Which test was that? I don't recall seeing one where a 2060s is losing out at the same output resolution while also using DLSS.
I didn't say anything about output resolution since both have an output resolution of 2160p, with a mixture of scaling techniques depending on the platform.
In Alex's video he shows a 2060 using DLSS Performance Mode at 2160p (internal resolution is 50% of 2160p) and DLSS Quality at 1440p (internal resolution of 60% of 1440p). Internal resolution scales depending on which mode is selected.
I hope you're able to agree that the Performance Mode of DLSS is inferior to the Quality Mode of DLSS and definitely inferior to native rendering?
In the video, Alex stated that the DLSS Performance Mode was undesirable since it was getting framerates in the low 40s. I saw a low of 41FPS in the video, presumably there are instances where it drops lower . He recommends using the DLSS Quality Mode at 1440p (internal 60% of native) for a consistent 60fps. As I'm sure you know, GPUs need to have an average framerate of much higher than 60 in order to maintain that framerate/frametime. You included a screenshot in one of your replies that showed an average frame of ~60fps (can't remember the exact number). I don't think you need me to tell you that a 60fps average is not a 60fps game, as you're getting dips much lower and no vsync/cap applied. So non-vsynced/capped average of 60fps is not equivalent to a vsynced/capped 60fps.
I hope you can agree that the PS5's average framerate it likely significantly higher than 60, but unfortunately we're unable to measure higher than 60 due to the correctly applied vsync and framerate cap.
In the VG Tech video you posted, it was stated that the 4k PS5 mode (i.e., the closest match to the highest setting on PC) that there were three resolutions on the PS5; 2160p, 1872p, and 1440p. With the "common" resolution being 3328x1872. the guy that created that video posts here (
@VGA), so maybe he can clarify if the resolution drops are tied to the framerate drops on PS5. As we know, some games drop resolution by area, not by frametime. I'd pixelcount it myself if I knew how.
Anyway, I'll go with the assumption that 1440p is the genuinely lowest native resolution (DF counted a much higher low resolution in their video) and I'll also go with the idea that the lowest resolution is tied to framerate. I notice a low of 54fps in the DF video, they assume that it's a streaming issue, rather than a rendering problem. VG Tech get a low of 57, also looks like streaming as no action happens and the character is moving though the level. So arguably, the PS5 does not drop frames due to rendering load, I'm sure you'll disagree, but that's what the videos show and the creators seem to suggest.
So we have (at least) three internal resolutions of the PS5, as follows:
3840x2160 which calculates as 8,294,400 pixels/frame
3328x1872 which calculates as 6,230,016 pixels/frame
2560x1440 which calculates as 3,686,400 pixels/frame
The 2060 has two resolutions, as follows:
50% of 3840x2160 which calculates as 4,147,200
60% of 2560x1440 which calculates as 2,211,840
Since the 2060 doesn't have dynamic resolution scaling we have to compare the pixels over time. So when the 2060 is running the higher resolution it drops to 41fps, over the course of 1 second the hardware has a render resolution of 170,035,200 pixels.
By comparison the PS5 renders at 2560x1440 at 60fps (at its lowest), which is 221,184,000 pixels over a second. I know you'll suggest that the lowest framerate of the PS5 is actually 54fps (contrarian to the videos), so that calculates as 199,065,600.
This is the best possible scenario for the 2060 and it's still behind by 15%. and it's very likely that the PS5 is hitting a streaming problem with its own low. It'd be interesting to see the PS5 render in that same scenario, to check the framerate and resolution to calculate the total pixels over time, but it's likely that the PS5 is still framecapped to 60fps, so capacity to render more frames and probably at a higher resolution.
The worst possible scenario for the 2060 is the PS5 rendering at full resolution at 60fps (although framerate is likely a lot higher than this and is vsynced/capped); 497,664,000 pixels/second.
Is the image quality as good as PS5 when using DLSS Performance at 2160p (internal 50% of 4k), with lows of 41fps? The answer is no. The image quality of the Performance Mode isn't a match for native resolution and the ~20fps deficit is insufficient.
Is the image quality as good as PS5 when using the DLSS Quality mode at 1440p (internal 60% of 1440p) with a matched framerate of 60? No, as the internal resolution is significantly lower than the PS5 and even the scaled DLSS output resolution is much lower.