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[NX Gamer] Control: Ultimate Edition Console Performance Review (PS5 & Xbox Series X|S)

Shoutout to NXGamer NXGamer , awesome that you get to post content for IGN now



Control: Ultimate edition has officially arrived on PlayStation 5 and Xbox Series consoles. So tech-analysis expert NXGamer breaks down exactly what to expect when jumping into the game on any of the new consoles.

Screens/Summary/Details incoming:

-At 3:50 mark (timestamped link) he notices an issue on Series X where reflection disappears/stutters in RT mode, not present in PS5 mode at same spot
-Dual reflections on PS5 that aren't on Series X or PC version (shortly after previous timestamp)

-In Photo Mode he observes same XsX advantage that DF found:

st71fNJ.png


- Says the increased CU count in Series X is most likely responsible for the RT performance boost
- 30 FPS RT mode holds consistent frametime on PS5, mostly so on the Series X outside of the I/O stutters
- Mentions the smaller install size on PS5 version, also marginally faster load times on Series X at 9:42 mark
- Series S version maintains 60 very well but does have drops to 40 in spots, has similar stutters as Series X version, appears much blurrier and grainier due to much lower resolution

- He details stutters in 60fps mode on Series X and theorizes it's a carryover from the PC version (game maxing out usage on one single CPU thread), reason why it's not there on PS5 is CPU doesn't have to handle these tasks as they are offloaded

- Overall he prefers the 60 fps mode

(edit: I removed my joking disclaimer, as it probably sounded too pretentious. I was trying to be silly but it was a swing and a miss.)
 
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martino

Member
herewegogif-gif.78710


But seriously it's good to have a different take on this, it's highlighted a few things DF didn't pick up on or omitted.
and vice versa (i didn't see him notice the lod difference in console version and lot of other stuff missing )
 
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ethomaz

Banned
He details more than DF three videos.
Still missing some little things like a power consumption test but the I/O system details and smaller game size due compression is a nice touch.

Seems like RT while not in the same quality as PC was better implemented on PS5... better API at work here?

I notified in some post in the last thread that one thread of the CPU on PC runs over 80%... the others threads stay low... it that what cause the performance issues on all platform except PS5 I don’t know but seems to be a very likely theory.
 
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Youtube Rage GIF by Wayne


Already been here..

Meh, someone would have posted it if I hadn't. I don't just post a vid and dip, I try to flesh it out a bit (though that seems to be a waste of time, people seem to give post-and-dips more reactions than the summarization OPs, but that's cool, whatevs).

He at least has some different input than what DF says, and DF covered a couple things he didn't, so it is nice having multiple takes.

Game looks pretty I guess I need to fire this up

You've never played it? I love it. Highly recommend.


angry season 15 GIF by The Bachelorette


(half joking, of course)

What for?

Because....

character trash GIF by Return-It Gang


(joking of course)
 
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Heathen and heritics who dare speak against Cernys baby.

Take into account NXGamer NXGamer actually has a lot of knowledge from his career. Digital Foundry does a good job but NXGamer NXGamer also is a good source as well. I like how NXGamer NXGamer actually tries to explain some things in his video. Like why we saw some differences in the RT on both platforms. I didn't know the APIs could cause those differences even though the settings are the same.

All fascinating stuff in my opinion.
 

ethomaz

Banned
Take into account NXGamer NXGamer actually has a lot of knowledge from his career. Digital Foundry does a good job but NXGamer NXGamer also is a good source as well. I like how NXGamer NXGamer actually tries to explain some things in his video. Like why we saw some differences in the RT on both platforms. I didn't know the APIs could cause those differences even though the settings are the same.

All fascinating stuff in my opinion.
If you go back to PS3 and PS4 early days... NX is basically doing what DF used to do.

DF used to have way more explanation about what is happening and tests when it was only articles... they used to go depth in details.

That is not a demerit to NX... the opposite it is great for us gamers.
 
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Interesting that PS5 is making different (more) raytraced reflections than the Series X and PC. I wish this videos analises would be made by the actual game developers instead of guessing whats happening. Also to explain why such huge diferences in file sizes.
It's a bug. I'm surprised PS5 load times are slower than Xbox series X/S
 
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Elios83

Member
So higher ray tracing settings settings for PS5 with dual reflections and more stable 30fps? Also interesting analysis about the CPU workload and IO.
ONE video was more informative than THREE from the other side...
Also congrats to him for his job at IGN that is definetly going to help him reach a bigger audience.
 
Interesting that PS5 is making different (more) raytraced reflections than the Series X and PC. I wish this videos analises would be made by the actual game developers instead of guessing whats happening. Also to explain why such huge diferences in file sizes.

Definitely would like to hear from them why the stutter occurs. NXGamer NXGamer said it was due to how data is moved from the SDD to the ram. I
 
Didn't know they were using Oodle Textures. But interesting enough it appears that while the loads are slightly slower on the PS5, it's I/O is helping it's performance in some situations.

Very interesting analysis.
I notified in some post in the last thread that one thread of the CPU on PC runs over 80%... the stay low... it that what cause the performance issues on all platform except PS5 I don’t know but seems to be a very likely theory.

When the custom I/O of the PS5 was revealed back in the summer, I kinda shrugged it off. I mean, it sounded cool, but my first thought was "these CPUs are plenty powerful anyway," so I didn't see CPU performance being an issue on either console.

In cases like this where a game is poorly optimized for multi-threaded performance, and one thread can be at max utilization (causing stutters), I guess we can see the tangible benefit of having hardware solutions dedicated to offloading work from the CPU. Though, I still have to wonder if this could be fixed by just better CPU optimizations?

It's interesting.
 
Can anyone with a Series X try to duplicate the missing RT reflection issue he demonstrates in that particular spot in the timestamp? I was gonna test it on my roommates XsX but he's using it.

Looks like he's in an office in the beginning area, around Central Executive/Director's Office

Am I crazy or does this game kinda suck? It feels off... I dunno

ill cut you dont test me GIF
 
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When the custom I/O of the PS5 was revealed back in the summer, I kinda shrugged it off. I mean, it sounded cool, but my first thought was "these CPUs are plenty powerful anyway," so I didn't see CPU performance being an issue on either console.

In cases like this where a game is poorly optimized for multi-threaded performance, and one thread can be at max utilization (causing stutters), I guess we can see the tangible benefit of having hardware solutions dedicated to offloading work from the CPU. Though, I still have to wonder if this could be fixed by just better CPU optimizations?

It's interesting.

Well he did say that Control isn't exactly the most optimized game so with a little work those issues can be fixed on the Series systems. However I'm wondering what's going to happen when some games utilize the I/O for streaming in a ton of different assets. Something like the Unreal Engine 5 demo is what I'm thinking about.

In those situations an I/O with a lot of dedicated hardware that alleviates bottlenecks could be a big help.

Not trying to make anyone look bad BTW.
 

Clear

CliffyB's Cock Holster
Happy to hear NX state that the photo mode comparison is a pure rasterization test, and not something that should be seen as indicative of actual gameplay performance.
Workload matters, its not just how many pixels you can shade.
 

FritzJ92

Member
Curious how he confirmed the CPU to be the reason of the stutter and how he confirmed oodle was used.
Alternatively the Xbox port seems to just be the PC port, ideally that’s what Microsoft wanted with the GDK but doesn’t look like much care went into optimizing for the Xbox hardware.
 
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martino

Member
Curious how he confirmed the CPU to be the reason of the stutter and how he confirmed oodle was used.
Alternatively the Xbox port seems to just be the PC port, ideally that’s what Microsoft wanted with the GDK but doesn’t look like much care went into optimizing for the Xbox hardware.
i mean outside warrior hyperbole we are talking possibly under 1% low framerate here....let's not forget that.
 
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