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VG tech : Immortals Fenix Rising PS5 vs XSX

Leyasu

Banned
It isn't pushing the systems but they drop to 1080p (xbox) and 1200ish p (ps5)? Can you elaborate on your thought a bit?
Well yeah, cross gen games running a sloppy performance patch. What do you reckon is going on here, that Ubisoft have already maxed the systems and this is the pinnacle of the next 7 yrs?

Although, I don't anticipate too many 4K 60hz open world games this gen, I do anticipate games that look and perform much better.
 
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v_iHuGi

Banned
Its definitely not just the tools, I tried it with mine and it didn’t make no difference whatsoever...

2Z7Myst.jpg

Tools ain´t working.
 

Hendrick's

If only my penis was as big as my GamerScore!
Only when it suits your narrative, amiright?
Exactly. You are just proving my point. When Xbox had a bug it was laughed off, but now all of a sudden bugs are a perfect excuse. To be clear, I never said in this case it wasn't a bug.
 

Md Ray

Member
How else are they supposed to make up for a weaker console? 😛 Give them some breathing room room; don't bury them!
Yep, there's no need for VRR when the PS5's GPU is more powerful and capable than Xbox in keeping its frame-rate consistent, not just for 1%, but for everyone:messenger_winking_tongue:. That said, Sony has officially said VRR is coming pretty soon. We'll see goalposts moving again after its arrival on PS5.
 

Resenge

Member
Exactly. You are just proving my point. When Xbox had a bug it was laughed off, but now all of a sudden bugs are a perfect excuse. To be clear, I never said in this case it wasn't a bug.
I am not one of those, I would agree that that LOD thing has to be some kind of bug.
 

Heisenberg007

Gold Journalism
Yep, there's no need for VRR when the PS5's GPU is more powerful and capable than Xbox in keeping its frame-rate consistent, not just for 1%, but for everyone:messenger_winking_tongue:. That said, Sony has officially said VRR is coming pretty soon. We'll see goalposts moving again after its arrival on PS5.

They haven't realized yet that by highlighting VRR, they are basically confirming the fact that XSX drops more frames in games than PS5 -- and, therefore, is a weaker console -- so it needs a VRR feature. 😂
 

Leyasu

Banned
I honestly hope the lesson everyone is taking away from the start of this gen is that Ubisoft games aren't worth buying/playing at launch.
Nah man, these games are the benchmark of the generation.

Or at least you would think so by reading these threads....
 

J_Gamer.exe

Member
It is the speed of the SSD + their custom compression solution.

Honestly that's not a factor in these comparisons we are seeing now.

The io may be playing a part as are many other elements, although it's not being fully utilised.

Contrary to popular belief that ssd and io hardware can improve performance.

For eg, with faster ssd and io you will need less assets etc stored in the ram, to only be potentially used.

Like lets say in spiderman you need to store only what you see, where on a slower io system you need to store thr next block also as it won't load fast enough otherwise when the player goes there and you could go left right back or forward.

So keeping more in memory is obviously not optimal.

Ps5 only needs to store the next 1 second of gameplay in memory, give or take.

ps5-slides-06-640x360.png


This means more ram for whats on screen or in active use, which probably means higher asset quality etc. This may explain some of what were seeing or it may not even come into play much yet in these early titles, but it will.

I think its not one thing but multiple, incremental gains all over adding up to a big leap over what traditional paper specs 'should' perform like.

So we have the ssd and io tech, all those bottlenecks eliminated so less waiting, better cu utilisation thanks to things like cache scrubbers, no more flushing the caches which hurts performance Sony evict only select adress ranges meaning better utilisation.

Also faster gpu in all the areas clocks affect, faster caches and probably better caching aka unified.

Probably miss something here but the combination of all these improvements should be making the bigger gains were seeing.

There's also less on the cpu where xbox has to process the io on a cpu core, PS5 is completely free of it thanks to the io tech. Again, only probably a relatively small gain but they add up.

Tye tempest engine being used for physics due it its spu like design is apparently being used in small amounts.

The whole system is about reducing latency and all about speed.

Its ram bandwidth isn't split either, which may be a bottleneck, especially when games start using more than 10gb.

Add into that being easy to develop for and Cerny said its easier to fully use 36 CUs than 48 (in his example that definitely wasn't comparing similarly to xbox design of 52 cu....) when triangles are small ots harder to fill them all with meaningful work.

I think they system has rewritten the rules somewhat and a lot of us knew this from they way Sony eliminated bottlenecks with the io hardware, that was an achievement that isn't easy at all.
 
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sinnergy

Member
The only resolution found on PS5 in Quality Mode was 3840x2160.

Xbox Series X in Quality Mode uses a dynamic resolution with the highest native resolution found being 3840x2160 and the lowest native resolution found being approximately 3328x1872. Drops in resolution below 3840x2160 on Xbox Series X in Quality Mode seem to be uncommon.



PS5 is BEAST
A stuttering one 🤣
 

spookyfish

Member
LOL at folks thinking Series X has room for improvement and “new tools” while assuming the Quint is allllll maxed out at launch and won’t improve, as well.

BOTH consoles will just get better.

I still wonder if these are suffering from mid-gen/cross-gen release issues.
 
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Lysandros

Member
And I was fully expecting the xbox x being significantly better then the PS5, even though I am and will stay a playstation gamer. It's crazy, how could they fuck it up so bad? Guess youtube videos will show us in 5 - 6 years. Right now, I really don't have a clue. The xbox seems to be far better on paper.
Which paper is that?..
 
That's a BC game running at 800MHz legacy mode, not full 2230 MHz. :messenger_tears_of_joy:

This required a heavy resolution downgrade (to 1080p) on SX to keep fps up. PS5 wins when the resolution is the same (1440p) on both. See below. :messenger_tears_of_joy:

YWlPQYD.png

npVSMLZ.png



This is a bug. Those scenes run at 60fps now. [Source: VGT & DF]. :messenger_tears_of_joy:

c5yzhRZ.jpg

uIPYHrH.jpg

d8Yt1eL.jpg

ND1ZdFN.jpg
He knows what he is doing . If u post this 200 times , he will post it again . He is in extreme state of denial and trying to create an alternate reality so he can have a bit of fun with his xsx which is weird . Just go enjoy your console even if ps5 is outperforming it .
 

diffusionx

Gold Member
The io may be playing a part as are many other elements, although it's not being fully utilised.

Contrary to popular belief that ssd and io hardware can improve performance.

For eg, with faster ssd and io you will need less assets etc stored in the ram, to only be potentially used.

Like lets say in spiderman you need to store only what you see, where on a slower io system you need to store thr next block also as it won't load fast enough otherwise when the player goes there and you could go left right back or forward.

So keeping more in memory is obviously not optimal.

Ps5 only needs to store the next 1 second of gameplay in memory, give or take.

ps5-slides-06-640x360.png


This means more ram for whats on screen or in active use, which probably means higher asset quality etc. This may explain some of what were seeing or it may not even come into play much yet in these early titles, but it will.

I think its not one thing but multiple, incremental gains all over adding up to a big leap over what traditional paper specs 'should' perform like.

So we have the ssd and io tech, all those bottlenecks eliminated so less waiting, better cu utilisation thanks to things like cache scrubbers, no more flushing the caches which hurts performance Sony evict only select adress ranges meaning better utilisation.

Also faster gpu in all the areas clocks affect, faster caches and probably better caching aka unified.

Probably miss something here but the combination of all these improvements should be making the bigger gains were seeing.

There's also less on the cpu where xbox has to process the io on a cpu core, PS5 is completely free of it thanks to the io tech. Again, only probably a relatively small gain but they add up.

Tye tempest engine being used for physics due it its spu like design is apparently being used in small amounts.

The whole system is about reducing latency and all about speed.

Its ram bandwidth isn't split either, which may be a bottleneck, especially when games start using more than 10gb.

Add into that being easy to develop for and Cerny said its easier to fully use 36 CUs than 48 (in his example that definitely wasn't comparing similarly to xbox design of 52 cu....) when triangles are small ots harder to fill them all with meaningful work.

I think they system has rewritten the rules somewhat and a lot of us knew this from they way Sony eliminated bottlenecks with the io hardware, that was an achievement that isn't easy at all.
i don’t think that this is a factor right now - if it was, the gap would be bigger. I also think this requires some custom solutions that these launch games probably aren’t using.

the CU thing might have validity, if the current games aren’t using the Xbox CUs properly (and thus it looks like a slower 36CU GPU - massive simplification), but these engines should be flexible enough to handle it.
 

assurdum

Banned
Nah man, these games are the benchmark of the generation.

Or at least you would think so by reading these threads....
Now imagine if this bigger advantage in multiplat in series X will never show even in the next years....
 
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