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DF: The Matrix Awakens Tech Analysis + PS5 vs Xbox Series S/X Performance Analysis

adamsapple

Or is it just one of Phil's balls in my throat?
The chase sequence definitely isn't locked to 30. First of all the non-playable scenes are 24fps (which is an artistic choice), but then there are definitely dropped frames there and there too. In particular when there's explosions, drops every time.

There's also a stutter almost every time there is a camera cut, DF acknowledged it in their video too.
 

assurdum

Banned
Reality? You are telling us that the first demo on UE5 specific for PS5, that was presented more than a year and a half ago, was created in 1 day

The first demo was created in 1 year and was based on PS5 which Epic helped design. Add that since then more than a year and a half have passed and thus you get that (at least) 2 years of experience developing and testing the new technologies of UE5 on PS5 even if your intention is to ignore what it means to be co-designers of the same console and the knowledge it generates.

In other words, is objetively to said that the experience of that team in optimizing the PS5 is vastly superior to what they had on XSeries before The Coalition took action.
You said a lot of absurdity. Stop it. UE5 was always thought to be specifically multiplat. The fact Sony asked to epic some suggest about how to design better ps5, it doesn't means epic has initially designed UE5 to run better on ps5. It ported the multiplat engine first on it just claiming it was easier and faster to port on Sony platform.
 
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Darsxx82

Member
You said a lot of absurdity. Stop it. UE5 is specifically thinking to be multiplat. The fact Sony asked to epic how to design better ps5 has nothing to do with epic. UE5 wasn't designed to run on ps5, it's ported on it as multiplat engine.
The only absurd thing here is to deny that working on the design of a console and even developing and testing its own new technology for several years specifically on it is not relevant for optimization purposes.
As much as the nature of UE5 is multiplatform, there is no doubt that having experience with the PS5 hardware for several years is an advantage when optimizing a game (in this case a demo) for that small team at Epic. Against this, not having had previous experience in XSeries on an engine that still needs adjustments and testing.

Of course, that small team at Epic should be grateful to TC because it has saved them a lot of time in optimizing the demo in XSeries, it was a learning ... and also it has resulted in improvements to UE5 that benefits all platforms.
 

Piggoro

Member
I miss seeing realistic car wheels in a Matrix game
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Fredrik

Member
”There is no spoon polygon”

Seriously, has anyone found a sharp polygon edge yet?
”Played” this an hour or two last night again, I’m blown away by all of this, makes me depressed when I play other games. I’m playing Kena at the moment, doesn’t impress me at all now, I appreciate the colorful world and cute characters though, kids like it atleast.
 

luca_29_bg

Member
”There is no spoon polygon”

Seriously, has anyone found a sharp polygon edge yet?
”Played” this an hour or two last night again, I’m blown away by all of this, makes me depressed when I play other games. I’m playing Kena at the moment, doesn’t impress me at all now, I appreciate the colorful world and cute characters though, kids like it atleast.
there are, check on the roof of the building, or the fire escape stair, the bull screws, is not infinite level of detail, but for 70 men working on this in a year, it's really good!
 
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Sosokrates

Report me if I continue to console war
One thing that occurred to me is that when cerny said a player could turn around and 4gb for new scene could stream directly from the SSD.
Hwever there cant be 4gb of different assets for every view the player can look at, the game would need to be terabytes of data.
 

Tripolygon

Banned
One thing that occurred to me is that when cerny said a player could turn around and 4gb for new scene could stream directly from the SSD.
Hwever there cant be 4gb of different assets for every view the player can look at, the game would need to be terabytes of data.
He just means you don't need to have those data waiting in RAM to be used. The SSD is fast enough to load the assets as needed.
 
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