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[DF] Yakuza Like A Dragon PS5 vs Xbox Series S/x

jroc74

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By far, was that stated in the video as a conclusive advantage?
They concluded that they don't know the developers intent to say which is the correct look.

It is what it is, but I knew this was gonna come up, lol.
 
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jaysius

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No difference means Xbox loses. Remember, we were told that all games are supposed to run at higher resolutions AND 40 frames a second above PS5.
Ok to counter your troll, loading times being the same makes it a huge fail for PS5 as it’s supposed to load games faster than Xbox, and has lower capacity ssd due to its super fast speeds.
 

Fredrik

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Seems pretty clear cut to me. I find they would have drawn a conclusion pretty buoyantly if the shadow quality was flipped between the consoles....
Yup. There is no dodging this. While shadows are brighter and softer the further away they are from the surface they’re cast on, as on XSX, they are definitely sharp and defined near the surface, as on PS5. The roof shadow looks alright but the camera shadow looks broken, shouldn’t be that soft that close to the wall. Might be a preference thing I guess but to me it looks like comparing console shadows to PC shadows. Are there any PC footage of that spot?
 
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Schmick

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Because visuals isn't down to just resolution.

Technically even with the same resolution and FPS caps you can push other aspects of graphics. Like higher quality textures or shadows for example.

Is this game running at maximum settings besides resolution and framerate that is?
Because visuals isn't down to just resolution.

Technically even with the same resolution and FPS caps you can push other aspects of graphics. Like higher quality textures or shadows for example.

Is this game running at maximum settings besides resolution and framerate that is?
Yes this but for this case the settings are the same. Therefore there cannot be a winner or a loser.
 
Sep 18, 2019
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They completely missed the missing clouds on the XSX version. People playting the game are saying the PS5 should be the best version as once you notice it on XSX, it's very annoying. Their new strategy now seems to miss things when it gives the edge to PS5 (or they think it's a bug not worthy of mention).

The same way they missed plenty of things in their COD comparison (missing or reduced effects on Xbox and deficient shadows). They are so transparent.
 
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jroc74

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PS5 was and still is the best place to play the third and first party games. yet another in the pocket.

Even with paid exclusivity towards next gen patch m$ could not stop PS5 to claim it.
Not gonna lie, I did think about the whole uproar about the next gen patch.
 

Concern

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So in a thread with no noticeable differences besides maybe sharper shadows on Ps5...... this is now another df shill conspiracy thread again


ray liotta laughing GIF


I love this place 🤣🤣🤣🤣
 

Bo_Hazem

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Summary

- DF Confirms there was a "high frame rate" mode for SX (60 fps/1080p) in the preview build, which was taken out of the final game.
- "Normal" mode runs at 1440p/60 fps on both PS5/SX, 900p/30 on Series S
- "High Resolution Mode" runs at 4K/30 on PS5/SX, 1440p/30 on Series S
- PS5 and SX look identical in terms of textures, pop-in etc.
- The only difference is in shadow filtering. PS5 draws darker thicker lines. DF is not sure which is the intended method.
- Series X to S shows a starker difference. Series S's chosen AA struggles to keep up at 900p/60. Shadow quality is lower but only slightly. Bokeh DoF during scenes is also lower resolution.
- DF also throw in a brief PC comparison regarding how taxing the engine is.
- 1440p/60 FPS "Normal" mode is the recommended mode on both PS5 and SX.
- In their 5 hrs of testing DF can only replicate minor drops in combat with high alpha effects, otherwise its mostly a lock on both.
- Series S is prone to bigger drops in battle but traversal is locked at 60.
- All arcade games run at 60hz too, except Space Harrier which locks to 56fps.

- 4K/30 is prone to improper frame pacing and big skill moves can cause big hits to 20 FPS. Same on SX, PS5 and. Same for Series S at 1440p/30.
- DF recommends sticking to 60 FPS as 30 FPS output feels sluggish and makes prompts in combat and karaoke etc harder to respond to.

- Loading 'fade to blacks' are identical across the systems.

 

Duchess

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The differences in gamma was the only thing that really caught my eye. Was probably just me, but I thought that in places the PS5 version looks a bit too dark, while in others the Series looked overly bright and a bit washed out.
 
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DenchDeckard

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So in a thread with no noticeable differences besides maybe sharper shadows on Ps5...... this is now another df shill conspiracy thread again


ray liotta laughing GIF


I love this place 🤣🤣🤣🤣

You forgot the ps5 version has clouds....or wait a minute no it doesn't have cloud saves the xbox version is the only version with cross generation cloud saves...

...another one.
 
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VFXVeteran

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in real life a shadow is dark and well defined (unless it's created by strange surfaces and or multiple lights sources), it's not blurried and barely visible. deal with it dude.
A shadow is blurred depending on the distance from the caster.. in fact, the further away an object is from the caster, the more blurred it is. This is a direct result of area lights (the sun is not a point source). Maybe I'll do a thread on that one day.
 
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DenchDeckard

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I played through the xbox version 5 months ago for like 90 hours. Is it true that it doesn't have clouds? I never even noticed once? Is it just a texture in the sky?

Or Is this just some joke in this thread?
 

DenchDeckard

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I just noticed the pa5 version drops to 52 fps when ichiban does the drop kick and is more unstable through the ultimates. The xbox drops to 54fps in one occasion in the same spot on the drop kick. That's a whole 2 fps people ....2 fps...

huge win for the xbox there. /s
 
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Emet_bp

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Yup. There is no dodging this. While shadows are brighter and softer the further away they are from the surface they’re cast on, as on XSX, they are definitely sharp and defined near the surface, as on PS5. The roof shadow looks alright but the camera shadow looks broken, shouldn’t be that soft that close to the wall. Might be a preference thing I guess but to me it looks like comparing console shadows to PC shadows. Are there any PC footage of that spot?
There are fragments of PC gameplay in that DF video and shadows in the PC footage look like in the PS5 version.
 
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DenchDeckard

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I personally prefer the shadows on the ps5 on the cctv camera but it looks too dark under the ledge and on the door. Just losing details. But I overall prefer the look of the ps5 shadows on the shots shown.

Massive win for ps5.
 
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Another 900p title for Series S.

Can't completely blame it though, when the higher tier consoles aim 1440p.

Unless developers target native 4k for those big consoles, it seems like even 1080p will not be a viable resolution for Series S. If lowering graphical settings to a point where it can hit 1080p would work, then the game could run native 4k with a series x anyways.
 

BigLee74

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Another 900p title for Series S.

Can't completely blame it though, when the higher tier consoles aim 1440p.

Unless developers target native 4k for those big consoles, it seems like even 1080p will not be a viable resolution for Series S. If lowering graphical settings to a point where it can hit 1080p would work, then the game could run native 4k with a series x anyways.

The XSS also has a 1440/30 mode...
 

SkylineRKR

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But at half the framerate...

Yeah, but quite a bit higher res than Pro and One X that cap out at 1080p/30. Alongside the next-gen load times this game felt like a massive boost on Series S to me.

I played a good chunk at 900p/60, which isn't possible on those older systems at all. It doesn't look bad. Much better gameplay and animations. Better than last-gen, worse than PS5/SX.. delivered as expected.
 
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M1chl

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A shadow is blurred depending on the distance from the caster.. in fact, the further away an object is from the caster, the more blurred it is. This is a direct result of area lights (the sun is not a point source). Maybe I'll do a thread on that one day.
Sometimes it happens, that I see shadow in real life and think for a second why it's such a low detail shadow...and then I snap back to reality.
 

BigLee74

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But at half the framerate...

Yeah, that’s what the 30 bit of the 1440/30 implies.

Regardless.

Guy is moaning that it’s another title at 900p on the S already. I’m just reminding him that there IS a 1440p mode if it’s resolution that floats his boat.
 
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Three

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A shadow is blurred depending on the distance from the caster.. in fact, the further away an object is from the caster, the more blurred it is. This is a direct result of area lights (the sun is not a point source). Maybe I'll do a thread on that one day.
Are you referring to penumbra? The sun can be approximated to a point source at this distance the blur difference is kind of small. The only thing that really changes that are clouds where a sun behind makes it behave like a closer area source. The further away an object is from the caster the less blurred it is. You've got that the wrong way round since the further you are the more the area light behaves like a point source. I think you meant the further the shadow is from the object or do you mean the object the shadow is cast on?

What you are seeing on the XSX is not penumbra but I think you know that. It is some issue with the shadow which results in flickering too if you watch the video in motion. Some wierd temporal shadow casting?
 

VFXVeteran

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Are you referring to penumbra? The sun can be approximated to a point source at this distance the blur difference is kind of small.
The Sun is not approximated as a point light. In rendering, we use the sun as a quick directional light source - that is, it only has direction but infinite distance so that all objects are lit by it. It's an approximation and that kind of shadow will always be sharp. I'm talking beyond a point/directional light source. When I left film, we were using the real approximation of the Sun being a true area light. That is, it has area and we would integrate the light source across it's area to find individual points on the surface. Doing it this way will naturally give soft shadows (edges). The sky is also a light source and has to be integrated as well.


The only thing that really changes that are clouds where a sun behind makes it behave like a closer area source. The further away an object is from the caster the less blurred it is.
Assume your hand is a caster and the wall is a receiver. Imagine you have a light source in your room (the ceiling). If you put your hand really close to the wall, the shadow will be sharp. I'm not talking about the light source being further away. In games, it will not have a specific location but just a direction and intensity. If you move your hand away from the wall and towards the light source, you hand's shadow will indeed get blurrier on the wall. Sorry if I mixed up my wording. It happens sometimes.

What you are seeing on the XSX is not penumbra but I think you know that. It is some issue with the shadow which results in flickering too if you watch the video in motion. Some wierd temporal shadow casting?
I haven't gotten the game and this year I promised myself not to judge videos or screenshots of games. In order to really discuss it's graphics, I'd need to purchase the game.
 
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