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Teardown - Stunning Physics & Destruction - PS5/Xbox Series X/S - DF Tech Review

shamoomoo

Member



- Fidelity mode: is 1600 on PS5/Xbox Series x @60 FPS. Series S 864p and doesn't have a fidelity mode. All modes are equivalent to the PC at max settings.
5:56

- Performance mode: is 1080p and can be unlocked on the PS5/Series X.
8:20

- Frame rate: it fluctuates on the PS5 in the fidelity mode as lows as 46 or worse in heavier sections of the map/gameplay type in fidelity mode. There are fewer drops in performance mode on the PS5 in typical gameplay and runs @ 120 FPS with minor dips to 98 FPS.

Xbox series X has a different v-sync than the PS5, double vs triple buffering causing differences in performance behavior. Series S has better performance relative due to lower resolution.
9:44

- Loading: relatively fast on all consoles, PC has the fastest speed.
12:19

7:37 Alex should be subtle about his bias.

 
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AnotherOne

Member
dj khaled sip GIF by Apple Music
 

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Or is it just one of Phil's balls in my throat?
Double buffer V-Sync is an odd decision, anyone with VRR will not have that issue at all, but anyone without a VRR display will feel the judder immensely.
 
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shamoomoo

Member
Double buffer V-Sync is an odd decision, anyone with VRR will not have that issue at all, but anyone without a VRR display will feel the judder immensely.
I looked at the first video did of Teardown that Digital Foundry and the PC beta version has that same problem but can be changed in the control panel.
 

Darsxx82

Member
Double buffer V-Sync is an odd decision, anyone with VRR will not have that issue at all, but anyone without a VRR display will feel the judder immensely.
I remember some cases with the same situation. In all of them the doble Vsync ended up being changed. Hope It Is the case here too.

It is a pointless decision as it destroys the gaming experience in any game that does not have a locked Framerate. And this is certainly not the case.

According to the analysis (apart from the effects of double buffering in XSX that requires a solution), the performance shows the same terms in the different situations. Drops to 14fps or less in extreme moments could even be understood as predictable seeing the type of game and what it allows you to do in terms of physics and effects.

XSS once again recently has a more than decent version, even offering the most stable framerate.
 
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Zathalus

Member
Alex still believes the PS5 compute/ray tracing perform is deficient. Yes,the PS5 isn't top tier but that dude is still mad that some folks comparing the PS5 to the rxt 3070 in Alan Wake 2.
But it is deficient? Certainly when compared to any Nvidia architecture. Doesn't mean that you still can't do decent RT on the console, but it would be vastly limited compared to almost any RTX card. That just goes for RT of course, compute the PS5 is fine.
 

shamoomoo

Member
But it is deficient? Certainly when compared to any Nvidia architecture. Doesn't mean that you still can't do decent RT on the console, but it would be vastly limited compared to almost any RTX card. That just goes for RT of course, compute the PS5 is fine.
Come on? The PS5 paper specs are better than the rtx 2080 and below,3060 ti and below at the advertised clocks and ditto for the non TI version of 4060 with ray tracing or machine learning better. The PS5 is theoretically as good as Nvidia's high,mid and low GPUs across 3 generations,so why would Alex be mesmerized at a console GPU comparable to the high end from a years ago?
 

Zathalus

Member
Come on? The PS5 paper specs are better than the rtx 2080 and below,3060 ti and below at the advertised clocks and ditto for the non TI version of 4060 with ray tracing or machine learning better. The PS5 is theoretically as good as Nvidia's high,mid and low GPUs across 3 generations,so why would Alex be mesmerized at a console GPU comparable to the high end from a years ago?
The PS5 is roughly as fast as a 2080 yes (faster in a few, slower in others) but in terms of RT it is quite a bit weaker. This is not to rag on the PS5, it's just that AMDs RT technology lags behind Nvidia. It's not odd to point out when a game relying on these technologies run well on consoles, because most console RT examples are a bit lackluster.
 

Darsxx82

Member
I'm sorry to rescue the thread, but I think it is convenient to inform people who are interested in the game but some technical and playable aspects that did not convince them have been resolved:

- The strange use of triple Vsync buffers has been dismantled in XSX. Now it works as it should have from day 1.

-An invert Y axis option is added on all versions. Especially this was a sensitive point for many and it seems that they have been able to listen.

Teardown is something special, unique and entertaining, and I think is on sale?...

Source: (Digital Foundry week report video)
 
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It's a bizarrely designed game where they came up with this beautiful and highly advanced destruction physics engine, but then didn't know what to do with it. The campaign missions are all "steal this thing and escape within 60 seconds" or some variation -- basically just trying to plan out a route to steal / wreck a couple specific things as efficiently as possible.

You have this wild destruction engine! Let's make it about having fun and blowing crap up! It's a fun game to goof around in sandbox but the campaign is dreadful and seems to miss the point completely.
 
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