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DF: Control on PS5 Tech Review

Tchu-Espresso

likes mayo on everthing and can't dance
VG tech and NX Gamer have both ignored Hitman also...

I just watched that video. Nothing in it
Nothing except random FPS drops on the XSX which are likely exacerbated further in the scenes which the PS5 struggles with.

Tools, I guess.
 

Kenpachii

Member
MMNV6gy.jpg

This is weird right? Like there is not a cheaper way to fake some kind of reflection in the windows in performance mode..

heck gears 5 new dlc had tons of it

like they gimped non RT gfx to make RT look better

They did it was the main thing i bashed the game on original release. It's butt ugly without raytracing on purpose to become a marketing tool for nvidia.

U saw this a lot at the time. the normal version got downgraded in order to make the raytracing version shine because if you put a good normal render against a raytracing one its really hard to notice the difference.
 
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Leyasu

Banned
Nothing except random FPS drops on the XSX which are likely exacerbated further in the scenes which the PS5 struggles with.

Tools, I guess.
Tools... There are plenty for sale on Amazon.

More like they got to where they could within the time allotted. The DF vid had drops on the PS5 also. A bit longer would have no doubt seen them removed on both systems.

As I said earlier, this is a smash and grab port. Nothing more
 
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Shmunter

Member
They did it was the main thing i bashed the game on original release. It's butt ugly without raytracing on purpose to become a marketing tool for nvidia.

U saw this a lot at the time. the normal version got downgraded in order to make the raytracing version shine because if you put a good normal render against a raytracing one its really hard to notice the difference.
Yeah, stick a cube map on it, done.
 

Spukc

always chasing the next thrill
They did it was the main thing i bashed the game on original release. It's butt ugly without raytracing on purpose to become a marketing tool for nvidia.

U saw this a lot at the time. the normal version got downgraded in order to make the raytracing version shine because if you put a good normal render against a raytracing one its really hard to notice the difference.
Glad i’m not the only one thinking this is a bit weird
 

Rikkori

Member
Ok thanks. Well thats not bad the for the PS5 then.

Its got far fewer shaders than the AMD RX 6800, similar clocks, but the PS5 lacks the infinity cache for bandwidth, uses less power, and only has 16 GB of VRAM, some of which isn't for the games to use, while this PC has 16 GB VRAM + 16 GB DRAM. Idk how the Intel CPU compares to the PS5's CPU.

Considering that PC got an average of 60 FPS with some dips, just like the PS5, but has a stronger RDNA2 GPU, at about the same settings, I'd say the PS5 is a solid system and good value.

That 6800 GPU costs more than the entire PS5 lol.
Keep in mind this was with RT on, so it's vs 30 fps on PS5. But yeah, it's not too bad of a showing for the PS5 except I could max texture stuff and not affect the fps on PC.
 

kyliethicc

Member
Keep in mind this was with RT on, so it's vs 30 fps on PS5. But yeah, it's not too bad of a showing for the PS5 except I could max texture stuff and not affect the fps on PC.
Oh thats with RT? You didn't say that before lol. That changes it a lot lol, 2x the FPS in RT.

I mean, PS5 is still fine for the money, but still.
 

Tchu-Espresso

likes mayo on everthing and can't dance
Tools... There are plenty for sale on Amazon.

More like they got to where they could within the time allotted. The DF vid had drops on the PS5 also. A bit longer would have no doubt seen them removed on both systems.

As I said earlier, this is a smash and grab port. Nothing more
Not disagreeing with you.
 

Tchu-Espresso

likes mayo on everthing and can't dance
Played a little bit. There is definitely control response time issues on quality mode on PS5. It feels noticeably sluggish.

Also the gun play is very unsatisfying and lacking impact. Adaptive trigger support is appreciated though.
 
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Bitmap Frogs

Mr. Community
They thought the consoles were 2080 level.

It’s just and ray tra
I think they could've pushed some of the settings higher in the non-raytraced performance mode.

We’re just seeing the costs of amd first merry go round with rtx show it’s ugly rear end.

Likely we’ll have to wait for the mid gen refreshes to see raster performance not getting buttfucked by rtx being cranked up.
 

A2una1

Member
Sure I'm open to the possibility and I'd welcome it but considering they spent so much money on the SSD (and could've made the system cheaper if they didn't) it's a case of I'll believe it when I see it.

Well it is measureably faster, even only by a little margin. And consider again the PC NVME SSD in Use is not that cheap either.
 
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sure but don't pretend like Control is demonstrating the maximum loading speed of the PS5's SSD, its not.

A PC PS5 XBSX multiplat dev might just build their loading around say SATA SSDs on PC and therefore the loading on consoles would be unoptimized and slower that it could be, etc.
If the PS5 SSD is not utilised at its fullest due to certain design limitations, don't you think the same limitations are present for a fast PC nvme drive as well? Or do you believe a normal PC nvme drive or the xsx SSD is being used to their max capacity, but only the ps5 SSD has more headroom?
 

rodrigolfp

Haptic Gamepads 4 Life
Who said can run better? Not me.

I'm just saying the argument PC are better than console cause pc can run programs is a nonsense, since games are programs, and in a world where modern fridge can run doom.
Lol??? If it can´t run better, how the hell "PS4 is even better than a PC. This argument is invalid."???
 

kyliethicc

Member
If the PS5 SSD is not utilised at its fullest due to certain design limitations, don't you think the same limitations are present for a fast PC nvme drive as well? Or do you believe a normal PC nvme drive or the xsx SSD is being used to their max capacity, but only the ps5 SSD has more headroom?
It would depend on what the min spec of the game was when built.

If the game is PS5 only, and the PS5 SSD & I/O is the min spec for dev, the it can be used fully. Thats why the PS5 version of Spider-Man Miles loads in like 2 seconds. It was built for that explicit purpose and for that system. They made it work on PS4 too, but it really is essentially 2 different versions of the game. Sony would have wanted Insomniac to get the most out of the PS5 SSD to show off the system, cuz launch title. Same with Demon's Souls, Astro's Playroom, Ratchet, etc.

If the game has to be playable on a 5400 rpm hard drive, then thats its min spec and chances are that in most games no SSD (NVMe or SATA) is being fully utilized. Unless in the case of a game like Miles Morales where Sony literally chose to spend the dev time to make it work best on both.

And so if the game is being built for just XSX/S and PS5, it still has to be built with the slower Xbox SSD & I/O as min spec. And so its highly unlikely in that scenario that a 3rd party multiplat dev would fully use the extra speed of the faster PS5 SSD I/O.

A 3rd party multiplat dev team like Remedy who seem to focus 1st on PC and then consoles, and don't have huge budgets or staff, probably did not want to spend a ton of time optimizing load times on every possible spec SKU to make loading as quick as possible. Just my guess.
 
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Rentahamster

Rodent Whores
What was it, like 30+ million ppl have better pc's than next gen consoles. @Topher70 had a post of I can find it
3 percent of a billion users, yeah

The percentage is low, but it's still overall a lot of people. This upcoming console generation with XSX and PS5 is a little different than last gen since these new consoles have way better specs out of the gate vs the average PC gamer specs today, compared to the launch PS4 and X1 specs vs the average PC gamer specs in 2013.

ppl don't make it seem like everyone has titans. The areas on the internet where people actually give a shit about this kind of stuff will naturally have more enthusiasts who naturally will probably have better gear than the average joe. They're also doing a lot of theorycrafting. The nature of the discussion as well as who is partaking in that discussion drastically shapes the perception of that discussion.

Anyway.

Some numbers for thought. According to that Reddit post about the DF video:

3% of Steam users have a GPU that is better than next gen. I dunno what the current total number of overall users are, but last year, there were 1 billion.

3% of 1 billion is 30 million current Steam users who currently have better than next gen hardware. Keep in mind that this number is also not representative of the entire PC userbase, but we only have so much to work with.

7% have an 8 core CPU, which is 70 million users.

So,

Steam users with better GPU than next gen: 30 million
Steam users with 8-core CPU: 70 million
First year-ish sales of PS4: 18.5 million
First year-ish sales of X1: 10 million
Total sales of PS4: 108.9 million
Total sales of X1: 46.9 million (estimated)

It'll be interesting to see how the numbers play out this fall and over the next year. There are some factors that are still the same as they were in 2013, but some are different. Personally I like how consoles this upcoming gen are pushing the envelope way more than in 2013.
 
If the game is PS5 only, and the PS5 SSD & I/O is the min spec for dev, the it can be used fully. Thats why Spider-Man Miles loads in like 2 seconds.
Generally agree with the rest of your reply, but I want to touch on this part. If, hyperthetically, MM was ported over to XSX/PC with not much rework of the I/O system, do you think the XSX or a PC with a fast nvme SSD can come close to PS5 load times? Say sub 5 seconds?
 

kyliethicc

Member
Generally agree with the rest of your reply, but I want to touch on this part. If, hyperthetically, MM was ported over to XSX/PC with not much rework of the I/O system, do you think the XSX or a PC with a fast nvme SSD can come close to PS5 load times? Say sub 5 seconds?
I'm sure it could be pretty fast on XSX just not quite as fast. Idk exactly what the difference in times would be. Kinda hard to know.
 
I'm sure it could be pretty fast on XSX just not quite as fast. Idk exactly what the difference in times would be. Kinda hard to know.
Yes it would be quite hard to know. But I agree with you in believing that XSX (or a fast PC nvme drive) would perform well in this scenario, and get within a few seconds of the Ps5 load times. That's the conclusion really: optimised for fast SSDs or not, the relative difference between the PS5 and Xsx/fast PC ssd seems to be a matter of seconds.
 
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kyliethicc

Member
Yes it would be quite hard to know. But I agree with you in believing that XSX (or a fast PC nvme drive) would perform well in this scenario, and get within a few seconds of the Ps5 load times. That's the conclusion really: optimised for fast SSDs or not, the relative difference between the PS5 and Xsx/fast PC ssd seems to be a matter of seconds.
Sure for load times. But even a small difference in the speed of a system's I/O data streaming could make a game designer have to abandon an entire idea or redesign an entire level, etc.
 

M1chl

Currently Gif and Meme Champion
Sure for load times. But even a small difference in the speed of a system's I/O data streaming could make a game designer have to abandon an entire idea or redesign an entire level, etc.
Would like to see what would that idea looked like....
 

Thirty7ven

Banned
Yes it would be quite hard to know. But I agree with you in believing that XSX (or a fast PC nvme drive) would perform well in this scenario, and get within a few seconds of the Ps5 load times. That's the conclusion really: optimised for fast SSDs or not, the relative difference between the PS5 and Xsx/fast PC ssd seems to be a matter of seconds.

For standard loadings the difference between PS5 and XSX won’t matter much at all, it’s as you say, a second here and there. Who cares.

It’s when we get down to the milliseconds that the difference starts to matter. Latency is a bitch and when you’re traveling at the speed of light a second is an eternity. For PS5 exclusives, it will afford developers freedom to push the boundaries of streaming tech further. And streaming really is the future...
 
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kyliethicc

Member
Would like to see what would that idea looked like....
Just imagine wanting to have a bunch of extra animations or textures or characters in a scene... but you can't load it all into RAM at once because some of the RAM needs to be used for assets that won't be rendered on screen for another 2-4 seconds if the player walks around the corner... but the I/O system can't load those assets into RAM fast enough from the drive, so it has to be sitting in RAM already just in case. This then limits how much RAM the designer can use in this given scene, and they inevitably have to cut back on various ideas they could only implement with more RAM or faster I/O.

Like if the player is inside a room. If the I/O could fully fill or empty RAM in 1 second, then all of RAM can be used for just assets inside that room. But by the time the player can sprint outside, if the I/O can't load in the assets into RAM needed for the space outside the room, then even when the player is inside, some of RAM has to be reserved for those potentially needed assets not currently being used in that room. Less RAM for any given space limits what the designer can do in that scene.

A simple example is the speed of Spider-man swinging through NYC. The speed of the PS4 I/O directly limited how quickly Spidey can swing. Thats why we can't upgrade how fast he can move in the game. We can do more damage, but the designer couldn't let us make Spidey move faster via the skill tree because the HDD of the PS4 was a bottleneck.
 
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Would like to see what would that idea looked like....
Yeah exactly. We have to keep in mind the render budget as well. Can't consider the I/O budget in on itself. Realistically, would there be a case where the assets on screen are so complex where the bottleneck becomes the I/O before the cost of rendering them out?
 

Thirty7ven

Banned
Yeah exactly. We have to keep in mind the render budget as well. Can't consider the I/O budget in on itself. Realistically, would there be a case where the assets on screen are so complex where the bottleneck becomes the I/O before the cost of rendering them out?

You’re missing the whole point. If data like geometry is being streamed, textures, audio, animations... not only can complexity be pushed to the maximum the system can output in a frame, the variety can be pushed just as far.

Animation is still so underrated, it’s crazy. Devs are constantly forced to cut on the animation budget allocation, but if you can access data so fast....

If you want to understand why the I/O was at the heart of PS5 engineering, you have to look at the games Sony’s first party made last gen and see which obstacles they are trying to erase and why something like RT wasn’t the priority instead.
 
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RPSleon

Member
They didnt mention the delay in the reflections. Its like the reflection has to catch up to the character. Theyve done a good job though. Im happy with it. I like that shadows reflect too:
Y5epHef.jpg
 

Shmunter

Member
When loading times down from 30+ seconds all the way down to 6, can we really say it's bogged down in any way? :messenger_winking:
Yes, should be faster. The fact PS5 is so close to XsX and XsX is so close to pc nvme says it all.

They have rejiggered parts, but not all.
 

M1chl

Currently Gif and Meme Champion
Yeah exactly. We have to keep in mind the render budget as well. Can't consider the I/O budget in on itself. Realistically, would there be a case where the assets on screen are so complex where the bottleneck becomes the I/O before the cost of rendering them out?
Main bound of what it can be on the screen (after moving to SSD) is GPU and memory RAM/VRAM subsystem. The thing is most people overlook, is that pute data bandwidth is not enough, you have to schedule your task in a way which supports peak efficiency. Let's say that consoles still does not have AFx16, which is standard on PCs for a 20 and no it's not some special procedure, it's a toggle in OpenGL ES (mobile), DirectX as well as Vulkan. So it's not shared it's not some crazy algorythm, it's toggle for ROPs. I know the PR is wonderful thing, but simple real world scenarios does not really proved to be properly utilised it, not that ti does not work, but that you have a lor of other contraints, mainly.....drumroll....people. Optimalisation is not easy thing to do and before they do some super advance profiler, which is going to be powered by neural network and which structure everything in a way which going to alow for all these crazy numbers to be utilised. But than againt, that's againts the the manufactuers need, you can see how much you paying for 20-30% extra power.

And again something from my experience, sound and animations are biggest offender to memory. You can put textures relatively easily to a surface. But damn it's hard to get a standard sounds without effect, slap it with some effect, position it in the world and made it sounds real. Obviously shaders are expensive, but that's the thing of compute. But than again compute needs fast memory, bandwidth, not SSD bandwidth but RAM type one. Presumably you have it with GDDR6 memories, good right? No not really because GDDR6 (not X) have pretty bad latency, so you have to schedule all the operations, because if you fire up the operation, it's impossible to start another one. GDDR6X mitigate it to certain degree, however they are power hungry and expensive so far. Still nobody runs whole system on just GPU.
 
For standard loadings the difference between PS5 and XSX won’t matter much at all, it’s as you say, a second here and there. Who cares.

It’s when we get down to the milliseconds that the difference starts to matter. Latency is a bitch and when you’re traveling at the speed of light a second is an eternity. For PS5 exclusives, it will afford developers freedom to push the boundaries of streaming tech further. And streaming really is the future...

You’re missing the whole point. If data like geometry is being streamed, textures, audio, animations... not only can complexity be pushed to the maximum the system can output in a frame, the variety can be pushed just as far.

Animation is still so underrated, it’s crazy. Devs are constantly forced to cut on the animation budget allocation, but if you can access data so fast....

If you want to understand why the I/O was at the heart of PS5 engineering, you have to look at the games Sony’s first party made last gen and see which obstacles they are trying to erase and why something like RT wasn’t the priority instead.
Animations are indeed a much overlooked aspect! And I understand your point about having access to a variety of animations that can be loaded in an instance. My doubt is the fact that these animations still have to be rendered out. Complex animations need complex models "perform" them. See in hitman, the LOD setting actually reduces the animation update rate of far away NPC's, not due to I/O constraints, but to save on rendering budget. When we are already close to maxing out the render budget (like in control) there is not much more a SSD with all its benefits in terms of access and availability of assets can do.

But let's see, maybe some Dev will surprise us, who knows?
 

HAL-01

Member
They didnt mention the delay in the reflections. Its like the reflection has to catch up to the character. Theyve done a good job though. Im happy with it. I like that shadows reflect too:
Y5epHef.jpg
It’s as if the reflections are being constructed over multiple frames. They also leave some strange trails similar to the temporal artifacts over most of the game
 

Ogbert

Member
Just played for about half an hour on the PS5.

Not really impressed. Looks significantly worse than the game running on my 2070 and the controller support feels undercooked.
 
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