Ratchet & Clank technical analysis *spawn

1. Said upscaling on the 2070 produces a much better final image than what PS5 has.
2. PS5 would have huge frame rate drops without it's DRS system.

Here's a reminder of how god-damn awful upscaling looks on PS5 compared to DLSS.

View attachment 9371
That's 4K DLSS, not 1080p DLSS. PS5's upscaling solution varying from 1080p to 1440p will look A LOT better, because it upscales that resolution to 4K. 720p to 1080p DLSS will look a lot worse, even though DLSS is a more competent upscaler. 2. Basically doesn't matter because the lowest resolution of the PS5 is already 1080p.
 
That's 4K DLSS, not 1080p DLSS. PS5's upscaling solution varying from 1080p to 1440p will look A LOT better, because it upscales that resolution to 4K. 720p to 1080p DLSS will look a lot worse, even though DLSS is a more competent upscaler. 2. Basically doesn't matter because the lowest resolution of the PS5 is already 1080p.
The 2070 can upscale from 1080p to 4k and still produce a better image than PS5 and have better RT quality.
 
It absolutely cannot do that at 60 FPS. Did you even watch these videos?

No, I don't watch NXG's videos as they're always flawed and not worth the time watching.

Others have already pointed out issues with his logic and results so his results are worthless.
 
. It's pretty sad a 2070 can't get a good experience with RT on in this game despite having more RT performance.
Once more, the reflections on the PS5 is designed not to stress the system, they are of lower spatial resolution, that is checkerboarded, and then temporally rendered as well, they also come from a very low resolution BVH structure, so indeed it's a very light form of RT reflections that is more suitable for console hardware.

We see that in the Spiderman games were AMD is just as fast as NV with RT on
In light scenes yes, but in busy scenes (with multiple reflections) DF already demonstrated a 3080 to be 65% faster than 6800XT. Even using medium settings the 3080 is 45% faster.

 
It absolutely cannot do that at 60 FPS. Did you even watch these videos?

Yeah, a 2070 will not equate a PS5 in this game atm, the quality of NXG's analysis notwithstanding. The hit from Very High to High textures is very slight mind you, but that's one image quality sacrifice you will have to make first off. You will get drops even without RT with optimized settings (mix of medium/high), DS disabled and DLSS performance (the lowest bound the DRS will go on 4K output in my tests - frankly I wish it dropped to DLSS Ultra Perf), especially with the fixed LODs. DLSS Perf can look better than the PS5's framerate mode on most worlds mind you, but it's not universal and it will drop into the low 50's rather often in hectic battles.

We'll see what future patches bring as fixing the lods either means forcing a negative lodbias which renders some things it shouldn't, or invoking the DLSS reset fix which makes the engine shit the bet wrt to vram management. As it stands now though, all 8GB cards are at a disadvantage regardless of rendering power.
 
Do we know what the equivalent RT setting on PC is to the PS5 fidelity mode?

well this is from NXG for Fidelity mode settings almost like Performance RT with the Exception of RT Reflections is on the Very High Preset which is odd as i thought like the Spider-Man the Very high Reflection is on PC only

here is the full settings

1691343416491.png
 
Simple. Instead of seperated GPU and CPUs, you would buy combinations in a SoC like Core i7 Something + RTX something (AMD would have a big advantage there as they already produce both in-house, but Intel and Nvidia will work together and catch up). Which combination you buy, is up to you, preserving the soul of the PC (upgradeability). The sockets of new would look similar to these giant sockets already used for server CPUs. Cooling would get better as well, because you can dissipate much more heat on such a large surface.

That would connect via a super wide bus to RAM, which would still be exchangeable. That way you can also upgrade your VRAM, basically. Which is a huge plus.
unified memory already exists in the PC space and it has its advantages, specially for those who want a cheap laptop or desktop PC with a decent APU and enough memory -16+ GB- to play games like Baldur's Gate 3 and the likes, great games that can run at 60fps on said machines.

For those who want to play with the very best settings or fps, split memory pools are a lot better imho.
 
I'd say the odds are decently high that 10GB will not be enough for VH textures and perhaps even the PS5's RT settings, you may be getting more stutters even with that, so sure. But...show that though.

It's certainly difficult to test without actually having a 10GB GPU as on my 12GB card I seem to be reading 11.5ish GB in RTSS regardless of what I do. I assume that might be because the game uses any spare VRAM as a texture cache.

However, the log file paints a slightly different story. Here's what I get at PS5 Performance RT settings. Granted this is just loading the game into the opening area so other areas may stress the VRAM more. I turned off the "Phantom Dash Effect" which I assume has no performance impact in order to trigger the log to take these readings.

20:33:31:534 (00034748) > [Settings] New display settings are:
20:33:31:534 (00034748) > [**************************************************Display + Graphics Settings**************************************************]
20:33:31:534 (00034748) > [Settings] DirectX Version: 12
20:33:31:534 (00034748) > [Settings] Window mode: Fullscreen
20:33:31:534 (00034748) > [Settings] Fullscreen display mode:
20:33:31:534 (00034748) > [Settings] Displaying on monitor: 0
20:33:31:534 (00034748) > [Settings] Resolution: 2560x1440
20:33:31:534 (00034748) > [Settings] HDR: On
20:33:31:534 (00034748) > [Settings] HDR max luminance :900.323059 nits
20:33:31:534 (00034748) > [Settings] HDR paper white :296.020874 nits
20:33:31:534 (00034748) > [Settings] OS reported Refresh rate: 144
20:33:31:534 (00034748) > [Settings] VSync: Off
20:33:31:534 (00034748) > [Settings] Reflex: Off
20:33:31:534 (00034748) > [Settings] DLSSG: False
20:33:31:534 (00034748) > [Settings] Resolution modifier 1.000000
20:33:31:534 (00034748) > [Settings] Dynamic resolution FPS target: 0
20:33:31:534 (00034748) > [Settings] Anti aliasing: TAA

20:33:31:534 (00034748) > [Settings] Upscale method: None

20:33:31:534 (00034748) > [Settings] Upscale quality: Quality

20:33:31:534 (00034748) > [Settings] Upscale sharpen value: 0.500000

20:33:31:534 (00034748) > [Settings] Graphics Options:
20:33:31:534 (00034748) > [Settings] RT Reflections: On
20:33:31:534 (00034748) > [Settings] RT Reflection Resolution: High
20:33:31:534 (00034748) > [Settings] RT Object Scale: 0.900000
20:33:31:534 (00034748) > [Settings] RT Shadows: Off
20:33:31:534 (00034748) > [Settings] RT Ambient Occlusion: Off
20:33:31:534 (00034748) > [Settings] Texture Quality: Ultra
20:33:31:534 (00034748) > [Settings] Texture Filtering: Anisotropic4x
20:33:31:534 (00034748) > [Settings] Shadow Quality: High
20:33:31:534 (00034748) > [Settings] Depth of Field: High
20:33:31:534 (00034748) > [Settings] Level of Detail: High
20:33:31:534 (00034748) > [Settings] Vehicle Detail: High
20:33:31:534 (00034748) > [Settings] Hair Quality: High
20:33:31:534 (00034748) > [Settings] Ambient Occlusion: SSAO
20:33:31:534 (00034748) > [Settings] Screen Space Reflections: Performance
20:33:31:534 (00034748) > [Settings] Particle Lighting: High

20:33:31:534 (00034748) > [Settings] Bloom: On
20:33:31:534 (00034748) > [Settings] Vignette: On
20:33:31:534 (00034748) > [Settings] Chromatic Aberration: Off
20:33:31:534 (00034748) > [Settings] Motion Blur: 1.000000
20:33:31:534 (00034748) > [Settings] FOV Correction: 1.090000
20:33:31:534 (00034748) > [Settings] Film Grain Strength: 0.001000
20:33:31:534 (00034748) > [Settings] Sharpness: 1.000000
20:33:31:534 (00034748) > [Settings] Lens Flares: On
20:33:31:534 (00034748) > [Settings] Screen Effects: On
20:33:31:534 (00034748) > [Settings] Screen Shake: On
20:33:31:534 (00034748) > [Settings] Phantom Dash Effect: Off
20:33:31:534 (00034748) > [**************************************************Display + Graphics Settings**************************************************]
20:33:31:534 (00034748) > [Settings] End of settings.
20:33:31:534 (00034748) > [NxApp (Render Thread)] Finished enforcing display settings
20:33:31:535 (00010820) > [NxApp] Finished enforcing display settings
20:33:32:667 (00035728) > [NxSwapChainImpl] Swapchain native backbuffer (windows) resolution: 3840x1600
20:33:32:667 (00034748) > [NxApp (Render Thread)] Finished enforcing display settings
20:33:32:667 (00010820) > [NxApp] Finished enforcing display settings
20:33:37:494 (00025908) > [Render] Working set: 7872MB Page file: 19767MB Video Budget: 10488MB Video Usage: 9310MB Sys Budget: 15576MB Sys Usage: 1318MB Tex Usage: 2123MB Tex Budget: 3410MB BVH heaps: 120MB BVH size: 84MB Demoted: 0MB fps: 94.016670
 
And here's what I get at PS5 Fidelity settings in the same scene. The log looks a little different this time as I couldn't get the working set to show following a change of the Phantom dash setting so we're stuck with the initial log readings, although I'm certain this is still an in game reading rather than a menu one.

21:03:17:877 (00021896) > [NxApp] Driver Desc: NVIDIA GeForce RTX 4070 Ti
21:03:17:877 (00021896) > [NxApp] Driver Version: 536.67
21:03:17:877 (00021896) > [**************************************************Display + Graphics Settings**************************************************]
21:03:17:877 (00021896) > [Settings] DirectX Version: 12
21:03:17:877 (00021896) > [Settings] Window mode: Fullscreen
21:03:17:877 (00021896) > [Settings] Fullscreen display mode:
21:03:17:877 (00021896) > [Settings] Displaying on monitor: 0
21:03:17:877 (00021896) > [Settings] Resolution: 3840x2160
21:03:17:877 (00021896) > [Settings] HDR: On
21:03:17:877 (00021896) > [Settings] HDR max luminance :900.323059 nits
21:03:17:877 (00021896) > [Settings] HDR paper white :296.020874 nits
21:03:17:877 (00021896) > [Settings] OS reported Refresh rate: 60
21:03:17:877 (00021896) > [Settings] VSync: Off
21:03:17:877 (00021896) > [Settings] Reflex: Off
21:03:17:877 (00021896) > [Settings] DLSSG: False
21:03:17:877 (00021896) > [Settings] Resolution modifier 1.000000
21:03:17:877 (00021896) > [Settings] Dynamic resolution FPS target: 0
21:03:17:877 (00021896) > [Settings] Anti aliasing: TAA

21:03:17:877 (00021896) > [Settings] Upscale method: None

21:03:17:877 (00021896) > [Settings] Upscale quality: Quality

21:03:17:877 (00021896) > [Settings] Upscale sharpen value: 0.500000

21:03:17:877 (00021896) > [Settings] Graphics Options:
21:03:17:877 (00021896) > [Settings] RT Reflections: On
21:03:17:877 (00021896) > [Settings] RT Reflection Resolution: Very High
21:03:17:877 (00021896) > [Settings] RT Object Scale: 0.900000
21:03:17:877 (00021896) > [Settings] RT Shadows: Off
21:03:17:877 (00021896) > [Settings] RT Ambient Occlusion: Off
21:03:17:877 (00021896) > [Settings] Texture Quality: Ultra
21:03:17:877 (00021896) > [Settings] Texture Filtering: Anisotropic4x
21:03:17:877 (00021896) > [Settings] Shadow Quality: High
21:03:17:877 (00021896) > [Settings] Depth of Field: High
21:03:17:877 (00021896) > [Settings] Level of Detail: High
21:03:17:877 (00021896) > [Settings] Vehicle Detail: High
21:03:17:877 (00021896) > [Settings] Hair Quality: High
21:03:17:877 (00021896) > [Settings] Ambient Occlusion: SSAO
21:03:17:877 (00021896) > [Settings] Screen Space Reflections: Performance
21:03:17:877 (00021896) > [Settings] Particle Lighting: High

21:03:17:877 (00021896) > [Settings] Bloom: On
21:03:17:877 (00021896) > [Settings] Vignette: On
21:03:17:877 (00021896) > [Settings] Chromatic Aberration: Off
21:03:17:877 (00021896) > [Settings] Motion Blur: 1.000000
21:03:17:877 (00021896) > [Settings] FOV Correction: 1.090000
21:03:17:877 (00021896) > [Settings] Film Grain Strength: 0.001000
21:03:17:877 (00021896) > [Settings] Sharpness: 1.000000
21:03:17:877 (00021896) > [Settings] Lens Flares: On
21:03:17:877 (00021896) > [Settings] Screen Effects: On
21:03:17:877 (00021896) > [Settings] Screen Shake: On
21:03:17:877 (00021896) > [Settings] Phantom Dash Effect: On

21:03:17:877 (00021896) > [**************************************************Display + Graphics Settings**************************************************]
21:03:17:877 (00021896) > [NxApp] Creating window...
21:03:17:903 (00026316) > [GameWindow] UpdateState bVisible true
21:03:17:925 (00026316) > [Input] Keyboard language: "English (United Kingdom)" (id: 2057)
21:03:17:925 (00026316) > [Input] Keyboard physical layout: "United Kingdom" (id: 00000809)
21:03:17:926 (00026316) > [Input] Joystick "Controller (Xbox One For Windows)" product 733 vendor 1118 version 0 usage 5 usagePage 1 xinput yes
21:03:17:926 (00026316) > [Input] Joystick "" product 816 vendor 10291 version 256 usage 1 usagePage 12 xinput no
21:03:17:926 (00026316) > [Input] Joystick "" product 49 vendor 10291 version 1801 usage 5 usagePage 3 xinput no
21:03:17:926 (00026316) > [Input] Joystick "" product 49 vendor 10291 version 1801 usage 5 usagePage 3 xinput no
21:03:17:926 (00026316) > [Input] Joystick "" product 12914 vendor 1054 version 256 usage 1 usagePage 12 xinput no
21:03:17:926 (00026316) > [Input] Joystick "" product 4100 vendor 6785 version 1 usage 136 usagePage 65468 xinput no
21:03:17:926 (00026316) > [Input] Joystick "" product 4100 vendor 6785 version 1 usage 1 usagePage 12 xinput no
21:03:17:926 (00026316) > [Input] Joystick "" product 4100 vendor 6785 version 1 usage 0 usagePage 65281 xinput no
21:03:17:926 (00026316) > [Input] Joystick "" product 31799 vendor 5218 version 1 usage 0 usagePage 1 xinput no
21:03:17:926 (00026316) > [Input] Mouse "HID-compliant mouse" id 256 buttons 5 sampleRate 0 horizontalWheel no
21:03:17:926 (00026316) > [Input] Keyboard "HID Keyboard Device" type 81 subType 0 mode 1 function 12 indicators 3 total 173
21:03:17:930 (00026316) > [Input] Using LibScePad
21:03:17:933 (00026316) > [Input] Gamepads connected: 0 -> 1
21:03:17:933 (00026316) > [Input] Gamepad for main player: 8
21:03:17:933 (00026316) > [XInput] Enumerating available xusb hid devices:

21:03:17:935 (00026316) > [Xinput] Found device: {4D36E972-E325-11CE-BFC1-08002BE10318}(USB\VID_045E&PID_02E6&REV_0100),Xbox Wireless Adapter for Windows
USB\VID_045E&PID_02E6\510736

21:03:17:937 (00026316) > [Xinput] Found device: {745A17A0-74D3-11D0-B6FE-00A0C90F57DA}(USB\VID_045E&PID_02DD&IG_00),USB Input Device
USB\VID_045E&PID_02DD&IG_00\00&00&0000D1DCE78FED7E

21:03:17:941 (00026316) > [Xinput] Found device: {D61CA365-5AF4-4486-998B-9DB4734C6CA3}(USB\VID_045E&PID_0291&REV_0114),Xbox 360 Wireless Receiver for Windows
USB\VID_045E&PID_0291\8&2EFE0359&0&2

21:03:17:943 (00021896) > [NxApp] Window created.
21:03:17:943 (00021896) > [NxApp] Initializing swapchain...
21:03:17:943 (00030020) > [SwapChain] Creating...
21:03:17:943 (00030020) > [NxSwapChainImpl] Swapchain native backbuffer (windows) resolution: 3840x2160
21:03:17:985 (00036756) > [Input] new Windows.Gaming.Input raw-controller found 45e 2dd {wgi/nrid/^g`9-FRaF-:mad:3=FfI-:YVA`B7AH-jW;cN4]-X} Xbox One Game Controller

21:03:17:996 (00030020) > [DXGI] Created swapchain.
21:03:18:010 (00030020) > [SwapChain] Gamma correction is enabled.
21:03:18:010 (00030020) > [SwapChain] Successfully created.
21:03:18:010 (00030020) > [NxSwapChainImpl] Swapchain native backbuffer (windows) resolution: 3840x2160
21:03:18:010 (00021896) > [NxApp] Swapchain initialized
21:03:18:010 (00021896) > [NxApp] Initializing renderer...
21:03:18:010 (00021896) > [NxApp] Renderer initialized
21:03:18:010 (00021896) > [NxProcessorInfo] Processor info:
21:03:18:010 (00021896) > [NxProcessorInfo] Description: AMD Ryzen 7 5800X3D 8-Core Processor
21:03:18:010 (00021896) > [NxProcessorInfo] Physical Core Count: 8
21:03:18:010 (00021896) > [NxProcessorInfo] Logical Core Count: 16
21:03:18:010 (00021896) > [NxProcessorInfo] Distinct L3 Cache Count: 1
21:03:18:010 (00021896) > [NxProcessorInfo] Custom affinity 0 selected.
21:03:18:010 (00021896) > [NxProcessorInfo] AMD Threading Logic
21:03:18:011 (00021896) > [NxStorage] Detected device at 'E:\SteamLibrary\steamapps\common\Ratchet & Clank - Rift Apart', name 'Fanxiang S770 4TB', SSD: Yes, NVMe: Yes
21:03:18:011 (00021896) > [NxStorage] Graphics device supports GPU decompression
21:03:18:011 (00021896) > [NxStorage] DirectStorage initialization failed
21:03:18:194 (00021896) > [Render] File cache.pso contains 71677 pipelines and 0 duplicates
21:03:18:194 (00021896) > [Render] File C:\Users\<username>\AppData\Roaming\Insomniac Games\Ratchet & Clank - Rift Apart\\cache.pso contains 54 pipelines and 0 duplicates
21:03:18:194 (00021896) > [Render] Support for Shader Model 6.6: Yes
21:03:18:194 (00021896) > [Render] Is UMA: No Is Cache Coherent: No
21:03:18:194 (00021896) > [Render] Using Cpu Buffer Optimize: No
21:03:18:529 (00008548) > [D3D] device->GetD3D12Device()->CreateGraphicsPipelineState(&desc, __uuidof(**(&pso)), IID_PPV_ARGS_Helper(&pso)) failed with HRESULT 2147942487 (0x80070057)
21:03:18:557 (00008548) > [D3D] device->GetD3D12Device()->CreateGraphicsPipelineState(&desc, __uuidof(**(&pso)), IID_PPV_ARGS_Helper(&pso)) failed with HRESULT 2147942487 (0x80070057)
21:03:20:060 (00008548) > [D3D] device->GetD3D12Device()->CreateGraphicsPipelineState(&desc, __uuidof(**(&pso)), IID_PPV_ARGS_Helper(&pso)) failed with HRESULT 2147942487 (0x80070057)
21:03:21:382 (00021896) > [Input] Windows.Gaming.Input controller connected. index: 0
21:03:21:382 (00021896) > [Input] Gamepads connected: 1 -> 2
21:03:21:382 (00021896) > [Input] Gamepad for main player: 0
21:03:21:384 (00022872) > [Save] Request type 3 failed with code 0x00000002
21:03:21:392 (00021896) > [Input] XInput disabled, disconnecting controller. index: 0
21:03:21:392 (00021896) > [Input] Gamepads connected: 2 -> 1
21:03:21:392 (00021896) > [Input] Gamepad for main player: 0
21:03:21:444 (00026304) > [Audio] Device (re)initialized 0x2ff55147 'Speakers (Pebble V3)'
21:03:21:461 (00022872) > [Save] Request type 3 failed with code 0x00000002
21:03:21:655 (00008548) > [D3D] device->GetD3D12Device()->CreateGraphicsPipelineState(&desc, __uuidof(**(&pso)), IID_PPV_ARGS_Helper(&pso)) failed with HRESULT 2147942487 (0x80070057)
21:03:21:690 (00034468) > [D3D] device->GetD3D12Device()->CreateGraphicsPipelineState(&desc, __uuidof(**(&pso)), IID_PPV_ARGS_Helper(&pso)) failed with HRESULT 2147942487 (0x80070057)
21:03:21:824 (00032752) > [D3D] device->GetD3D12Device()->CreateGraphicsPipelineState(&desc, __uuidof(**(&pso)), IID_PPV_ARGS_Helper(&pso)) failed with HRESULT 2147942487 (0x80070057)
21:03:21:840 (00005528) > [D3D] device->GetD3D12Device()->CreateGraphicsPipelineState(&desc, __uuidof(**(&pso)), IID_PPV_ARGS_Helper(&pso)) failed with HRESULT 2147942487 (0x80070057)
21:03:22:239 (00005528) > [D3D] device->GetD3D12Device()->CreateGraphicsPipelineState(&desc, __uuidof(**(&pso)), IID_PPV_ARGS_Helper(&pso)) failed with HRESULT 2147942487 (0x80070057)
21:03:22:295 (00033188) > [PSN] AuthenticationRequest: 200
21:03:22:339 (00005528) > [D3D] device->GetD3D12Device()->CreateGraphicsPipelineState(&desc, __uuidof(**(&pso)), IID_PPV_ARGS_Helper(&pso)) failed with HRESULT 2147942487 (0x80070057)
21:03:22:458 (00033188) > [PSN] GetConfigData: 200
21:03:22:458 (00033688) > [PSN] registration: enabled
21:03:22:670 (00033188) > [PSN] GetRegisteredAccount: 404
21:03:22:836 (00033188) > [PSN] NewRegistrationURL: 200
21:03:22:836 (00033688) > [PSN]
21:03:25:492 (00032752) > [D3D] device->GetD3D12Device()->CreateGraphicsPipelineState(&desc, __uuidof(**(&pso)), IID_PPV_ARGS_Helper(&pso)) failed with HRESULT 2147942487 (0x80070057)
21:03:25:590 (00008548) > [D3D] device->GetD3D12Device()->CreateGraphicsPipelineState(&desc, __uuidof(**(&pso)), IID_PPV_ARGS_Helper(&pso)) failed with HRESULT 2147942487 (0x80070057)
21:03:25:594 (00008548) > [D3D] device->GetD3D12Device()->CreateGraphicsPipelineState(&desc, __uuidof(**(&pso)), IID_PPV_ARGS_Helper(&pso)) failed with HRESULT 2147942487 (0x80070057)
21:03:28:554 (00021896) > [Save] Request load save type 0, control 128, target -1
21:03:28:554 (00022872) > [Save] Request type 3 failed with code 0x00000002
21:03:28:570 (00021896) > [Save] Request load save type 0, control 128, target -1
21:03:28:587 (00022872) > [Save] Request type 3 failed with code 0x00000002
21:03:28:604 (00021896) > [Save] Request load save type 0, control 128, target -1
21:03:28:621 (00022872) > [Save] Request type 3 failed with code 0x00000002
21:03:28:637 (00021896) > [Save] Request load save type 0, control 128, target -1
21:03:28:654 (00022872) > [Save] Request type 3 failed with code 0x00000002
21:03:28:670 (00021896) > [Save] Request load save type 0, control 128, target -1
21:03:28:687 (00022872) > [Save] Request type 3 failed with code 0x00000002
21:03:28:704 (00021896) > [Save] Request load save type 0, control 128, target -1
21:03:28:738 (00021896) > [Save] Request load save type 0, control 128, target -1
21:03:28:770 (00021896) > [Save] Request load save type 0, control 128, target -1
21:03:29:054 (00021896) > [Sound] Changing sound listening mode: 3
21:03:29:274 (00005528) > [D3D] device->GetD3D12Device()->CreateGraphicsPipelineState(&desc, __uuidof(**(&pso)), IID_PPV_ARGS_Helper(&pso)) failed with HRESULT 2147942487 (0x80070057)
21:03:29:902 (00036232) > [D3D] device->GetD3D12Device()->CreateGraphicsPipelineState(&desc, __uuidof(**(&pso)), IID_PPV_ARGS_Helper(&pso)) failed with HRESULT 2147942487 (0x80070057)
21:03:29:906 (00036232) > [D3D] device->GetD3D12Device()->CreateGraphicsPipelineState(&desc, __uuidof(**(&pso)), IID_PPV_ARGS_Helper(&pso)) failed with HRESULT 2147942487 (0x80070057)
21:03:29:907 (00036232) > [D3D] device->GetD3D12Device()->CreateGraphicsPipelineState(&desc, __uuidof(**(&pso)), IID_PPV_ARGS_Helper(&pso)) failed with HRESULT 2147942487 (0x80070057)
21:03:29:909 (00036232) > [D3D] device->GetD3D12Device()->CreateGraphicsPipelineState(&desc, __uuidof(**(&pso)), IID_PPV_ARGS_Helper(&pso)) failed with HRESULT 2147942487 (0x80070057)
21:03:29:912 (00036232) > [D3D] device->GetD3D12Device()->CreateGraphicsPipelineState(&desc, __uuidof(**(&pso)), IID_PPV_ARGS_Helper(&pso)) failed with HRESULT 2147942487 (0x80070057)
21:03:29:912 (00036232) > [D3D] device->GetD3D12Device()->CreateGraphicsPipelineState(&desc, __uuidof(**(&pso)), IID_PPV_ARGS_Helper(&pso)) failed with HRESULT 2147942487 (0x80070057)
21:03:29:913 (00036232) > [D3D] device->GetD3D12Device()->CreateGraphicsPipelineState(&desc, __uuidof(**(&pso)), IID_PPV_ARGS_Helper(&pso)) failed with HRESULT 2147942487 (0x80070057)
21:03:29:914 (00036232) > [D3D] device->GetD3D12Device()->CreateGraphicsPipelineState(&desc, __uuidof(**(&pso)), IID_PPV_ARGS_Helper(&pso)) failed with HRESULT 2147942487 (0x80070057)
21:03:29:917 (00036232) > [D3D] device->GetD3D12Device()->CreateGraphicsPipelineState(&desc, __uuidof(**(&pso)), IID_PPV_ARGS_Helper(&pso)) failed with HRESULT 2147942487 (0x80070057)
21:03:30:443 (00034468) > [D3D] device->GetD3D12Device()->CreateGraphicsPipelineState(&desc, __uuidof(**(&pso)), IID_PPV_ARGS_Helper(&pso)) failed with HRESULT 2147942487 (0x80070057)
21:03:30:450 (00005528) > [D3D] device->GetD3D12Device()->CreateGraphicsPipelineState(&desc, __uuidof(**(&pso)), IID_PPV_ARGS_Helper(&pso)) failed with HRESULT 2147942487 (0x80070057)
21:03:32:128 (00021896) > [Save] Request save type 0, control 512
21:03:40:602 (00021896) > [NxReflex] Reflex support result:Result::eOk
21:03:40:602 (00021896) > [NxReflex] DLSSG support result:Result::eOk
21:03:48:575 (00021896) > [Save] Request load save type 0, control 128, target -1
21:03:51:155 (00021896) > [Save] Request save type 0, control 512
21:04:21:380 (00030808) > [Render] Working set: 9026MB Page file: 21627MB Video Budget: 10750MB Video Usage: 10328MB Sys Budget: 15576MB Sys Usage: 1944MB Tex Usage: 2123MB Tex Budget: 3410MB BVH heaps: 140MB BVH size: 98MB Demoted: 617MB fps: 63.616669
21:04:23:176 (00021896) > [NxReflex] Reflex support result:Result::eOk
21:04:23:176 (00021896) > [NxReflex] DLSSG support result:Result::eOk
21:04:30:710 (00021896) > [Validate Settings] No valid display mode could be found for the desktop.
21:04:30:743 (00030020) > [NxSwapChainImpl] Swapchain native backbuffer (windows) resolution: 3840x2160
21:04:30:743 (00032524) > [NxReflex] Reflex support result:Result::eOk
21:04:30:743 (00032524) > [NxReflex] DLSSG support result:Result::eOk
 
Very High is better than PS5 RT mode but High is worse. It uses a custom setting for RT reflections.
Very High mode for RT reflections is full res RT and is a lot more expensive. High is indeed the exact same checkerboarding as used on all PS5 modes with RT. There is a separate slider though for RT BVH Object distance, this is a separate option from the RT reflection one. If you use the "high" preset for all graphical options, it defaults to 6 which is indeed lower than PS5 RT Performance mode. PS5 RT Performance mode is set to 9 for this option, but it has worse quality objects at a distance which cannot at all be set on PC.

So really, there is no great way to get perfect matched settings to PS5 even if you can 100% match the way RT resolution is done on PS5 with the "high" setting for RT reflections.

@Dampf UMA is not inherently better than NUMA - it is a matter of how much time and effort is spent to make a game made for one or the other work on one or the other. But for the open platform that is PC, NUMA makes by far the most sense.
 
I was doing some comparisons between screenshots I've taken to some PS5 youtube walkthroughs of Ratchet.. and one thing that is immediately obvious is how much more vibrant and colorful the game appears... I'm fairly certain it comes mostly down to having an ultrawide screen and the vignette dropoff being pulled out much further from the center, resulting in a brighter image overall. But I haven't altered these images in any way.. and the in game settings are simply set to their max and/or enabled.

Screenshot-2023-08-07-023840.png


20230806000025-1.jpg



Now yes, I'm very aware I'm comparing a direct capture vs a compressed youtube video.. but still.. there's quite a bit of difference in clarity and vibrancy. This is the game maxed out on PC at extremely high resolutions with DLAA enabled as well. There's differences in depth of field strength due to the resolution and the ultrawide aspect ratio also pulls out the Chromatic Aberration which in this game blurs the outer edges further from the center, resulting in the PC version appearing less blurry around the middle area of the screen.

The PC version is extremely crisp at the settings I have it running at, and perhaps some might consider it over-sharpened, but in person the game looks just phenomenal in motion. Very impressed by it.

*Also interesting that if you look at Emperor Nefarious' calves in my PC shot you can see a very obvious screen tearing effect which isn't a straight line, but angled and the purple rift glow effect is still in line with the previous frame. It also looks like the PS5 version does the same thing but that the frame I captured wasn't quite the same.
 
I was doing some comparisons between screenshots I've taken to some PS5 youtube walkthroughs of Ratchet.. and one thing that is immediately obvious is how much more vibrant and colorful the game appears... I'm fairly certain it comes mostly down to having an ultrawide screen and the vignette dropoff being pulled out much further from the center, resulting in a brighter image overall. But I haven't altered these images in any way.. and the in game settings are simply set to their max and/or enabled.

Screenshot-2023-08-07-023840.png


20230806000025-1.jpg



Now yes, I'm very aware I'm comparing a direct capture vs a compressed youtube video.. but still.. there's quite a bit of difference in clarity and vibrancy. This is the game maxed out on PC at extremely high resolutions with DLAA enabled as well. There's differences in depth of field strength due to the resolution and the ultrawide aspect ratio also pulls out the Chromatic Aberration which in this game blurs the outer edges further from the center, resulting in the PC version appearing less blurry around the middle area of the screen.

The PC version is extremely crisp at the settings I have it running at, and perhaps some might consider it over-sharpened, but in person the game looks just phenomenal in motion. Very impressed by it.

*Also interesting that if you look at Emperor Nefarious' calves in my PC shot you can see a very obvious screen tearing effect which isn't a straight line, but angled and the purple rift glow effect is still in line with the previous frame. It also looks like the PS5 version does the same thing but that the frame I captured wasn't quite the same.

That is quite a surprising difference.
 
Very High mode for RT reflections is full res RT and is a lot more expensive. High is indeed the exact same checkerboarding as used on all PS5 modes with RT. There is a separate slider though for RT BVH Object distance, this is a separate option from the RT reflection one. If you use the "high" preset for all graphical options, it defaults to 6 which is indeed lower than PS5 RT Performance mode. PS5 RT Performance mode is set to 9 for this option, but it has worse quality objects at a distance which cannot at all be set on PC.

So really, there is no great way to get perfect matched settings to PS5 even if you can 100% match the way RT resolution is done on PS5 with the "high" setting for RT reflections.

@Dampf UMA is not inherently better than NUMA - it is a matter of how much time and effort is spent to make a game made for one or the other work on one or the other. But for the open platform that is PC, NUMA makes by far the most sense.
Thank you for the clarification.

I wish they would add "Original" as a preset like in GOW and Horizon which would mirror console settings. After all, the consoles seem to be already running a sort of optimized preset so it'd just be less time for the player fiddling around the menu. Although, I guess PC players would still do it regardless but custom optimized settings tend to be like 90% the same as console settings except for AF of course.
 
Thank you for the clarification.

I wish they would add "Original" as a preset like in GOW and Horizon which would mirror console settings. After all, the consoles seem to be already running a sort of optimized preset so it'd just be less time for the player fiddling around the menu. Although, I guess PC players would still do it regardless but custom optimized settings tend to be like 90% the same as console settings except for AF of course.

+ on original presets

so on Fidelity Mode in NXG analysis the 3080 was outperforming the PS5 on top of having a more expensive RT reflection than the PS5 on top of an already questionable on how the Game handles DRS (From Nixxes quotes) for the GPU to be fully utilized at the highest res possible

an Original preset would make this easier to avoid these skewed results to get published

we already got ppl "PS5 = 3080" due to this confusion . so you would need a 3090 (which is only +10% over the 3080 in average & typically 2x perf of the PS5) to 4080 to have any meaningful gap on the PS5 which is crazy

so it would be either a VERY horribly unoptimized published port by Nixxes or the Analysis is completely wrong
 
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