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Call of Duty: Warzone 2.0 - PS5 vs Xbox Series X/S - The DF Tech Review!

Duchess

Member


High level view

Obviously, XSX and PS5 are ahead of XSS, which has resolution and texture quality cutbacks, as well as some more frequent frame drops.

In 60fps mode, XSX and PS5 are tied, with both machines hitting the 60fps 99.99999999999% of the time.

In 120fps mode, PS5 is ahead of XSX. XSX sees more dips, as well as some screen tearing (at the very top of the screen) that is not found on PS5.
 
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anthony2690

Banned


High level view

Obviously, XSX and PS5 are ahead of XSS, which has resolution and texture quality cutbacks, as well as some more frequent frame drops.

In 60fps mode, XSX and PS5 are tied, with both machines hitting the 60fps 99.99999999999% of the time.

In 120fps mode, PS5 is ahead of XSX. XSX sees more dips, as well as some screen tearing (at the very top of the screen) that is not found on PS5.



Probably a daft question, but can you get a 120fps capable TV without VRR? As I've never noticed screen tearing once. (I also know VRR eliminates screen tearing, what my TV has, but when looking for a 120fps capable TV, every single one had vrr) 🤷‍♂️

Screen tearing is genuinely awful in general though, it made me drop heavy rain & killer is dead (the latter looks and plays great now on SX, what I revisited and enjoyed earlier in the year)
 
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DenchDeckard

Moderated wildly
Lebron James Shop GIF by Uninterrupted

Dj Khaled GIF


Both these console perform extremely well. Love it.
 
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adamsapple

Or is it just one of Phil's balls in my throat?

- PS5|SX in can scale from 2160p to 1080p DRS depending on load/mode chosen.
- Series S can scale from 720p to 1440p.
- TAA Upscaling works great despite the low resolution bounds.
- PS5|SX lock to 60 FPS in the 60hz mode without any issue
- Series S is almost entirely locked with minor drops to 55 in heavy foliage scenarios
- Series S drops shadow resolution and lower foliage

- In 120hz mode, PS5|SX remain at 120 most of the time but SX drops more frames when they drop. ~10 FPS at worst.
- Series consoles also have tearing on top of the screen, PS5 does not.
- Series S is generally between 80~100 and in stress areas 40 FPS behind Series X.
- Series S owners should use 120hz if they have a VRR device, otherwise recommended to stick to 60 FPS.
 
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anthony2690

Banned
Yes, the LG C8 for example (I have it) but at least LG C8 is limited to 1080p in 120Hz mode.

Edit: It’s probably better to get a VRR capable TV though, because it helps with more than just tearing.
There we go then, I guess 120fps TVs exist without VRR, is this an older TV?

VRR is amazing, eliminates screen tearing & smooths out uneven frame rates.

It can't perform miracles though, looking at you Star Ocean 😒
 

skit_data

Member
There we go then, I guess 120fps TVs exist without VRR, is this an older TV?

VRR is amazing, eliminates screen tearing & smooths out uneven frame rates.

It can't perform miracles though, looking at you Star Ocean 😒
Its from 2018 so it’s not that old but I guess they launched it in a wierd in between of HDMI 2.0 and 2.1 or something
 

DenchDeckard

Moderated wildly
it's really hard, maybe really early ones, but even my old Samsung had VRR and that was a now 5yo HDMI 2.0 120hz TV.

no always enabled Vsync should be better for input lag as well

V sync is worse for input lag, or am I reading your post incorrectly?
 
Weird. I fully expected Series X to win. Wonder why this is the case.
I believe it depends of optimization and engines that might work better on one hardware. From the start of the generation it has being like this. Some games run better on Xbox, others run better on PS5.
 

ChiefDada

Gold Member
Yeah, these systems are close, some games better than others with different engines but pretty much back and forth on games all the time. I wonder how things will fair when new engines like ue5 are used. So far the matrix demo has shown similar results.

Like you say, it will really come down to which designs are better suited for different next gen engines. API also plays a role. In the recent UE5 presentation, we learned that PS5 ray tracing was faster/better suited for Lumen Hardware RT than Series X/S. Not because of any issue with hardware, but because DXR was inefficient and PS5's was more flexible.
 


High level view

Obviously, XSX and PS5 are ahead of XSS, which has resolution and texture quality cutbacks, as well as some more frequent frame drops.

In 60fps mode, XSX and PS5 are tied, with both machines hitting the 60fps 99.99999999999% of the time.

In 120fps mode, PS5 is ahead of XSX. XSX sees more dips, as well as some screen tearing (at the very top of the screen) that is not found on PS5.

What is the average resolutions of those consoles in 120fps modes? I know it's dynamic between 1080-4k but does one console average a higher resolution? I'll never watch while video. Thanks for your time!
 

adamsapple

Or is it just one of Phil's balls in my throat?
720p in a current gen console, what a time to be alive.

DRS, how does it work ?

Like you say, it will really come down to which designs are better suited for different next gen engines. API also plays a role. In the recent UE5 presentation, we learned that PS5 ray tracing was faster/better suited for Lumen Hardware RT than Series X/S. Not because of any issue with hardware, but because DXR was inefficient and PS5's was more flexible.


Source ?
 
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analog_future

Resident Crybaby
Because you were mislead by PR? 🤷‍♂️

Yeah it's almost like the years of concern trolling and power comparison speculation was a deliberate marketing campaign or something. Weird, all of the discussion felt so natural and organic too.

Not that it matters much, but the Series X does outperform the PS5 in the majority of third party games. This one is an outlier.

Regardless, in the vast majority of games the performance is close enough that it really doesn't matter much if you're on PS5 or Series X.
 
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ChiefDada

Gold Member
U have a link for this?


https://advances.realtimerendering.com/s2022/index.html

It's the "Ray Tracing Open Worlds in UE5" PPT presentation about 2/3 down the page. Discussion on console divergence begins on pg. 62 "Inline Ray Tracing". They speak about how they needed to optimize Series consoles to overcome inefficient DXR ray traversal. Again, not console warring, just giving an example of how one console's performance advantage over the other (whether PS5 or Series X) will often be determined by how better suited they are to a particular engine.
 
Weird. I fully expected Series X to win. Wonder why this is the case.
Not surprised honestly. I've been saying it since before launch, it's gonna go back-and-forth.

As to why... honestly, its probably as "simple" as some engines just work better with one machine over the other. This time PS5's smaller faster pipes work better than the XSX's fatter slower pipes, I make this assumption based on all the tech talk I've seen about the machines on here.
 
https://advances.realtimerendering.com/s2022/index.html

It's the "Ray Tracing Open Worlds in UE5" PPT presentation about 2/3 down the page. Discussion on console divergence begins on pg. 62 "Inline Ray Tracing". They speak about how they needed to optimize Series consoles to overcome inefficient DXR ray traversal. Again, not console warring, just giving an example of how one console's performance advantage over the other (whether PS5 or Series X) will often be determined by how better suited they are to a particular engine.
I wonder if that is a hardware issue or an inefficiency with the DXR API.
 

adamsapple

Or is it just one of Phil's balls in my throat?
https://advances.realtimerendering.com/s2022/index.html

It's the "Ray Tracing Open Worlds in UE5" PPT presentation about 2/3 down the page. Discussion on console divergence begins on pg. 62 "Inline Ray Tracing". They speak about how they needed to optimize Series consoles to overcome inefficient DXR ray traversal. Again, not console warring, just giving an example of how one console's performance advantage over the other (whether PS5 or Series X) will often be determined by how better suited they are to a particular engine.


The presentation doesn't say either is better or worse, just that they had to optimize differently for Xbox compared to PS5 because of difference in architecture and pipelines.

One solution to that problem that we have for techniques that use ray tracing shaders on XSX is to use what we call “Specialized State Objects”:
Which means the high-level ray tracing pipeline is broken down internally into multiple different ray tracing pipelines based on ray-gen VGPR
And then we select the one we want to avoid paying the occupancy penalty all the time.
And this is not needed on PS5 because there are no ray tracing pipelines as such.
Each ray gen shader is just a regular compute shader with known resource allocations.

And to illustrate how how much big of a problem that actually is:
As a simplified example, assuming we want 10 gigarays and XSX has 500 GB/s bandwidth that means each ray can only read or write 50 bytes.
That includes all buffer,texture, UAV reads and writes and saving or loading current state.
So saving and restoring ray-state can easily dominate other operations if we are not careful.

Here we can see a comparison between Lumen passes using ray gen shader with just one hitgroup and the same passes using inline ray tracing.
All passes using inline ray tracing are faster and run at higher occupancy.
In the Matrix Awakens specifically, using inline ray tracing saved 0.5 ms on average on Xbox, And up to 2 ms in the most demanding situations.



adamsapple adamsapple what happened? You are normally pretty quick with these threads

Don't worry I'll tag you in the OP next time I make one :pie_kfwce:
 

Topher

Gold Member
adamsapple adamsapple what happened? You are normally pretty quick with these threads

Did you not see his summary? Did a good job as always.


- PS5|SX in can scale from 2160p to 1080p DRS depending on load/mode chosen.
- Series S can scale from 720p to 1440p.
- TAA Upscaling works great despite the low resolution bounds.
- PS5|SX lock to 60 FPS in the 60hz mode without any issue
- Series S is almost entirely locked with minor drops to 55 in heavy foliage scenarios
- Series S drops shadow resolution and lower foliage

- In 120hz mode, PS5|SX remain at 120 most of the time but SX drops more frames when they drop. ~10 FPS at worst.
- Series consoles also have tearing on top of the screen, PS5 does not.
- Series S is generally between 80~100 and in stress areas 40 FPS behind Series X.
- Series S owners should use 120hz if they have a VRR device, otherwise recommended to stick to 60 FPS.
 
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I Master l

Banned
Not surprised honestly. I've been saying it since before launch, it's gonna go back-and-forth.

As to why... honestly, its probably as "simple" as some engines just work better with one machine over the other. This time PS5's smaller faster pipes work better than the XSX's fatter slower pipes, I make this assumption based on all the tech talk I've seen about the machines on here.
Game is badly optimized on the Series X, Even on PC Nvidia gpus are doing bad in this game
Its seems the PS5 version got the most attention here
 
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adamsapple

Or is it just one of Phil's balls in my throat?
Game is badly optimized on the Series X, Even on PC Nvidia gpus are doing bad in this game
Its seems the PS5 version got the most attention here

It's the engine, all the recent CoD games in the last few years have had the same result. Identical in 60hz and runs a little better on PS5 in the 120hz mode.
 
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