GymWolf
Member
yeah but looks at his nephew thoMark Cerny is just a meme really, I love it, it's pretty obvious the xbox and ps5 are almost identical.

yeah but looks at his nephew thoMark Cerny is just a meme really, I love it, it's pretty obvious the xbox and ps5 are almost identical.
There was another huge patch on Xbox since the day one patch, so this may be out of date info.
Cause the PS5’s better designed for the games & developers, the things that actually matter.I know that Cerny is a great engineer and architect but sometimes I wonder why the Xbox guys don't receive the same praise.
You believed marketing?
Jason Ronald who actually designed the machines was pretty clear before launch that they would let developers decide and that they could lower other graphical effects that didn't affect gameplay, the interview is well known by now.
Also Microsoft is not responsible for third parties and the performance of their games, no more than Sony is when something doesn't run as well on PS.
Yes Forza will be interesting on both consoles but it will prove that the Series S is capable of RT in the right hands.
Microsoft's marketing reaches millions of people. Jason Ronald's tweets, or appearances on a Major Nelson podcast, do not.
What devs choose to do optimizing their games for a system is their choice, you're right on that much. But Atomic Heart is a game Microsoft have marketing rights to; the assumption would be that they'd of given them the help needed to avoid the performance problems that are evident from the launch of the game.
But either Microsoft did not do so, or they did and these problems somehow were unavoidable. I'm leaning to the former, which says a lot about Microsoft's lack of care for helping devs optimize games on their platform when Microsoft can't get exclusivity out of that game. Which is oddly opposite of Sony, who are willing to help devs optimize PS versions of their games if they have marketing rights to them, even if those same games are multiplat Day 1 releases (in fact even the Xbox versions of Callistro Protocol saw benefits from Sony's Visual Arts team helping the dev with mo-cap animations on that game).
If MS threw what help they could but these were still the results, they have fundamental issues with either their APIs, design features in the hardware itself, or both. I hope for their sake Forza Motorsport is a stunner and sets a new visual bar for Series X & S; MS need a win in the "cutting edge visuals" department given the multiplats they've been falling behind on, and the Sony 1P games that have been outpacing their games in areas including (but not limited to) visuals.
This s not a direct storage issue. It's not like you are seeing the game perform identically on PC as it is on the XS consoles.PC, Xsx and xss probably share the same development time as of a single API which is dx12 so if no direct storage is used then no IO optimization would happen in either Xbox or the PC, which even the 4090 and a beast CPU would have some small stutters.
PS5 on the other hand is another story which seems that the IO api is way more mature.
Idkbout identical... I like to think of it more like this.Mark Cerny is just a meme really, I love it, it's pretty obvious the xbox and ps5 are almost identical.
This s not a direct storage issue. It's not like you are seeing the game perform identically on PC as it is on the XS consoles.
Stutters on PC have to do with the unreal engine and how it handles shaders on the PC.
People seem to keep forgetting the convoluted memory setup MS went for with the series consoles. That shit probably complicates the shit out of developing anything on those machines.
The issues on the series consoles are clearly about memory management, not IO bandwidth. Don't forget this game is also on past-gen consoles.
Idkbout identical... I like to think of it more like this.
XSX is more powerful. PS5 is more efficient and easier to work with.
Ony devs can say (or show) which of those two options they prefer.
They do this a lot. Especially Tom.It's clearly higher resolution on PS5. Maybe like 10-20% or so. The difference on leaves is quite noticeable. Also obviously better LOD on Sony console. Odd that this time they don't talk about the resolution difference, hey?
Dude are you serious? You have HUNDREDS of developers with issues working with DX12, the only common denominator here is DirectX12, not the devs being lazy. Christ, what a stretch.
It is not a direct storage issue, as direct storage is not used at all... this has nothing to do with split memory as well. And PC just brute force the game to minimize the stutterings, it's quite obvious that PC with slower CPUs would have stuttered way more.This s not a direct storage issue. It's not like you are seeing the game perform identically on PC as it is on the XS consoles.
Stutters on PC have to do with the unreal engine and how it handles shaders on the PC.
People seem to keep forgetting the convoluted memory setup MS went for with the series consoles. That shit probably complicates the shit out of developing anything on those machines.
The issues on the series consoles are clearly about memory management, not IO bandwidth. Don't forget this game is also on past-gen consoles.
Idkbout identical... I like to think of it more like this.
XSX is more powerful. PS5 is more efficient and easier to work with.
Ony devs can say (or show) which of those two options they prefer.
Nope.The memory setup on the Series S isn't the same as Series X, it's 2gb reserved for the OS and the faster 8gb for the developer, they have no access to the slower 2gb, Microsoft stated this, so that disproves that theory.
Jokes on you. Wait until they upgrade the tools.PS5:
- Sharper
- Locked 60fps
- Better draw distance (Xbox missing details).
Where did I say this had to do with direct storage? I am sure I said direct storage had nothing do with it.It is not a direct storage issue, as direct storage is not used at all... this has nothing to do with split memory as well. And PC just brute force the game to minimize the stutterings, it's quite obvious that PC with slower CPUs would have stuttered way more.
The elevator section which slows down to 30fps when nothing happens on screen clearly shows streaming problems and disproves your point
I also noticed that they minimize the performance gap between PS5 and Xbox…Not trying to discredit Adamsapple and I appreciate his summaries but that summary seems to miss some key points there. Namely the series S performance is the worst not just prone to drops too, and the xbox specific bugs.
Wasnt Tom analyzing it, it was OliverThey do this a lot. Especially Tom.
Instead of taking the game down per the request of Ukraine, ms told the russian devs to sabotage the game on x series so folks wouldn’t buy it.Sony paid for their game to run better.
Which means Sony is a Russian apologist.
Sony hates Ukraine
Lol this has to be a joke![]()
Still investigating
Nope.
When I say convoluted memory setup with XS consoles, what I mean is...8GB for XSS, 10 + 6GB or XSX vs 13/14GB for PS5.
On XSS, not only do you have significantly less memory than the two premium consoles, your overall bandwidth is 224GB/s. Not only less than half that of the XSX and the PS5, but even less than that of the XB1X. On XSX, this is even worse, because now you have two independent memory banks. 10GB at 560GB/s, and 6GB at 336GB/s.
That is an all-around convoluted architecture. And it will be a nightmare for devs to build out to. Especially when you consider that when optimizing any engine for any specific platform, one of the most important optimizations is memory management. It doesn't matter how fast or powerful your cores are if its taking you significantly more time and work to get tasks to them to run in the first place.
You implied that direct storage is not the culprit (which both you and me agree on, as it is not used) but the split memory bandwidth and that's false as I have explained that the game stutters in the elevator area.Where did I say this had to do with direct storage? I am sure I said direct storage had nothing do with it.
And how do you not see that you are just making my point for me? Anyway, thanks.
What do you mean it's not used?You implied that direct storage is not the culprit (which both you and me agree on, as it is not used) but the split memory bandwidth and that's false.
Lol this has to be a joke
lmao. I remember this.![]()
Still investigating
It's a dx12 ultimate feature which was announced to be implemented late 2022. No game that I know uses it except from returnal. It uses GPU decompression on the fly to avoid stutters when streaming data from the SSD. XBOX has a dedicated hardware for it which frees CPU and GPU from that workWhat do you mean it's not used?
Are you saying this game doesn't use it on Xbox or...?It's a dx12 ultimate feature which was announced to be implemented late 2022. It uses GPU decompression on the fly to avoid stutters when streaming data from the SSD. XBOX has a dedicated hardware for it which frees CPU and GPU from that work
It's the same dx12 apiYou're confusing the PC version with the Xbox version.
Only the GPU can see the memory difference and the slower memory is again reserved for the OS and the balance on Series X used for CPU and Audio. I'm sure DF said that the Series X actually has more available memory for developers as it reserves less.
The Series S has the advantage of GDDR6 over the One X and normally outputs at much lower resolutions so doesn't need that the same throughput. When resolution matched in games with One X like Ori, Halo Infinite 60fps etc Series S always outperforms One X.
Errr... when resolution matched between One X and series S the reason the S outperforms because of the better CPU.Only the GPU can see the memory difference and the slower memory is again reserved for the OS and the balance on Series X used for CPU and Audio. I'm sure DF said that the Series X actually has more available memory for developers as it reserves less.
The Series S has the advantage of GDDR6 over the One X and normally outputs at much lower resolutions so doesn't need that the same throughput. When resolution matched in games with One X like Ori, Halo Infinite 60fps etc Series S always outperforms One X.
Jokes on you. Wait until they upgrade the tools.
DLSS 2 looking better than native 4K.
Damn that’s impressive.
Watch the DF video again. The Series X isn't just stuttering. It has prolonged periods of running at a much lower framerate. A stutter can be due to an access miss or something. Running at a lower FPS for prolonged durations of time speaks more to RAM or its availability. It means the entire engine is getting bottlenecked somehow. We know it's not a raster bottleneck, it also isnt an IO bottleneck being that the game is on the previous-gen consoles too. That leaves memory being the only possible culprit. And what is the only difference between the memory on the PS5 and that of the XS consoles?You implied that direct storage is not the culprit (which both you and me agree on, as it is not used) but the split memory bandwidth and that's false as I have explained that the game stutters in the elevator area.
Edit: What would have happened if the 10gb bandwidth gets bottlenecked is heavy stutters in scenes with a lot of effects in place (like transparencies) or a lot of high rez textures on screen
That's to be expected when every single PS5 GPU component is running 22% faster compared to XSX counterparts. Additional speed isn't free.I relied on this report:
https://www.eurogamer.net/heres-how-much-power-your-consoles-use-and-how-much-that-costs-in-the-uk
I don't know if it's up to date but according to this Eurogamer report, XSX consumes less power when running the same game, when iddle and when using media applications. In sleep mode, mode in which PS5 consume less, Xbox is more efficient while downloading a game.
So you are saying that the most logical explanation is that these devs collected MS GP money and just set out to fuck them over right?I’m shelving this for the moment, pretty disgusted. Playing 1.0.2.0 latest XSX patch and videos are not even playing on the wall monitors or TV on the safe rooms. That’s nothing to do with DirectX, hardware or other generally stupid warrior Gaf takes. Dev must know these videos are not playing and still decided to release the game for Xbox in such state. Their QA would not miss such a blatant issue. They just didn't dedicate enough time to iron out the issues on Xbox. If this is what MS gets with their deals, I’m afraid they are laughing on their faces.
I was commenting on the load stutters which were the big dips.Watch the DF video again. The Series X isn't just stuttering. It has prolonged periods of running at a much lower framerate. A stutter can be due to an access miss or something. Running at a lower FPS for prolonged durations of time speaks more to RAM or its availability. It means the entire engine is getting bottlenecked somehow. We know it's not a raster bottleneck, it also isnt an IO bottleneck being that the game is on the previous-gen consoles too. That leaves memory being the only possible culprit. And what is the only difference between the memory on the PS5 and that of the XS consoles?
Errr... when resolution matched between One X and series S the reason the S outperforms because of the better CPU.
Data doesn't care if you are on GDDR5/6/6x.... it only cares about bandwidth. The One X has more memory bandwidth than the series S. There is NO. ZERO, memory advantage of the series S over the one X. Pease, don't say this outside these forums..
If you are taking caches or rendering architecture, that's a different matter. But that's not what we are talking about here.
Developers with billions of dollars behind them struggle to make their shitty games not stutter on PC - then a random Russian developer comes along and makes a near flawless experience on their first try. This industry is embarassing.
I noticed the softer image immediately but it could be a bug with resolution scalingSome side by side scenes show noticeably softer image on XSX (seemed quite obvious), i suspect it is running at slightly lower resolution compared to PS5 at these moments. To be confirmed on Vgtech or NXgamer's analysis.
Yeah what a fantastic algorithmDLSS 2 looking better than native 4K.
Damn that’s impressive.