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[VG TECH] Doom Eternal PS5 vs Xbox Series X|S Frame Rate Comparison

Riky

$MSFT
i tried using VRS on metro exodus and it made molotov/fire effects horrible even at 2x option

i was very hyped for this performance saving future, i thought it was a clever algorythm that reduced unnecessary workloads but so far most of its implementations are not satisfactory

That's Tier 1 VRS, Xbox has hardware by support for Tier 2 which is far superior.
 

Riky

$MSFT
I was talking about this. There's zero flickering or artifacting on PS5.
fj98U3z.jpg

If you went to actually look at that pixel you would find it would look perfect, because that's how VRS works it changes depending on what you are looking at, unlike just running lower res all the time.
 
You can clearly see chunky flickering pixels in the blue reflection on the floor.

GIF #1
source.gif


If you want to see how PS5 compares...

GIF #2
source.gif

Source: NX Gamer

EDIT: no 400% zooms either :messenger_winking:

You don't see a major res difference here between PS5 and XSX, perf is stable and identical on both. But that VRS artifact sticks out like a sore thumb. If I saw something like this on PC, I would immediately turn it off.
I don't recall standing in place starring at nothing in my time playing doom eternal.
 

DJ12

Member
I cannot believe people are still going on about VRS of any tier being a good thing. It has one useful application and that's eye tracking vr where it can be enabled where they know your not looking.

Anything else and the benefits don't outweigh the drawbacks for any sensible individual not interested in scoring points against fans of another bit of plastic.

I refuse to play Dirt 5 on PC anymore until vrs can be disabled because its an absolutely awful technology that needs locking down to vr headsets only.

I would take 1440p with no vrs over nearly 4k with it any day of the week.
 

Md Ray

Member
I don't recall standing in place starring at nothing in my time playing doom eternal.
DIdn't you ask someone to point out VRS from gameplay?

Moving goalposts now, are we?

Be honest. Set aside your bias for a second and tell me which one would you prefer if this were a PC version...
1. Flickering chunky pixel image, stable 120fps/60fps?
or
2. Non-chunky, non-flickering image, stable 120fps/60fps?
 
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01011001

Banned
DIdn't you ask someone to point out VRS from gameplay?

Moving goalposts now, are we?

Be honest. Set aside your bias for a second and tell me which one would you prefer if this were a PC version...
1. Flickering chunky pixel image, stable 120fps/60fps?
or
2. Non-chunky, non-flickering image, stable 120fps/60fps?

don't forget lower max resolution in the 120fps mode on PS5
and when the resolution drops in the other modes it drops about 20% lower on PS5 :)
 
DIdn't you ask someone to point out VRS from gameplay?

Moving goalposts now, are we?

Be honest. Set aside your bias for a second and tell me which one would you prefer if this were a PC version...
1. Flickering chunky pixel image, stable 120fps/60fps?
or
2. Non-chunky, non-flickering image, stable 120fps/60fps?
It's not gameplay when the whole point of that section in the video was to show VRS. Point it out in a video of someone playing the game. No one would ever say to that section of the video "thanks for showing that awesome gameplay"
Edit

5:30-6:00
You know.... Gameplay
 
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MikeM

Member
I don’t know why people are zooming in 400% trying to pick out a grainy pixel…playing the ps5 version now and there’s no chance to admire the scenery
Right? The console warriors are out everywhere defending their boxes when in real life, actual usage there is no way people could tell the difference.

"OMG that head smash looked slightly softer on PS5 than Series X if you zoom in 400%."

"LULZ PS5 RUNS 120FPS ONLY AT 1584P. MIGHT AS WELL BE A SWITCH!"

I get it from an analytical perspective, but there is literally no impact to enjoyment with either system playing this game when you are blasting around ripping and tearing while doing some gymnastics.

Work Out Exercise GIF
 
DIdn't you ask someone to point out VRS from gameplay?

Moving goalposts now, are we?

Be honest. Set aside your bias for a second and tell me which one would you prefer if this were a PC version...
1. Flickering chunky pixel image, stable 120fps/60fps?
or
2. Non-chunky, non-flickering image, stable 120fps/60fps?

You don't take in account the higher resolution, it's not negligible (not clearly big) as you can see in the picture (trade gave by VRS?), the flickering chunky pixel is really more "impacting" as in the example shared by NXG it will be visible only if you are "static" and not moving ? Overall, we are discussing about a game with so similar results on the two consoles, the differences are really minor, the results on each console is so nice.


cVg87fJ.jpg
 
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No, your point is not right. It's not about Metro Exodus, it's about their methodology to manage shaders on their own engine. They mention about not sure if they really need to use Mesh Shaders in future.


And about SFS..

Sampler Feedback Streaming is a evolution of Partially Resident Textures, a 2012 technique. PS5 has an entire i/o system with HW cohency engines and dedicated HW buffer to stream data as fast as they can. I don't think SFS would be a real trouble for PS5 versions.
Did you even read the interview you linked? From the interview:
"Did you evaluate the implementation of other DirectX 12 features like Mesh Shading and Sampler Feedback when developing Metro Exodus Enhanced Edition? Are you planning to use them in future titles?"

This was the original question. It was ABSOLUTELY about Metro Exodus. It's right there. My point that they would not rewrite their graphics pipeline to incorporate mesh shaders stands. They may or may not use them in a different game for but METRO they didn't and it makes sense why.

What is with your non sequitur about the PS5? When did I mention the PS5 at all? I was talking about SFS and how I am interested in seeing it implemented in future games. I would imagine that since the question was about Direct X 12 it would have nothing to do with the PS5 anyway. Don't worry about the PS5 man it is selling well and I'm certain Sony will support developers with different ways of implementing features that may be missing or different on their platform. (y)
 

Armorian

Banned
You can clearly see chunky flickering pixels in the blue reflection on the floor.

GIF #1
source.gif


If you want to see how PS5 compares...

GIF #2
source.gif

Source: NX Gamer

EDIT: no 400% zooms either :messenger_winking:

You don't see a major res difference here between PS5 and XSX, perf is stable and identical on both. But that VRS artifact sticks out like a sore thumb. If I saw something like this on PC, I would immediately turn it off.

Non native resolution plus 1/4 (or 1/3?) resolution RT reflections and VRS = not so great results
 

Md Ray

Member
It's not gameplay when the whole point of that section in the video was to show VRS. Point it out in a video of someone playing the game. No one would ever say to that section of the video "thanks for showing that awesome gameplay"
Like I said, set aside your bias for a moment. Forget this is a PS5/XSX comparison. I know you game on a PC, so...

If this was a VRS on/off PC comparison which one would you prefer/choose from the gif below? And, btw, you get consistent 120fps/60fps anyway, with or without VRS. So which one?

Gif:
source.gif

Nothing against VRS. I think it's a brilliant feature, something I myself would use on PC if its implementation was like DLSS 2.0, and I believe it will be going forward.

EDIT: Riky Riky , Bernd Lauert Bernd Lauert you clowns have anything to add besides laughing emojis?
 
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Like I said, set aside your bias for a moment. Forget this is a PS5/XSX comparison. I know you game on a PC, so...

If this was a VRS on/off PC comparison which one would you prefer/choose from the gif below? And, btw, you get consistent 120fps/60fps anyway, with or without VRS. So which one?

Gif:
source.gif

Nothing against VRS. I think it's a brilliant feature, something I myself would use on PC if its implementation was like DLSS 2.0.
Still fighting the good fight I see, wish you all the luck in the world 🤞
 
Like I said, set aside your bias for a moment. Forget this is a PS5/XSX comparison. I know you game on a PC, so...

If this was a VRS on/off PC comparison which one would you prefer/choose from the gif below? And, btw, you get consistent 120fps/60fps anyway, with or without VRS. So which one?

Gif:
source.gif

Nothing against VRS. I think it's a brilliant feature, something I myself would use on PC if its implementation was like DLSS 2.0, and I believe it will be going forward.
If I was running thru that area actually just playing and enjoying the game I honestly wouldn't notice a difference in either. Little things like that I only noticed when I look for them. Since I don't have a high end computer and choose framerate over everything else I ignore the small visual sacrifices.
It actually took me a minute to see it even with you telling what to look for. The main thing I notice is how much better the Xbox one looks without all the HUD shit on screen, but I do wish it had more blood.
 
Fighting? Where?

Just having a level-headed discussion. Am I not allowed to have that? :pie_ssmiling:

The problem with the gif is the player positioning isn't even the same between the two consoles for starters. It's immediately evident just by looking at the left most wall. The player is up closer to that location on the PS5 version than is the case for the Series X version, and there may actually be differences [more than likely there are) in appearance the closer you get to things.

If things are going to be compared situations must be like for like or else it's a waste.
 
The problem with the gif is the player positioning isn't even the same between the two consoles for starters. It's immediately evident just by looking at the left most wall. The player is up closer to that location on the PS5 version than is the case for the Series X version, and there may actually be differences [more than likely there are) in appearance the closer you get to things.

If things are going to be compared situations must be like for like or else it's a waste.
That's sorta true. Lots can be compared without like for like, but as well lots can't be. I would like to see how it looks with you walking/moving at all though.
 
Did you even read the interview you linked? From the interview:
"Did you evaluate the implementation of other DirectX 12 features like Mesh Shading and Sampler Feedback when developing Metro Exodus Enhanced Edition? Are you planning to use them in future titles?"

This was the original question. It was ABSOLUTELY about Metro Exodus. It's right there. My point that they would not rewrite their graphics pipeline to incorporate mesh shaders stands. They may or may not use them in a different game for but METRO they didn't and it makes sense why.

What is with your non sequitur about the PS5? When did I mention the PS5 at all? I was talking about SFS and how I am interested in seeing it implemented in future games. I would imagine that since the question was about Direct X 12 it would have nothing to do with the PS5 anyway. Don't worry about the PS5 man it is selling well and I'm certain Sony will support developers with different ways of implementing features that may be missing or different on their platform. (y)

Your point is not the main point on what i shared here about the interview. Everybody knows that some of DX12U features are not currently in use, specially on last-gen port games.

Let me paste the text again, please, read carefully the bold texts below. In this SPECIFIC question THEY'RE NOT TALKING ABOUT METRO EXODUS, BUT THE FUTURE 4A NEXT-GEN PROJECTS. If this question was only about Metro Exodus, they should using SFS in this game right?

My point is, again, Mesh Shaders/Geometry Engine, SFS, VRS ,etc..etc..etc.. all good features, but not silver bullets. Some studios could use Mesh Shaders in next-gen projects, and some not. That's what i was talking with Rikky.

There's some phantom belief about.. "oh, when mesh shaders will be use, we will see a tremendous difference". That's what many was talking last year about VRS Tier 2. The results is here. Maybe in 2 years we discuss again about these "huge" results in SFS and Mesh Shaders.


Out of the features available in DirectX 12 Ultimate, which one do you believe will be most useful in terms of performance? Do you plan to utilize them all in the next 4A Games project?

Currently, we use DXR 1.1 inline raytracing and VRS. I like sampler-feedback - I’ve asked hardware
vendors about this for years and it will be utilized for our future projects. Not sure if we’d go for
mesh shaders in the future as we are not that dependent on traditional vertex/primitive/raster
processing anymore on recent architectures
. Our current frames are only about 10% raster and
90% compute on PlayStation 5 and Xbox Series X. And raster pairs well with async compute.

Source (again): https://wccftech.com/4a-games-tech-qa-rtx-3000-is-in-a-different-league-for-rt-but-amds-approach-is-more-flexible/
 
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Md Ray

Member
If I was running thru that area actually just playing and enjoying the game I honestly wouldn't notice a difference in either. Little things like that I only noticed when I look for them. Since I don't have a high end computer and choose framerate over everything else I ignore the small visual sacrifices.
It actually took me a minute to see it even with you telling what to look for. The main thing I notice is how much better the Xbox one looks without all the HUD shit on screen, but I do wish it had more blood.
I'm not asking that. :pie_ssmiling: I'm asking if this was a PC VRS on/off comparison and this flickering artifact was highlighted to you, will you still go ahead and enable it, especially when they highlight that perf would still be locked 60fps/120fps, either way?
 
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Your point is not relevant and not the main point on what i pasted here about the interview. Everybody knows that some of DX12U features are not currently in use, specially on last-gen port games.

Let me paste the text again, please, read carefully the bolt texts below. In this SPECIFIC point THEY'RE NOT TALKING ABOUT METRO EXODUS, BUT THE FUTURE 4A NEXT-GEN PROJECTS. If this question was only about Metro Exodus, they should using SFS in this game right?

My point is, again, Mesh Shaders/Geometry Engine, SFS, VRS ,etc..etc..etc.. all good features, but not silver bullets. Some studios could use in next-gen projects, and some not. That's what i was talking with Rikky.

There's some phantom belief about.. "oh, when mesh shaders will be use, we will see a tremendous difference". That's what many was talking last year about VRS Tier 2. The results is here. Maybe in 2 years we discuss again about these "huge" results in SFS and Mesh Shaders.


Out of the features available in DirectX 12 Ultimate, which one do you believe will be most useful in terms of performance? Do you plan to utilize them all in the next 4A Games project?

Currently, we use DXR 1.1 inline raytracing and VRS. I like sampler-feedback - I’ve asked hardware
vendors about this for years and it will be utilized for our future projects. Not sure if we’d go for
mesh shaders in the future as we are not that dependent on traditional vertex/primitive/raster
processing anymore on recent architectures
. Our current frames are only about 10% raster and
90% compute on PlayStation 5 and Xbox Series X. And raster pairs well with async compute.

Source (again): https://wccftech.com/4a-games-tech-qa-rtx-3000-is-in-a-different-league-for-rt-but-amds-approach-is-more-flexible/
So your response my point is to point to some different article other than the one you first referenced? What are you even doing? Maybe you should read a bit more carefully because the question I quoted SPECIFALLY mentions METRO. That is what I was talking about. The article you first linked talked about mesh shaders and whether or not it was used on METRO. Everything else you are talking about is changing the subject to something I wasn't even talking about. Even with mesh shaders they may or may not use them in the future but it absolutely was not going to be used in METRO again based on the article you first linked.

Who said SFS, mesh shaders, or VRS were 'magic bullets'? They are fantastic features that are native to a particular platform that will be useful in bringing improved performance in games. They can't be 'magic bullets' if they aren't used and currently all those features aren't being used simultaneously.

What we can say that in Doom Eternal, VRS is allowing the XSX to reach higher resolutions at the same framerate as platforms NOT using VRS. To me that looks like there is plenty of benefit to using features like SFS, VRS, and mesh shaders. We can see it right now and there is no need to wait 2 or more years. It will be even better when additional features are implemented. I will say all the talk about 4A is moot seeing how this topic is about Doom and ID is a first party MS developer. I fully expect THEM to use SFS, VRS, and mesh shaders and if this game is any indication their next product will be amazing.
 
Both console versions look pretty terrible compared to PC IQ wise (in screenshots at least) but this is the exact game where it doesn't matter as if you stand still you die and good luck telling the difference when shit is hitting the fan.
 
So your response my point is to point to some different article other than the one you first referenced? What are you even doing? Maybe you should read a bit more carefully because the question I quoted SPECIFALLY mentions METRO. That is what I was talking about. The article you first linked talked about mesh shaders and whether or not it was used on METRO. Everything else you are talking about is changing the subject to something I wasn't even talking about. Even with mesh shaders they may or may not use them in the future but it absolutely was not going to be used in METRO again based on the article you first linked.

Who said SFS, mesh shaders, or VRS were 'magic bullets'? They are fantastic features that are native to a particular platform that will be useful in bringing improved performance in games. They can't be 'magic bullets' if they aren't used and currently all those features aren't being used simultaneously.

What we can say that in Doom Eternal, VRS is allowing the XSX to reach higher resolutions at the same framerate as platforms NOT using VRS. To me that looks like there is plenty of benefit to using features like SFS, VRS, and mesh shaders. We can see it right now and there is no need to wait 2 or more years. It will be even better when additional features are implemented. I will say all the talk about 4A is moot seeing how this topic is about Doom and ID is a first party MS developer. I fully expect THEM to use SFS, VRS, and mesh shaders and if this game is any indication their next product will be amazing.

I pasted the specific question yesterday and today. If you really think that this specific question about "future projects" is only a last-gen port game, it's your comprehension problem.

VRS has compromisses as many shared here. Gains and losses.. that's a trade-off. Michael showed in his video, Alex Battaglia showed too.

Keep going with your fantastic features.
 
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I'm not asking that. :pie_ssmiling: I'm asking if this was a PC VRS on/off comparison and this flickering artifact was highlighted to you, will you still go ahead and enable it, especially when they highlight that perf would still be locked 60fps/120fps, either way?
Again I would have to see it in motion. You are trying to make this more simple than it is. You ignored S Superayate post that clearly shows a resolution difference. A difference that is clear in stills but again I wouldn't notice while actually playing the game.
So my answer to your question is surprise me. At the end of the game I couldn't tell you if VRS was on or the resolution was higher.
Now please point out the VRS while the Slayer is actually doing something, you know like if you were playing the game. If it's quite noticeable then I would turn it off.
 

DenchDeckard

Moderated wildly
You don't take in account the higher resolution, it's not negligible (not clearly big) as you can see in the picture (trade gave by VRS?), the flickering chunky pixel is really more "impacting" as in the example shared by NXG it will be visible only if you are "static" and not moving ? Overall, we are discussing about a game with so similar results on the two consoles, the differences are really minor, the results on each console is so nice.


cVg87fJ.jpg

Ps5 absolutely looks notably lower res here. Its pretty obvious.
 
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Arias05

Banned
You don't take in account the higher resolution, it's not negligible (not clearly big) as you can see in the picture (trade gave by VRS?), the flickering chunky pixel is really more "impacting" as in the example shared by NXG it will be visible only if you are "static" and not moving ? Overall, we are discussing about a game with so similar results on the two consoles, the differences are really minor, the results on each console is so nice.


cVg87fJ.jpg

Yup even VGtech found up to 29% res advantage on XSX that’s huge
 
I pasted the specific question yesterday and today. If you really think that this specific question about "future projects" is only a last-gen port game, it's your comprehension problem.

VRS has compromisses as many shared here. Gains and losses.. that's a trade-off. Michael showed in his video, Alex Battaglia showed too.

Keep going with your fantastic features.
The question asked about Directx 12 features and their impact on Metro. Just because you want to ignore that point for whatever reason does not change reality. The compromise on VRS is an almost imperceptible image difference, especially at 120fps, for higher resolutions. Looks like a good trade off to me. I have a feeling that if those 'fantastic features' were on your platform of choice you'd be pretty excited too.
 

Allandor

Member
Like I said, set aside your bias for a moment. Forget this is a PS5/XSX comparison. I know you game on a PC, so...

If this was a VRS on/off PC comparison which one would you prefer/choose from the gif below? And, btw, you get consistent 120fps/60fps anyway, with or without VRS. So which one?

Gif:
source.gif

Nothing against VRS. I think it's a brilliant feature, something I myself would use on PC if its implementation was like DLSS 2.0, and I believe it will be going forward.
The reflection of the "blue thing" close to the weapon is missing the animation. There are artifacts on the xbox version (that's why I've seen it) but there is visible movement from the "gas". On the PS5 the "gas"-animation is just fixed.

but all that is really cherry-picking. Would never notice something like that when playing the game.

So your response my point is to point to some different article other than the one you first referenced? What are you even doing? Maybe you should read a bit more carefully because the question I quoted SPECIFALLY mentions METRO. That is what I was talking about. The article you first linked talked about mesh shaders and whether or not it was used on METRO. Everything else you are talking about is changing the subject to something I wasn't even talking about. Even with mesh shaders they may or may not use them in the future but it absolutely was not going to be used in METRO again based on the article you first linked.

Who said SFS, mesh shaders, or VRS were 'magic bullets'? They are fantastic features that are native to a particular platform that will be useful in bringing improved performance in games. They can't be 'magic bullets' if they aren't used and currently all those features aren't being used simultaneously.

What we can say that in Doom Eternal, VRS is allowing the XSX to reach higher resolutions at the same framerate as platforms NOT using VRS. To me that looks like there is plenty of benefit to using features like SFS, VRS, and mesh shaders. We can see it right now and there is no need to wait 2 or more years. It will be even better when additional features are implemented. I will say all the talk about 4A is moot seeing how this topic is about Doom and ID is a first party MS developer. I fully expect THEM to use SFS, VRS, and mesh shaders and if this game is any indication their next product will be amazing.
I wouldn't go so far that the resolution could be higher because of VRS. The resolution should be higher because of the GPU stats (so far the res was always 10-20% higher when there was a difference in the game). I guess VRS is needed to get the game running at 120fps on the Series S. Not that much because of the smaller GPU but because of the bandwidth that is saved.
 
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Riky

$MSFT
Yup even VGtech found up to 29% res advantage on XSX that’s huge

Exactly and the on paper difference between the machines is only 17% so Tier 2 VRS is obviously adding to that advantage.

Again I would have to see it in motion. You are trying to make this more simple than it is. You ignored S Superayate post that clearly shows a resolution difference. A difference that is clear in stills but again I wouldn't notice while actually playing the game.
So my answer to your question is surprise me. At the end of the game I couldn't tell you if VRS was on or the resolution was higher.
Now please point out the VRS while the Slayer is actually doing something, you know like if you were playing the game. If it's quite noticeable then I would turn it off.

If you walked up to that pixel then Tier 2 VRS would resolve it at full fidelity as its a frame by frame process, that's better than your entire frame buffer just being lower resolution which obviously affects the whole image no matter where you are looking.
 
The question asked about Directx 12 features and their impact on Metro. Just because you want to ignore that point for whatever reason does not change reality. The compromise on VRS is an almost imperceptible image difference, especially at 120fps, for higher resolutions. Looks like a good trade off to me. I have a feeling that if those 'fantastic features' were on your platform of choice you'd be pretty excited too.
Yesterday you answered to my comment about this same question that i pasted today: https://www.neogaf.com/threads/vg-t...-frame-rate-comparison.1612443/post-264088725

And today you're saying that i changed the article (and the question)... do you read what people write to you before answer?

Future projects is not only metro exodus. Sorry.

Oh, i like my PC, and VRS is recommended off when DLSS is on. But like you said, Fantastic Feature :messenger_tears_of_joy::messenger_tears_of_joy::messenger_tears_of_joy:
NtG2i0T.png
 
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Md Ray

Member
The reflection of the "blue thing" close to the weapon is missing the animation.
That's a VRS artifact, not missing animation.
There are artifacts on the xbox version (that's why I've seen it) but there is visible movement from the "gas". On the PS5 the "gas"-animation is just fixed.
That "gas" reflection from that ramp-like thing is hidden by blood splatter. The reflection close to the weapon is off-screen. Look again.
 

Md Ray

Member
Again I would have to see it in motion. You are trying to make this more simple than it is. You ignored S Superayate post that clearly shows a resolution difference. A difference that is clear in stills but again I wouldn't notice while actually playing the game.
So my answer to your question is surprise me. At the end of the game I couldn't tell you if VRS was on or the resolution was higher.
Now please point out the VRS while the Slayer is actually doing something, you know like if you were playing the game. If it's quite noticeable then I would turn it off.
You're still not giving me a straight yes or no answer to my question. It is quite noticeable in the gif, isn't it?
 
Exactly and the on paper difference between the machines is only 17% so Tier 2 VRS is obviously adding to that advantage.



If you walked up to that pixel then Tier 2 VRS would resolve it at full fidelity as its a frame by frame process, that's better than your entire frame buffer just being lower resolution which obviously affects the whole image no matter where you are looking.
Better is subjective. To one the slightly higher res might be more noticable, to others the VRS artifacts might be. Honestly neither seems noticable during play. That's why my first post called it a draw. Looks great all around and has a great framerate all around as well. Any nitpick is for the sake of argument which I can't complain about because I do it as well.
 
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Md Ray

Member
The problem with the gif is the player positioning isn't even the same between the two consoles for starters. It's immediately evident just by looking at the left most wall. The player is up closer to that location on the PS5 version than is the case for the Series X version, and there may actually be differences [more than likely there are) in appearance the closer you get to things.

If things are going to be compared situations must be like for like or else it's a waste.
It's only a slight difference in player positioning. Even if the positioning were 1:1, it wouldn't change anything as you would still see those chunky artifacts which are there due to VRS, not due to different player position.
 
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You're still not giving me a straight yes or no answer to my question. It is quite noticeable in the gif, isn't it?
Yes it's noticable in the gif. But and this is the important part. Unless you are adjusting settings for screenshot purposes you should use gameplay to see if a particular setting is impacting the visuals to a point you don't like.

Now please answer my question. Is this VRS noticable while playing the game?
 

Md Ray

Member
You don't take in account the higher resolution, it's not negligible (not clearly big) as you can see in the picture (trade gave by VRS?), the flickering chunky pixel is really more "impacting" as in the example shared by NXG it will be visible only if you are "static" and not moving ? Overall, we are discussing about a game with so similar results on the two consoles, the differences are really minor, the results on each console is so nice.
In your screenshot, the image on the right still looks overall sharper to me, even the ramp that you're pointing at. The ramp, the gun, the ceiling in the distance. Those flickering chunky pixels are noticeable though and it doesn't even require zooming to see it, it will still be visible whilst you're moving, like say, after big combat when you're appreciating those nice-looking ray traced reflections. If it were not noticeable, it wouldn't have been highlighted by NXG, in the first place.
 
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In your screenshot, the image on the right still looks overall sharper to me, even the ramp that you're pointing at. The ramp, the gun, the ceiling in the distance. Those flickering chunky pixels are noticeable though and it doesn't even require zooming to see it, it will still be visible whilst you're moving, like say, after big combat when you're appreciating those nice-looking ray traced reflections. If it were not noticeable, it wouldn't have been highlighted by NXG, in the first place.
Ps5 has more contrast or different gamma. Giving darker lines and looking sharper because if it. Zoom way in and most of it is slightly softer. To me anyway.
 

Md Ray

Member
Yes it's noticable in the gif. But and this is the important part. Unless you are adjusting settings for screenshot purposes you should use gameplay to see if a particular setting is impacting the visuals to a point you don't like.

Now please answer my question. Is this VRS noticable while playing the game?
I like appreciating nice-looking visuals when I play my games. Especially now that the visual enhancement in this game is focused on RT reflections so I'm constantly looking at walls and grounds very often.

I may not notice it during a battle, but yes, I will definitely notice pixel flickerings like that during gameplay while trying to find secrets, traversing through the maps when those RT reflections on floors catch my eye... I would immediately turn that specific setting off which results in those flickerings, particularly if I find that I could get a locked 120fps even without it. :pie_ssmiling:
 

Md Ray

Member
Ps5 has more contrast or different gamma. Giving darker lines and looking sharper because if it. Zoom way in and most of it is slightly softer. To me anyway.
The PS5 version was sharper even in the screenshots that Mr Moose Mr Moose had shared earlier, I don't know if you looked at those. Anyway, all versions look and perform fantastically, btw and just to be clear, I'm not "fighting" here with you like someone here said. (y)
 
The PS5 version was sharper even in the screenshots that Mr Moose Mr Moose had shared earlier, I don't know if you looked at those. Anyway, all versions look and perform fantastically, btw and just to be clear, I'm not "fighting" here with you like someone here said. (y)
I have no issues with a friendly argument. My argument has also never been one is better, more just that neither is worse objectively. There are small differences though and that's where the subjective argument comes in.
 
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BigLee74

Member
You don't take in account the higher resolution, it's not negligible (not clearly big) as you can see in the picture (trade gave by VRS?), the flickering chunky pixel is really more "impacting" as in the example shared by NXG it will be visible only if you are "static" and not moving ? Overall, we are discussing about a game with so similar results on the two consoles, the differences are really minor, the results on each console is so nice.


cVg87fJ.jpg

Resolution advantage for the XSX is easy to see here. You can quite clearly make out the ‘double circles’ between the tiles as pointed to be the arrows, whereas it gets quite soupy on the PS5.

I think it’s fair to say that having the main area of a screen at a higher resolution is worth the VRS trade of having certain periphery objects, generally blurred with motion, at a slightly lower res?

Regardless, Doom is so fast that all versions probably look exactly the same in motion.
 

Armorian

Banned
Resolution advantage for the XSX is easy to see here. You can quite clearly make out the ‘double circles’ between the tiles as pointed to be the arrows, whereas it gets quite soupy on the PS5.

I think it’s fair to say that having the main area of a screen at a higher resolution is worth the VRS trade of having certain periphery objects, generally blurred with motion, at a slightly lower res?

Regardless, Doom is so fast that all versions probably look exactly the same in motion.

Looks like shit AF to me, look at this line

2jDTjGT.jpg
 
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