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Digital Foundry: F1 23 – PS5 vs Xbox Series X/S vs PC – Is Ray Tracing on Console Viable?

adamsapple

Or is it just one of Phil's balls in my throat?
- PS5 | SX use much of the same features as last year
- Both target 2160p with DRS (1728~2160p on both)
- Matching shadows, textures, draw distance

- RT features like reflections, shadows, AO, DDGI only applicable in all non-racing scenes (menus, pre-race etc). It reverts back to SSAO as soon as races start
- RT scenes run at 30 FPS (or close to it, the pre-race cockpit runs unlocked)

- Series S gets all the same features, including RT, in all the same areas
- Resolution: 1080p but the TAA does a reasonable job and IQ holds up well
- Series S does not miss out on any visual feature

- Quality mode: All console versions run at rock solid 60 FPS in races
- RT is enabled in the replays and cockpit view before the race, runs at 30~40 FPS
- With RT, replays are running at 30~40 FPS with screen tearing

- 120hz mode also supported but only on PS5|SX
- Resolution drops to 1440p with DRS (lowest metric can drop to 720p)
- RT is engaged in the same areas as Quality mode
- Resolution drop does not bring it to 60, but it runs between 40~50 FPS in the RT areas.

PC version:
- PC is the only version where RT can be engaged while racing
- 4080 GPU with Ryzen 7 not able to lock maxed out 60 FPS with RT
- DLSS Quality mode allows performance to run at or above 60
- Replays etc are the same as console, but in-game RT is the biggest differentiator
- DF highlights examples of places where it can be impactful in reflections, shadows, RTAO etc

- Both consoles and PC have a new DDGI toggle (Dynamic Diffused Global Illumination)
- On consoles this is like RT, only works in select areas, on PC you can toggle it everywhere, including in races.
- It has a subdued effect which works in replay/showcase scenes but in game play it doesn't have the biggest effect.

- PC version has DRS option and RT off can easily reach 120fps with 4080
- DF thinks DLSS Quality is the best option (Ultra pushes it a little too much to maintain 60 FPS with RT maxed out)
 
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Mr.Phoenix

Member
This is a brilliant build of a game. Other devs shoud takenote. This is what happens when you make a game with a 60fps target across the board.
 
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Fake

Member
Pretty solid. Is this game still using EGO engine or changed to the Project Cars engine?
 

Snake29

RSI Employee of the Year
Still Ego.

Fun fact:

Ego Game Technology Engine is a video game engine developed by Codemasters.[2] While it is primarily used for racing games, it has also been used in a few first-person shooters.

Ego is a modified version of the Neon game engine that was used in Colin McRae: Dirt and was developed by Codemasters and Sony Computer Entertainment using Sony Computer Entertainment's PhyreEngine cross-platform graphics engine.[3] The Ego engine was developed to render more detailed damage and physics as well as render large-scale environments.


 
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GHG

Member
Surprisingly, no 10hr trial for this one on EA Play :(

staring-at-you-anna-delvey.gif
 

Darsxx82

Member
But what is the reason for not blocking the framerate of the replays at 30fps?

The option should exist as long as everything that is not 40fps on average does not work even if you have a compatible TV VRR.
 
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