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[VG Tech] The Witcher 3 PS5 vs Xbox Series X|S Frame Rate Comparison (Next-Gen Update)

Lunatic_Gamer

Gold Member



The version tested was 4.00. Default video options were used.

Timestamps:
00:00 - Ray Tracing Mode and Xbox Series S Quality Mode
07:54 - Performance Mode

Xbox Series S in quality mode uses a dynamic resolution with the highest resolution found being 2560x1440 and the lowest resolution found being approximately 1536x864. Pixel counts at 1536x864 appear to be rare. Xbox Series S in quality mode seems to be using FSR 2.1 to reconstruct a 2560x1440 resolution when rendering below this resolution.

PS5 in raytracing mode uses a dynamic resolution with the highest resolution found being approximately 2880x1620 and the lowest resolution found being 1920x1080. PS5 appears to often render at or near 1920x1080 in raytracing mode. PS5 in raytracing mode seems to be using FSR 2.1 to reconstruct a 3200x1800 resolution.

Xbox Series X in raytracing mode uses a dynamic resolution with the highest resolution found being 3200x1800 and the lowest resolution found being 1920x1080. Xbox Series X in raytracing mode appears to render at 1920x1080 less often than PS5 does and the native rendering resolution seems to rarely reach 3200x1800. Xbox Series X in raytracing mode seems to be using FSR 2.1 to reconstruct a 3200x1800 resolution when rendering below this resolution.

Xbox Series S in performance mode uses a dynamic resolution with the highest resolution found being 1920x1080 and the lowest resolution found being 1600x900. Xbox Series S in performance mode seems to be using a form of temporal upsampling to reconstruct a 2560x1440 resolution. The temporal upsampling used in performance mode isn't as effective as FSR 2.1 used in quality mode.

PS5 in performance mode uses a dynamic resolution with the highest resolution found being 3200x1800 and the lowest resolution found being 2048x1152. PS5 in performance mode seems to be using FSR 2.1 to reconstruct a 3200x1800 resolution when rendering below this resolution.

Xbox Series X in performance mode uses a dynamic resolution with the highest resolution found being 3200x1800 and the lowest resolution found being 2048x1152. Xbox Series X in performance mode appears to render at 3200x1800 more often than PS5 does. Xbox Series X in performance mode seems to be using FSR 2.1 to reconstruct a 3200x1800 resolution when rendering below this resolution.

Ray Tracing Mode adds a form of ray traced global illumination and ray traced ambient occlusion. Ray tracing mode also has an improved form of screen space reflections.

Xbox Series S in performance mode has a reduced foliage visibility range compared to quality mode and the other two consoles. Some trees in the very far distance aren't visible on PS5 even though they are visible on the Xbox Series consoles in both modes https://bit.ly/3GilF1N After completing this comparison and playing the Xbox One X version, the trees in the far distance also disappeared from the Xbox Series version of the game https://bit.ly/3GhUnZh

The current gen versions of The Witcher 3 have some graphical improvements compared to the last gen consoles. Comparing PS5 in performance mode to PS4 Pro, PS5 has improvements to: foliage, shadows, anti-aliasing, LOD, NPC density and texture quality https://bit.ly/3YSjDNk

There is a bug on Xbox Series X where the foliage visibility range gets set to the setting used on Series S in performance mode https://bit.ly/3C0FYya To fix this, start the game on Xbox Series S and switch the graphics mode to quality mode.

Performance seems to degrade during an extended play session and performance can vary somewhat run-to-run.

The scenes tested here aren't exactly the same as previous tests of The Witcher 3.


PlatformsPS5 RT ModeSeries X RT ModeSeries S Quality Mode
Frame Amounts
Game Frames131661375914091
Video Frames283602836128360
Frame Tearing Statistics
Total Torn Frames014315
Lowest Torn Line-7167
Frame Height216021602160
Frame Time Statistics
Mean Frame Time35.9ms34.35ms33.54ms
Median Frame Time33.33ms33.33ms33.33ms
Maximum Frame Time200ms116.67ms66.67ms
Minimum Frame Time33.33ms33.11ms33.33ms
95th Percentile Frame Time50ms50ms33.33ms
99th Percentile Frame Time50ms50ms50ms
Frame Rate Statistics
Mean Frame Rate27.86fps29.11fps29.81fps
Median Frame Rate28fps30fps30fps
Maximum Frame Rate30fps30fps30fps
Minimum Frame Rate19fps21fps24fps
5th Percentile Frame Rate24fps26fps29fps
1st Percentile Frame Rate23fps24fps25fps
Frame Time Counts
16.67ms-33.33ms0 (0%)8 (0.06%)0 (0%)
33.33ms11150 (84.69%)12780 (92.88%)13900 (98.64%)
33.33ms-50ms0 (0%)264 (1.92%)28 (0.2%)
50ms2014 (15.3%)704 (5.12%)162 (1.15%)
50ms-66.67ms0 (0%)1 (0.01%)0 (0%)
66.67ms0 (0%)0 (0%)1 (0.01%)
100ms1 (0.01%)1 (0.01%)0 (0%)
116.67ms0 (0%)1 (0.01%)0 (0%)
200ms1 (0.01%)0 (0%)0 (0%)


PlatformsPS5 Perf ModeSeries X Perf ModeSeries S Perf Mode
Frame Amounts
Game Frames281862803927520
Video Frames283592835928358
Frame Tearing Statistics
Total Torn Frames068262
Lowest Torn Line-71100
Frame Height216021602160
Frame Time Statistics
Mean Frame Time16.77ms16.86ms17.17ms
Median Frame Time16.67ms16.67ms16.67ms
Maximum Frame Time200ms100ms83.33ms
Minimum Frame Time16.67ms16.37ms16.13ms
95th Percentile Frame Time16.67ms16.67ms16.67ms
99th Percentile Frame Time16.67ms33.04ms33.33ms
Frame Rate Statistics
Mean Frame Rate59.63fps59.32fps58.23fps
Median Frame Rate60fps60fps60fps
Maximum Frame Rate60fps60fps60fps
Minimum Frame Rate43fps44fps44fps
5th Percentile Frame Rate57fps54fps51fps
1st Percentile Frame Rate54fps49fps48fps
Frame Time Counts
0ms-16.67ms0 (0%)3 (0.01%)16 (0.06%)
16.67ms28026 (99.43%)27653 (98.62%)26420 (96%)
16.67ms-33.33ms0 (0%)128 (0.46%)463 (1.68%)
33.33ms158 (0.56%)253 (0.9%)619 (2.25%)
50ms0 (0%)1 (0%)1 (0%)
83.33ms1 (0%)0 (0%)1 (0%)
100ms0 (0%)1 (0%)0 (0%)
200ms1 (0%)0 (0%)0 (0%)
 
Last edited:

Zathalus

Member
Nice to get confirmation that the reduced foliage thing is a bug that can be easily fixed.

Otherwise RT mode has higher resolution and better performance on the Series X while performance mode has higher resolution on the Series X while performing better on the PS5.

Basically performance mode is near identical on both consoles while RT mode does have a notable edge on the Series X.
 

Kenneth Haight

Gold Member
Dj Khaled Yes GIF by Ka-pow
 

sncvsrtoip

Member



The version tested was 4.00. Default video options were used.

Timestamps:
00:00 - Ray Tracing Mode and Xbox Series S Quality Mode
07:54 - Performance Mode

Xbox Series S in quality mode uses a dynamic resolution with the highest resolution found being 2560x1440 and the lowest resolution found being approximately 1536x864. Pixel counts at 1536x864 appear to be rare. Xbox Series S in quality mode seems to be using FSR 2.1 to reconstruct a 2560x1440 resolution when rendering below this resolution.

PS5 in raytracing mode uses a dynamic resolution with the highest resolution found being approximately 2880x1620 and the lowest resolution found being 1920x1080. PS5 appears to often render at or near 1920x1080 in raytracing mode. PS5 in raytracing mode seems to be using FSR 2.1 to reconstruct a 3200x1800 resolution.

Xbox Series X in raytracing mode uses a dynamic resolution with the highest resolution found being 3200x1800 and the lowest resolution found being 1920x1080. Xbox Series X in raytracing mode appears to render at 1920x1080 less often than PS5 does and the native rendering resolution seems to rarely reach 3200x1800. Xbox Series X in raytracing mode seems to be using FSR 2.1 to reconstruct a 3200x1800 resolution when rendering below this resolution.

Xbox Series S in performance mode uses a dynamic resolution with the highest resolution found being 1920x1080 and the lowest resolution found being 1600x900. Xbox Series S in performance mode seems to be using a form of temporal upsampling to reconstruct a 2560x1440 resolution. The temporal upsampling used in performance mode isn't as effective as FSR 2.1 used in quality mode.

PS5 in performance mode uses a dynamic resolution with the highest resolution found being 3200x1800 and the lowest resolution found being 2048x1152. PS5 in performance mode seems to be using FSR 2.1 to reconstruct a 3200x1800 resolution when rendering below this resolution.

Xbox Series X in performance mode uses a dynamic resolution with the highest resolution found being 3200x1800 and the lowest resolution found being 2048x1152. Xbox Series X in performance mode appears to render at 3200x1800 more often than PS5 does. Xbox Series X in performance mode seems to be using FSR 2.1 to reconstruct a 3200x1800 resolution when rendering below this resolution.

Ray Tracing Mode adds a form of ray traced global illumination and ray traced ambient occlusion. Ray tracing mode also has an improved form of screen space reflections.

Xbox Series S in performance mode has a reduced foliage visibility range compared to quality mode and the other two consoles. Some trees in the very far distance aren't visible on PS5 even though they are visible on the Xbox Series consoles in both modes https://bit.ly/3GilF1N After completing this comparison and playing the Xbox One X version, the trees in the far distance also disappeared from the Xbox Series version of the game https://bit.ly/3GhUnZh

The current gen versions of The Witcher 3 have some graphical improvements compared to the last gen consoles. Comparing PS5 in performance mode to PS4 Pro, PS5 has improvements to: foliage, shadows, anti-aliasing, LOD, NPC density and texture quality https://bit.ly/3YSjDNk

There is a bug on Xbox Series X where the foliage visibility range gets set to the setting used on Series S in performance mode https://bit.ly/3C0FYya To fix this, start the game on Xbox Series S and switch the graphics mode to quality mode.

Performance seems to degrade during an extended play session and performance can vary somewhat run-to-run.

The scenes tested here aren't exactly the same as previous tests of The Witcher 3.


PlatformsPS5 RT ModeSeries X RT ModeSeries S Quality Mode
Frame Amounts
Game Frames131661375914091
Video Frames283602836128360
Frame Tearing Statistics
Total Torn Frames014315
Lowest Torn Line-7167
Frame Height216021602160
Frame Time Statistics
Mean Frame Time35.9ms34.35ms33.54ms
Median Frame Time33.33ms33.33ms33.33ms
Maximum Frame Time200ms116.67ms66.67ms
Minimum Frame Time33.33ms33.11ms33.33ms
95th Percentile Frame Time50ms50ms33.33ms
99th Percentile Frame Time50ms50ms50ms
Frame Rate Statistics
Mean Frame Rate27.86fps29.11fps29.81fps
Median Frame Rate28fps30fps30fps
Maximum Frame Rate30fps30fps30fps
Minimum Frame Rate19fps21fps24fps
5th Percentile Frame Rate24fps26fps29fps
1st Percentile Frame Rate23fps24fps25fps
Frame Time Counts
16.67ms-33.33ms0 (0%)8 (0.06%)0 (0%)
33.33ms11150 (84.69%)12780 (92.88%)13900 (98.64%)
33.33ms-50ms0 (0%)264 (1.92%)28 (0.2%)
50ms2014 (15.3%)704 (5.12%)162 (1.15%)
50ms-66.67ms0 (0%)1 (0.01%)0 (0%)
66.67ms0 (0%)0 (0%)1 (0.01%)
100ms1 (0.01%)1 (0.01%)0 (0%)
116.67ms0 (0%)1 (0.01%)0 (0%)
200ms1 (0.01%)0 (0%)0 (0%)

There are also perf mode stats btw ;)
 

M1chl

Currently Gif and Meme Champion
More or less it needs a patch, the 30 FPS is the most unplayable shit, I have ever encounter. It might actually run close to 30FPS, but there is something, which makes it weird and it is really hard to explain. You just don't want to play it like that.
 

Neo_game

Member
I think devs should go back to fixed resolution and optimize their game instead there is no reason why they can't achieve fixed fps. If they want to use dynamic resolution then at least reduce the differences between lower and upper bound resolution considerably within 25% of each other at the worst. What is the point if looking at sky or nothing on screen it runs higher res but in most gameplay condition it is 1080P or something.
 

Thebonehead

Banned
Consoles + Ray tracing = 30fps

pool running GIF by Fox TV


From memory only a few titles have reached 60fps on console: Spiderman and Metro Exodus

Still I guess it leaves the door open to revisit this in 2027 when the next gen consoles drop and ray tracing is hopefully a bit more performant on the AMD side.
 

Gaiff

Member
I think devs should go back to fixed resolution and optimize their game instead there is no reason why they can't achieve fixed fps. If they want to use dynamic resolution then at least reduce the differences between lower and upper bound resolution considerably within 25% of each other at the worst. What is the point if looking at sky or nothing on screen it runs higher res but in most gameplay condition it is 1080P or something.
My guess is these are CPU-related drops. The DRS can still kick in even for CPU-related drops.

I think this is a similar situation to Gotham Knights where RT just hammers one or two threads and leaves the others practically on idle. You end up in a situation where it is impossible to lock to even 30fps no matter. Not much difference from PC where even with a 13900K, you'll still see sub 60fps drops. This is what happens when your game is heavily single-threaded and I don't think the console version is very different.

As for the thread, yeah, it's bad on both the PS5 and SX. Stick to performance mode. Not only is the fps bad, but the latency and jaggy camera exacerbate the problem. It's not a good experience at all.
 
Last edited:

01011001

Banned
I think devs should go back to fixed resolution and optimize their game instead there is no reason why they can't achieve fixed fps. If they want to use dynamic resolution then at least reduce the differences between lower and upper bound resolution considerably within 25% of each other at the worst. What is the point if looking at sky or nothing on screen it runs higher res but in most gameplay condition it is 1080P or something.

the game is terribly low threaded on the CPU, so the dynamic res is most likely working perfectly fine but it's the CPU that's acting up.
 

adamsapple

Or is it just one of Phil's balls in my throat?
Consoles + Ray tracing = 30fps

Good thing there's the much superior performance mode right ?

Besides RT, all the Ultra and Ultra+ equivalent settings also transfer to the Performance mdoe.

It's the way to go. And for anyone experiencing the foliage bug, on Xbox at least VGTech have the solution to fix it too.
 

adamsapple

Or is it just one of Phil's balls in my throat?
Series x with a quite large resolution benefit and framerate advantage in RT mode.

Slower and wider must benefit this game.


I'm surprised the PS5 version has a near 10% drop in 33.33 ms consistency, the DF and NXG videos made it seem they were about the same.

Series S also holding its own like a champ, sans RT.
 

skit_data

Member
That 99.43% in performance mode doesn’t seem entirely representative.
Using witcher sense in Novigrad is definitely not 60fps on PS5, the framerate slows to a crawl in some areas with a lot of NPCs and objects. At times there are noticable frame drops outside of citites as well (I think that’s loading related though).

Series X also has frame drops mentioned above?
 

adamsapple

Or is it just one of Phil's balls in my throat?
That 99.43% in performance mode doesn’t seem entirely representative.
Using witcher sense in Novigrad is definitely not 60fps on PS5, the framerate slows to a crawl in some areas with a lot of NPCs and objects. At times there are noticable frame drops outside of citites as well (I think that’s loading related though).

Series X also has frame drops mentioned above?

I'm sure SX has the same drops, if not worse, in the performance mode in Novigrad stress areas, we've seen that in the DF and NXGamer videos.

That Novigrad stress areas even buckles on 12900K equipped PCs, so the poor console CPUs are gonna strain there too.
 

Arioco

Member
That 99.43% in performance mode doesn’t seem entirely representative.
Using witcher sense in Novigrad is definitely not 60fps on PS5, the framerate slows to a crawl in some areas with a lot of NPCs and objects. At times there are noticable frame drops outside of citites as well (I think that’s loading related though).

Series X also has frame drops mentioned above?


No idea about Series X, but on PS5 using witcher senses in the middle of any big city makes the frame rate tank, I'm not sure why, I mean, it's not like it adds lots of heavy effects or anything like that, maybe it's just a bug or something CPU related. And it must be dropping well below 48 fps since not even VRR can save it, unfortunately there is no LFC for this game on PS5. On Series X since you can always force LFC at system level and its VRR range is wider (40fps vs 48) you would expect the game to run smoother if you play on a VRR compatible display, it might even help in RT Mode to a certain degree, since the game doesn't drop below 20 fps as far as I know.

But fortunately this is an exception and the game runs generally well in Performance Mode I must say.
 
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