makes sense to have a look at the two games and compare them. Without technical documentation we are guessing a bit, but it's also fairly obvious some of what's going on, and in this case the ID buffer seems to be going unused (results are no different to other CB rendered games on PS4). Had PS4Pro shown far better results, we could have speculated on the positive influence of said ID buffer.We have no idea of the usefulness for Rise of the Tomb Raiser of the the PS4 Pro functionnality without technical documentation. I don't even understand why the image are into this topic.
Unlikely. The results look akin to other CB games rendered on PS4, without ID buffer.@Shifty Geezer Apparently they are using their own reconstruction technique called "Sparse rendering" which would explain the lack of CB artefacts and the blurrier 4K image. Maybe they couldn't do the same CB used on Pro because of the lack of ID buffer on XBX ?
Wrong thread. Not to mention advising purchasing decisions on one single multiplat is a really dumb idea.Based on this game alone, I wouldn't advise buying XBX just to play the best multiplatform games.
It's a game using reconstruction which is what the ID buffer is for. Makes sense to have a look at the two games and compare them. Without technical documentation we are guessing a bit, but it's also fairly obvious some of what's going on, and in this case the ID buffer seems to be going unused (results are no different to other CB rendered games on PS4). Had PS4Pro shown far better results, we could have speculated on the positive influence of said ID buffer.
I think sebbbi 's earlier post in this thread sort of sums it up fairly well when it come to whether developers will implement or not.ID buffer can have other use than reconstruction...
As well, it's been noted that the XBO-X version is still a work in progress. Any missing features may or may not get implemented before the final version is released to consumers.
The pixelation is an artefact. The dithering is an artefact. Quantifying one has having more artefacts isn't realistic.