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Analysis [VGTech] Death Stranding Director's Cut PS5 Frame Rate Test

Lunatic_Gamer

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From Vg Tech:

Death Stranding Director's Cut PS5 frame rate test showing the framerate/fps on PlayStation 5.

The version tested was 1.002.000.

Timestamps:
00:00 - Quality Mode vs Performance Mode
10:43 - Widescreen Quality Mode

Quality Mode renders at a resolution of 3840x2160.

Performance Mode renders at a resolution of 3200x1800.

Widescreen Quality Mode renders at a resolution of 3840x1643 (3840x2160 with black bars).


PlatformsQuality ModePerformance ModeWidescreen Quality Mode
Frame Amounts
Game Frames371033849138465
Video Frames385093850938509
Frame Tearing Statistics
Total Torn Frames000
Lowest Torn Line---
Frame Height216021602160
Frame Time Statistics
Mean Frame Time17.3ms16.67ms16.69ms
Median Frame Time16.67ms16.67ms16.67ms
Maximum Frame Time33.33ms33.33ms33.33ms
Minimum Frame Time16.67ms16.67ms16.67ms
95th Percentile Frame Time16.67ms16.67ms16.67ms
99th Percentile Frame Time33.33ms16.67ms16.67ms
Frame Rate Statistics
Mean Frame Rate57.81fps59.97fps59.93fps
Median Frame Rate60fps60fps60fps
Maximum Frame Rate60fps60fps60fps
Minimum Frame Rate41fps55fps53fps
5th Percentile Frame Rate51fps60fps60fps
1st Percentile Frame Rate49fps59fps58fps
Frame Time Counts
16.67ms35697 (96.21%)38473 (99.95%)38421 (99.89%)
33.33ms1406 (3.79%)18 (0.05%)44 (0.11%)
Other
Dropped Frames000
Runt Frames000
Runt Frame Thresholds20 rows20 rows20 rows
 

Kuranghi

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I'm torn, you really should use the anamorphic mode to lock down the framerate for the quality mode and that looks amazing for gameplay but it ruins the framing of the cutscenes. Its like the opposite of open matte in films, where you don't want to see whats under the black bars, in this case you are missing out on data that makes the framing of the shot as it was envisioned.

Maybe I need to see more but most cutscenes I saw were negatively affected by the anamorphic mode, ie cut off tops of heads or just cropping too close to elements in the frame and ruining the composition.

The frame drops without it are too often though, that figure of 1406 33.33ms frames is enough that I think it would be annoying, like RE: Village was in RT mode. At least we have the option anyway, having an option to have dynamic res in quality mode would've solved the issue entirely though I think, maybe I'll just put up with the frame drops for cutscenes and switch to anamorphic mode for the boss battles.
 
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kyliethicc

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I'm torn, you really should use the anamorphic mode to lock down the framerate for the quality mode and that looks amazing for gameplay but it ruins the framing of the cutscenes. Its like the opposite of open matte in films, where you don't want to see whats under the black bars, in this case you are missing out on data that makes the framing of the shot as it was envisioned.

Maybe I need to see more but most cutscenes I saw were negatively affected by the anamorphic mode, ie cut off tops of heads or just cropping too close to elements in the frame and ruining the composition.

The frame drops without it are too often though, that figure of 1406 33.33ms frames is enough that I think it would be annoying, like RE: Village was in RT mode. At least we have the option anyway, having an option to have dynamic res in quality mode would've solved the issue entirely though I think, maybe I'll just put up with the frame drops for cutscenes and switch to anamorphic mode for the boss battles.
Kojima actually "reshot" the cutscenes for ultrawide.

You're not missing anything playing in ultrawide.

"...the good news is that Death Stranding doesn't do a Red Dead Redemption 2 and cut back to a 16:9 aspect ratio for any of its cutscenes. Instead, Kojima Productions have re-tooled each and every one of them to support the 21:9 aspect ratio, and in a lot of cases even created new details to fill in what was previously missing on the sides, too, according to their Summer Games Fest interview, which is really quite something when you see it in action."

 
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rofif

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Anyone knows what values HDR LUMINANCE correspond to ? Is the game using ps5 system level values too ?
 

DJ Shalad

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Wait a minute, the PS5 can render 21:9 systemwide or per game basis? 21:9 is the only real reason to play on PC tbh.
 
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kyliethicc

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Wait a minute, the PS5 can render 21:9 systemwide or per game basis? 21:9 is the only real reason to play on PC tbh.
It doesn't output as 21:9. It outputs as 16:9.

Why would widescreen quality mode run better than normal quality mode?

Because in ultrawide quality mode the game is rendered as 3840 x 1644 (~ 6.3 million pixels), instead of 3840 x 2160 (~ 8.3 million pixels).

Its basically reducing the workload of the GPU by about 25%.

The other ~ 2 million pixels are the black bars above & below (which are either just not rendered at all or very easy for the GPU, idk.)


 
Jan 7, 2018
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Why would widescreen quality mode run better than normal quality mode?

edit: 4K native 30% more pixels. [6,3M < 8,3M] I really don't like how if you look from different angle it's suddenly 24% [8,3M > 6,3M]. Why can't it be same. :messenger_pouting: Technicaly it's the exact same amount of pixel diff.
 
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vpance

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Kojima actually "reshot" the cutscenes for ultrawide.

You're not missing anything playing in ultrawide.

"...the good news is that Death Stranding doesn't do a Red Dead Redemption 2 and cut back to a 16:9 aspect ratio for any of its cutscenes. Instead, Kojima Productions have re-tooled each and every one of them to support the 21:9 aspect ratio, and in a lot of cases even created new details to fill in what was previously missing on the sides, too, according to their Summer Games Fest interview, which is really quite something when you see it in action."


There's no way someone as meticulous as Kojima would be cool with a simple crop job.
 

Fafalada

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25% lower Pixel Fillrate in this mode just wider FoV so higher Polycount.
Not necessarily higher polycount (especially in this game).
LOD (when implemented correctly) is based on the size on screen, not distance, so wider FOV doesn't automatically mean more polygons.
 

kyliethicc

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edit: 4K native 30% more pixels. [6,3M < 8,3M] I really don't like how if you look from different angle it's suddenly 24% [8,3M > 6,3M]. Why can't it be same. :messenger_pouting: Technicaly it's the exact same amount of pixel diff.
Percentage increase/decrease is relative.

They can't be the same unless x (either 8.3 or 6.3) is the same.
 

Lysandros

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Not necessarily higher polycount (especially in this game).
LOD (when implemented correctly) is based on the size on screen, not distance, so wider FOV doesn't automatically mean more polygons.
You mean less tesselation (thus less polygons) at wider FOV because the objects are slightly smaller relative to screen size? You sure that it works like that? More objects visible at same distance meaning more geometry/polygon displayed seem to be a safer bet to me.
 
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Jan 7, 2018
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Percentage increase/decrease is relative.

They can't be the same unless x (either 8.3 or 6.3) is the same.

Squirrel got 10, identical in size and weight and in everything, nuts. He gave 2 nuts to his brother, so he lost 20% of his nuts. [from 10 to 8 -20%]

But when his little brother returned 2 nuts, squirrel gained 25% of nuts. [from 8 to 10 +25%]

The squirrel lost and then gained same number of nuts [2], but % shows a whole other story. How will he explain to his little baby brother the difference between the same 2 nuts? Now the little brother demands that his big brother pays back 5% ! This is nuts.

:messenger_tears_of_joy: don't take this seriously
 
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NXGamer

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Not necessarily higher polycount (especially in this game).
LOD (when implemented correctly) is based on the size on screen, not distance, so wider FOV doesn't automatically mean more polygons.
True, should have called out higher object count, draws which unless a new LoD system has been added would result in all increasing.
 

Bernd Lauert

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Squirrel got 10, identical in size and weight and in everything, nuts. He gave 2 nuts to his brother, so he lost 20% of his nuts. [from 10 to 8 -20%]

But when his little brother returned 2 nuts, squirrel gained 25% of nuts. [from 8 to 10 +25%]

The squirrel lost and then gained same number of nuts [2], but % shows a whole other story. How will he explain to his little baby brother the difference between the same 2 nuts? Now the little brother demands that his big brother pays back 5% ! This is nuts.

:messenger_tears_of_joy: don't take this seriously
Losing 2 nuts ( :messenger_smirking: ) when you have 10 nuts is not as impactful as gaining 2 nuts when you have 8 nuts. The latter is relatively speaking a bigger deal.
 
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Fafalada

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You mean less tesselation (thus less polygons) at wider FOV because the objects are slightly smaller relative to screen size?
The relative decrease in size is exactly the same as relative increase in visible frustum.

More objects visible at same distance meaning more geometry/polygon displayed seem to be a safer bet to me.
Again - distance does not determine level of detail (when it's correctly implemented). Either it's coverage based - or you have a broken system. Which - fair enough - does happen in some games - but it doesn't seem to be the case in Decima engine, anything that zooms the camera is handled pretty gracefully IME).

To put it another way - contrary to popular belief - worst case for geometry density in view are actually high-zoom sniper scopes because while the FOV is narrow, there's virtually no perspective making objects uniformly 'large' (and thus more detailed) on screen, and can also lead to 'more' total visible objects on screen due to lack of distance fall-off. This effect can actually be observed in fair number of games (sniper scopes tanking performance, sometimes noticeably so on consoles in particular).

True, should have called out higher object count, draws which unless a new LoD system has been added would result in all increasing.
This one is harder to estimate without seeing the engine plumbing - but chances are in Decima (especially in this game) most of draws are terrain/vegetation which is lowest draw-call overhead (and/or instanced), so unlikely to have any meaningful impact on performance (especially on PS5, where draws are cheaper to begin with).
Might be different in more 'urban' areas but that's just completely guessing at this point.
 
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Clear

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So what's the verdict, guys. I'm about to start.

Performance or widescreen mode? 👀

Widescreen/quality. Switch up font-size to large for better readability.

This is one of the most panoramic games in existence, so the widescreen AR really suits it.
 
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captainraincoat

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Widescreen mode is the bomb on a oled…I played the original on ps4 on a monitor and playing it again I’m appreciating the detail and HDR
 

NXGamer

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This one is harder to estimate without seeing the engine plumbing - but chances are in Decima (especially in this game) most of draws are terrain/vegetation which is lowest draw-call overhead (and/or instanced), so unlikely to have any meaningful impact on performance (especially on PS5, where draws are cheaper to begin with).
Might be different in more 'urban' areas but that's just completely guessing at this point.
Well, that is a complete unknown and a different argument though, the fact instanced draws have been batched up still result in more tris on screen and verts to process, the cost is unknow but it will increase.
It would in likely hood, be tiny but again, unknown.
 
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