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News Drama AC Valhalla PS5 version runs at upscaled 4K

JLB

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Why do you think we see the below being talked about so much, simply, the industry has moved forward.
  • Temporal injection
  • VRS
  • Checkerboard rendering
  • Machine learning
  • DLSS
  • Fidelity FX
Of course it's an entirely different landscape.

Unless we talk about 900p on Yakuza Like a Dragon on the Series S, then we are again back at 2013.
 
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assurdum

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A lot smoother? Or do you mean 2 to 3 fps more while pushing 40% Less pixels? Which games play better on the PRO at the same resolution?
40%? o_O oh wait you say pro. My apologies. But yeah it happens to see smoother performance on pro and not just about 2-3 FPS . Of course it can't handle the same resolution of the X.
 
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M1chl

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Damn character models suck ass.
Well the issue with Ubisoft is that you have thousands of characters there, so I guess it's tough to do all of them properly and they probably don't want to go with the route of that main characcters is going to look awesome and rest of it like garbage. Probably not enough 3D modellers in their 10+ studios.
 
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Tefl0n

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It will be fine, if you’re looking for the best graphics then you’ll need to invest more than $500.
 
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scalman

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Ubi said themselfs that for net gen consoles games will be changed in future how they made and how they load and such. this game is just X1 game but enhanced to some better specs. poor X1 still needs to run it so ..
 
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A lot smoother? Or do you mean 2 to 3 fps more while pushing 40% Less pixels? Which games play better on the PRO at the same resolution?
The Pro ran smoother in some games due to the X pushing resolution despite being at a disadvantage power wise. Stuff like DMCV come to mind.

I’d rather have a stable 60 then a 60 that drops a few frames consistently because that drop is noticeable. Now VRR obviously helps.

I’m getting both either way.
 
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yurinka

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And logically if you take 18 % then subtract

1. Architectural differences, ps5 designed for one purpose, XSX has dual console and server purpose.
2. Faster caches
3. Unknown effect of ps5 cache scrubbers, and any other differences that increase cache efficiency
4. dedicted api for 1 die optimised just for ps5 rather than a common api across multiple console SKU and PC

Then logically I am 18 % - all the above = I believe the difference will be not much.
I'd add extra things like:
5. GPU has a higher frequency on the PS5 side, which gives PS5 a lead in several other important GPU tasks
6. Faster load means each second they can free more unneeded stuff and replace it with new streamed stuff the game may need
7. Geometry engine saves GPU/CPU work by doing stuff like occlusion culling (this is to remove stuff outside the camera or hidden by other objects to basically don't spend unneded GPU work on it) in a separate place

All these things combined to the fact devs tend to go to the minimum common denominator and that this gen the techniques to 'upscale' resolution make more difficult to see that a game is being upscaled or at least to spot its native resolution make me think that this gen will be pretty different to spot a difference between both versions specially outside DF-like games.

Specially as devs get more used to the new consoles and start to take advantage of their stuff. I also expect that these small differences are going to be better for some things for a console and in other things will be better the other one.
 

geordiemp

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I'd add extra things like:
5. GPU has a higher frequency on the PS5 side, which gives PS5 a lead in several other important GPU tasks
6. Faster load means each second they can free more unneeded stuff and replace it with new streamed stuff the game may need
7. Geometry engine saves GPU/CPU work by doing stuff like occlusion culling (this is to remove stuff outside the camera or hidden by other objects to basically don't spend unneded GPU work on it) in a separate place

All these things combined to the fact devs tend to go to the minimum common denominator and that this gen the techniques to 'upscale' resolution make more difficult to see that a game is being upscaled or at least to spot its native resolution make me think that this gen will be pretty different to spot a difference between both versions specially outside DF-like games.

Specially as devs get more used to the new consoles and start to take advantage of their stuff. I also expect that these small differences are going to be better for some things for a console and in other things will be better the other one.

I dont get my hopes up with Ubisoft using mesh type shading and early culling for either console ,,,

Sony games yes.
 

yurinka

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I dont get my hopes up with Ubisoft using mesh type shading and early culling for either console ,,,

Sony games yes.
Ubisoft already has a ton of work releasing these insanely huge games on a gazillion platforms, so I assume they won't experiment too much. But culling is something everybody does, so maybe it's very quick to move it from the normal GPU part to that Geometry Engine part.

I don't know how it's done in terms of programming.
 

01011001

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The game is officially launching tomorrow, we are seeing PS4 and Pro footage since Saturday
also have Xbox footage, even of the series S version, my guess is PR deals with ms. I bet Ubisoft only sent outthe next gen xbox versions and not the ps5 version as part of the marketing deal
 
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Monkeygourmet

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I think this gen we will see the PS5 generally have more stable performance at slightly lower resolution. The SSD speed will also help with asset streaming and texture pop in / draw distance.

I feel the series X will win the resolution war but that’s about it.
 
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Traxtech

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I'm surprised they didn't go back to the lighting from unity. Consoles have enough power now to easily use it but I guess being cross gen has held this back just like black flag was.

The next one should be amazing graphically, not saying this one looks terrible but it could be better
 
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JerryinSoCal

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Suddenly resolutions do not matter, in 2013 xbox one was torn apart and memed to death for having a 900p res

In 2013 xbox had a lot of 720p games and that's what got torn apart the most, there is a big difference in visual quality between 720p/900p and 1080p on 1080p sets, you won't see those kinds of differences with reconstruction etc for new gen games.
 

geordiemp

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Now imagine if the resolution is the same on PS5 and XSX.

:lollipop_tears_of_joy:

EDIT: fucking confirmed LOL.



Where did people see this? Screen Tearing?

Everywhere, every gameplay that transitions from gameplay to cut scenes goes 20 FPS and gnash - so boat going into harbour etc. I would hope they focus on the pop ins and the tearing than how many lines of dynamic as its jarring.
 
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VFXVeteran

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I dont get my hopes up with Ubisoft using mesh type shading and early culling for either console ,,,

Sony games yes.

Because Sony has the smart guys and every other developer (ID, R*, CDPR, Square, etc..) are dummies right?
 
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JerryinSoCal

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I am surprised at the quality Ubisoft is releasing their games this year, I know covid was a problem but Watch Dogs Legion has some major bugs on xbox consoles and that game was delayed a year. Usually their games regardless if you like them or not do launch pretty clean.
 

geordiemp

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You just shit on all other developers except Sony and wonder why I get triggered.

You just start fighting without looking at any information, its tiring and you claim to be smart FFS. Valhalla 3080 :




Good day sir.
 
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rofif

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60 fps this and that... Locked 58 fps is where it's at. Locks game in that super low lag freesync with no microstutter and tearing
 
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VFXVeteran

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You just start fighting without looking at any information, its tiring and you claim to be smart FFS. Valhalla 3080 :




Good day sir.

What does this tell me?

Address your sentence. Do you honestly think Sony has the ONLY developers capable of implementing the tech in the consoles or other hardware? I could implement the geometry shaders myself and I know if I can do it, other companies like Ubi can do it too.
 

VFXVeteran

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You are the one that seems triggered. Isn't it logical that first party studios are the first ones to master the hardware? He didn't say other third party developers won't, just not at launch..

Where is your evidence of this? I've talked to several 3rd party devs that have programmed for all platforms for years. Why would these consoles suddenly be challenging to implement new techniques whereas the 1st party studios don't have such difficulty? Did they get the hardware sooner? Did they get access to the API before the 3rd party devs did?
 
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I'm surprised they didn't go back to the lighting from unity. Consoles have enough power now to easily use it but I guess being cross gen has held this back just like black flag was.

The next one should be amazing graphically, not saying this one looks terrible but it could be better

Unity was not only the first one running on the then new and still current Anvilnext2.0 Engine, but was way too ambitious in the end for the hardware they got to work with, the given development time and the goals that needed to be acchieved. It got patched in terms of stability, gameplay, bugfixes, etc. and is now an enjoyable entry but since that they toned down the ambitions in graphical fidelity, lighting tech, all that for the sake of a more streamlined, smoother experience which seems to be easier to handle, after the following syndicate they either way switched up the formula but stayed with the same engine.

The next gen only entry will very likely run on a new engine (AnvilNext3.0?) and deliver a similar but ever so different experience, maybe tailored a bit more for the aproach the games take in the meantime. The first entries on the last engine were in one dense and vertical city, animation based combat games with small hints of something reminiscent of a leveling system and an economy, whilst after that the formula went towards rpg leveling in character and gear with loot, hitboxbased combat in vast open worlds containing multiple "smaller" cities.
The earlier games were built on Engines (maybe with the exception of AC1 which was on the same as Prince of persia) which were designed with a certain style of game in mind. The Ezio games had a clear focus on vertical city focused gameplay and an own Engine - Anvil. The Kenway Saga was about smaller cities, larger wild and natural areas and the sea (plus naval combat) and had an own Engine - Anvil Next and then after two City based games the whole thing crashed a bit with the unity launch and the lukewarm reception of syndicate they switched up the formula and pumped out three more games in the current AnvilNext2.0 Engine.

We´ll have to see how it will go, if they will take another risk with very high ambition or "just play it safe" and deliver upgrades but nothing that will make you say "yeah that looks like next gen" like the initial receptions of unity. until it launched.
 

sircaw

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A local pond.
He was a fucking legend when i was a kid.

The only others i really liked were wild cat Wendel cooley and the bullet but i think that was another organization.
fuck i am old.
 
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