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DF: Tales of Arise PS5 vs Series X/S Tech Breakdown.

Arioco

Member

- Two modes, a 1620p mode which targets 60 fps on PS5 and Series X and a 4K mode with better shadows with unlocked frame rate. Both are a visual match. On Series S is 1080 at 60 fps or 1440p at unlocked fps.

- Performance: on PS5 performance is almost a locked 60 fps. 4K mode hovers around 40s and 50s most of the time, but it can dip as low as 30 in heavy combat scenes. On Series X the performance mode is locked 60 fps, and the graphics mode is 60 fps "a surprising amount of the time" at the beginning of the game (struggles a bit more later on). On Series S the 1080 mode is locked 60 fps and the 1440p is usually around 50 to 60 fps, with dips into the low 40s.
 
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AnotherOne

Member
 

StreetsofBeige

Gold Member

- Two modes, a 1620p mode which targets 60 fps on PS5 and Series X and a 4K mode with better shadows with unlocked frame rate. Both are a visual match. On Series S is 1080 at 60 fps or 1440p at unlocked fps.

- Performance: on PS5 performance is almost a locked 60 fps. 4K mode hovers around 40s and 50s most of the time, but it can dip as low as 30 in heavy combat scenes. On Series X the performance mode is locked 60 fps, and the graphics mode is 60 fps "a surprising amount of the time" at the beginning of the game (struggles a bit more later on). On Series S the 1080 mode is locked 60 fps and the 1440p is usually around 50 to 60 fps, with dips into the low 40s.
This might be the biggest gap in all comparisons so far between Series X and PS5. Even Series S easily performs better than PS5.
 

Topher

Gold Member
Frame rate mode

PS5
2880x1620
60 fps with uncommon dips into the lower 50s

XSX
2880x1620
60 fps. No dips

XSS
1080p
60fps

Graphics Mode

PS5
3840x2160p
40s and 50s fps with dips into the 30 in intense battles

XSX
3840x2160p
Not consistent but mostly 60fps. Dips into 40s and 50s in intense battles

XSS
1440p
50-60 fps, with dips into the 40fps at times

Comments that performance for all versions would have benefitted with DRS rather than static resolutions
 
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SF Kosmo

...please disperse...
Disappointing video. Tales of Arise has a lot of really interesting rendering stuff going on that I would have loved to see broken down. But it's a generally lazy next gen port that amounts to little more than running at a higher res, just like the last gen ones were uprezzed PS3 games, so the performance analysis isn't very interesting.
 
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The game isn't all that graphically impressive/demanding, so additional optimizations are probably needed for PS5. UE4 has some excellent temporal upsampling/DRS techniques.

Given that this is the first Tales title developed in UE4 by the Tales team, I can forgive them for their ignorant ways.
 

StreetsofBeige

Gold Member
The game isn't all that graphically impressive/demanding, so additional optimizations are probably needed for PS5. UE4 has some excellent temporal upsampling/DRS techniques.

Given that this is the first Tales title developed in UE4 by the Tales team, I can forgive them for their ignorant ways.
Game isn't special looking at all. Going by the video the only thing that is splashy is the big battle and particle effects. Aside from that, it looks like an early Xbox One/PS4 era game.
 

SF Kosmo

...please disperse...
Game isn't special looking at all. Going by the video the only thing that is splashy is the big battle and particle effects. Aside from that, it looks like an early Xbox One/PS4 era game.
There's a lot of interesting custom rendering going on with the game, a lot of which is kind of subtle but adds up to a really cool painterly look that isn't quite like anything else I've seen. It's honestly a beautiful game.

Which also makes it hard to evaluate on technical merit, because the kinds of shading and post process effects we're seeing are different or uniquely implemented compared to other UE4 games.

It does suffer from a lot of harsh LOD pop in and character/object pop in which make it look a little rough, though.
 

Leyasu

Gold Member
Stop the count wait for optimization.



This game is using UE4 right? I thought that UE4 favoured playstation and didn't need any special work according to you....

PS, there are a shit ton of your replies in the Ghostrunner thread.

Something to note is that this is one of the few games that's not built to run well on PS4 it's below 1080p & the frame rate drops but PS5 is 4K 60fps with Ray Tracing.

It's clear that something about the PS5 is allowing the game to run a lot better & it's not that they are giving PlayStation special treatment.

If it didn't favor PS5 design how did we even arrive here?
 
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intbal

Member
Game isn't special looking at all. Going by the video the only thing that is splashy is the big battle and particle effects. Aside from that, it looks like an early Xbox One/PS4 era game.

In DF's previous video on the game, Audi (or perhaps it was John) mentioned that the devs used a specific watercolor-style of texturing because it scales up and down across a wide range of resolutions with minimal impact to the visual quality. It enables them to design assets that keep the game looking consistent (at least in the textures) from the lowest to the highest-end version.
 
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