OmegaSupreme
advanced basic bitch
Props to them for the quick patches. Great game.
It shows that game was mainly developed on PS5 and than ported on PC and Xbox series.
Sounds like they lowered resolution and/or other visuals for RT implementation as I predicted. I'm curious to know the specific sacrifices and how it compares to PS5 version now, since they have been doing optimizations there as well.
Yeeeaah... Zero Dawn was far from great at launch, and got quite a bit of flack for it. Sackboy was the poster child of shader compilation issues until this game took the crown.To Sony and MS credit their port on PC are very much playable from the get go and developer should learn from them.
Out of curiosity, is there a reliable source for these as of yet besides the blurry mirror reflection and "tweaks" mentioned by the developer? RT reflections 'should' come with some costs normally but just to be sure.
Sounds like they lowered resolution and/or other visuals for RT implementation as I predicted. I'm curious to know the specific sacrifices and how it compares to PS5 version now, since they have been doing optimizations there as well.
Out of curiosity, is there a reliable source for these as of yet besides the blurry mirror reflection and "tweaks" mentioned by the developer? RT reflections 'should' come with some costs normally but just to be sure.
This was obvious. It’s all the visual arts motion capture people. Not optimisation coders. People are fucking dumb as always.
There he is not claiming that they had to lower the resolution or trim graphic effects to implement RT reflections. In fact, in his previous Tweet he called the lack of RT reflectios at launch a "bug". The fact that it was resolved so quickly is significant.
Sounds like they lowered resolution and/or other visuals for RT implementation as I predicted. I'm curious to know the specific sacrifices and how it compares to PS5 version now, since they have been doing optimizations there as well.
It uses dynamic resolution scaling
Sounds like they lowered resolution and/or other visuals for RT implementation as I predicted. I'm curious to know the specific sacrifices and how it compares to PS5 version now, since they have been doing optimizations there as well.
I was replaying Dead Space while I played Callisto in order to compare both of then. After finishing it, I'll probably make a huge post about the comparison.
How does this hold up? Don't know if the other version's reflections were this blurry.
![]()
Sounds like they lowered resolution and/or other visuals for RT implementation as I predicted. I'm curious to know the specific sacrifices and how it compares to PS5 version now, since they have been doing optimizations there as well.
That difference reminds me the lower quality RT reflections seen in the inside of the buildings in the Matrix demo vs PS5 version.
"A rising tide lifts all boats."PS5 seems to have an edge with regards to ray-tracing. Who would’ve thunk.
What are you talking about? It was proven that this was a bug that can be fixed by restarting the demo. There were no differences in RT in Matrix demo. LOLThat difference reminds me the lower quality RT reflections seen in the inside of the buildings in the Matrix demo vs PS5 version.
"A rising tide lifts all boats."
![]()
Shit now imagine if PS5 was RDNA2 instead of RDNA 1.5
In the case of Calisto Protocol, it clearly shows that in XSX the optimization was lousy and they are launching patches quickly until they have a decent version. Just think that before the day one patch the game on XSX ran at 23fps on average. That tells you a lot about the optimization work on XSX.
Not necessarily, it could also be reflective of cert time at the platform holder's end. Remember you have to wait for builds to be approved for publication even after you deliver them. Are devs supposed to hold up every build just because one SKU has issues?
Now image this was an AAA first party gameShit now imagine if PS5 was RDNA2 instead of RDNA 1.5
Not necessarily, it could also be reflective of cert time at the platform holder's end. Remember you have to wait for builds to be approved for publication even after you deliver them. Are devs supposed to hold up every build just because one SKU has issues?
After 2 years it is absurd to think that things are different. In this case the evidence is clear. The developers prioritized the PS5 version for release day and reviews and are fixing the XBOX and PC versions as quickly as possible through patches.
It doesn't. As Control, Metro Exodus, RE 2, RE 3, RE7, RE8, Doom Eternal, DMC V and Fortnite all prove. All of which either run better on the Series X or have higher resolution.PS5 seems to have an edge with regards to ray-tracing. Who would’ve thunk.
The cert from publishers is very likely just making sure the game boots. If cert was a big factor, games like Life of Tiger or Lichdom Battlemage would never be allowed to release. Let alone last gen SKUs of Cyberpunk.
It should be. If it was a heavy custom engine then I could buy it not playing nice with the Xbox GPU, but seeing it is Unreal 4 and it has problems on PC I am just going to assume they are likely not that great with DX12.How is fortnite running on unreal engine 5.1 at a higher resolution on the series X but the unreal engine 4 game is struggling on series X?
It has to be the devs right?
I was interested in this, I will not buy it now because of the low effort. I'll play if it turns up on GP.How is fortnite running on unreal engine 5.1 at a higher resolution on the series X but the unreal engine 4 game is struggling on series X?
It has to be the devs right?
2 years of generation and such a degree of disparity between versions has not been seen except in very exceptional cases. The game on XSX is launched with an absence of important features and bad performance compared to the PS5 version.This makes zero sense. Its not the same code interfacing with the same system software stack on identical hardware and overseen by the same platform managers!
Maybe some have issues that the other's don't because they are just different?
You're creating a conspiracy scenario when the objective reality is that each build is its own thing, and as a result is subject to advantages and disadvantages inherent to its target platform. Variance should be expected.
Everything is releasing day-and-date in an exact state of parity shouldn't be an expectation particularly when the title is "coming in hot".
The funny thing is: there is probably only one mirror during the entire game, and it's this one
I dont remember seeing Jacob reflected in a mirror for the rest of the game
But people will make a huge deal about this (they are already)
Almost as dogshit embarrassing as seriesX 12tf power lol.Is this real?
Haha, WTF is this!?
Dogshit embarrassing, from these devs.
Game looks like a switch game on the OG Xbox one. A blurry mess of a game. Clearly no effort was put into the Xbox versions.How is fortnite running on unreal engine 5.1 at a higher resolution on the series X but the unreal engine 4 game is struggling on series X?
It has to be the devs right?
The graphics are beautiful on the fidelity mode but I can’t do 30 frames anymore it’s not about the smoothness of the camera and movement that’s fine , it’s the input lag and responsiveness that I struggle with.
So I’m playing on the 60 mode and whilst I enjoy it and it does look great this game leans heavily on RT to enhance the visuals. Without the RT it’s like a very good looking PS4 game.
Ive seen twitter say that 200 Sony devs were hired for this game. It makes sense the Xbox versions didnt get any love.
LMAO omg why even bother
The funny thing is: there is probably only one mirror during the entire game, and it's this one
I dont remember seeing Jacob reflected in a mirror for the rest of the game
But people will make a huge deal about this (they are already)
LMAO omg why even bother
The xberx version has more realistic steamy mirror effect, it's gonna be alright bruhIs this real?
Haha, WTF is this!?
Dogshit embarrassing, from these devs.
Diffuse reflections, as mentioned by DF, are present on "stone, rough metals"We have a game here that is implementing 3 different types of RT applications. It is interesting from a tech perspective since it is heavily using a feature that is distinctly current gen. Consider how many ill informed (including DF) believed that peak teraflop and memory bandwidth spec was/are the deciding factor for RT performance, then you can understand why this is an interesting discussion to be had.
Also, it's not just the mirror, in fact that mirror is probably the least interesting example of RT reflections in the game. DF spoke about the diffuse reflections as well which are typically more expensive.
Because you would have platform conspiracy theorist claiming that Sony contractually mandated for RT to be removed from Xbox version. The developers are more comfortable with these conspiracy theorist insisting that Sony required Series X RT to be lower quality.
Moral of this entire ordeal - you can't reason with or satisfy a console warrior.
Someone turn off the steam in the bathroom mirrorLMAO omg why even bother