• Hey, guest user. Hope you're enjoying NeoGAF! Have you considered registering for an account? Come join us and add your take to the daily discourse.

DF - F1 24 - PS5 Pro Hands-On - Ray Tracing and PSSR Upgrades Tested

Bojji

Member
Yet it's my post you took issue with that just pointed out the VRS difference too. why? because the non RT shadows were getting Pro higher fps and VRS was getting higher fps for a 3060ti? My post wasn't purely about the VRS difference it was just a fact. My post was about the more important fact that PS5 Pro is maintaining a higher FPS at a significantly higher res than a 3060ti.


I see a big difference in your minimum framerate. 66fps vs 72fps as well as the 2fps average, which is which? This is on a 4070Super and you're almost hitting the cap. You would be going lower than 60 on a 3060Ti. You also lowered your benchmark from 1600 to 1440 for this. Was Monaco performing significantly worse since you're getting near the same fps at 1440 as you did at 1600 elsewhere?

Answer the question. When you drove off in the rain did seeing the alpha effects tank your performance. It's easy to test, do the bit DF did to get their DRS value, that's what's important, that's what you're refuting, right? The fact that DRS would be more aggressive on Monaco in the rain. Drive with the full grid and see if framerate takes a bigger hit when you take off in the rain and effects your average resolution.

Fuck me that 1600 was there by mistake, i didn't even know lol.

Video version:





And this one is interesting, lowering RT from high to medium jumps framerate from 80+ to 120+



And I don't see much difference when looking at it. Pro is using high or medium? We don't know at this point.

If I was playing this game I would play it in 4k with DLSS, that 1440p native is purely for testing here.
 

Tqaulity

Member
This ...which is one of a few reasons why the Alan Wake 2 Pro patch is so disappointing! Fidelity mode literally only has reflections and Performance is going to look like shit with 860p native resolution
First, I strongly encourage you guys to reserve judgement once you actually see the PRO running in person on your (hopefully) 4K screen. Second, Relax! Alan Wake 2 is already showing to be a significant improvement over the base PS5 experience...which is the point. It's not to compete with some random PC spec, but to elevate the PS5. The RT reflections and sharper resolve in fidelity mode are going to be huge and noticeable upgrades. And Performance mode has higher graphical settings while doubling the output resolution, using the better reconstruction tech and having more stable 60fps performance. Seriously, what more do you expect from a $700 console? The problem isn't the PS5 PRO's performance but people's expectations!

You aren't really doing an apples to apples comparison to conclude Pro is 3060ti power. On a 3060ti if you try to hit 1440p you'll be dropping into the 38fps even in good weather and not Monacos cramped starting grid. This is the game engine running on a 3060ti at 1440p, notice how bad the framerate is on a mundane track:
I really wish everyone stops trying to compare the PS5 PRO to a PC because that's really missing the point. It's a PS5 Pro whose purpose is to elevate the experience of playing PS5 console games which it is clearly doing. If you already have a powerful PC that you enjoy, good for you and you probably shouldn't even be looking at a PS5 PRO. If you're primarily a console gamer that has the equipment to maximize the quality of your PS5 games, then you are the target audience for this.

I'd like to point out based on what we know even at this point before release, the PS5 PRO is already way better than the PS4 PRO was in terms of impact to the games. 90% of the PS4 PRO was simply just doubling the 1080p resolution to 1440p. No graphical settings changes, middling use and generally poor results with the checkerboarding, and mostly still CPU limited performance (despite the PS4 PRO being a bigger jump in tech specs). PS5 PRO is already bringing things that were simply not possible on the base PS5 with many of the RT upgrades across a number of games already while PSSR can transform the IQ in many games. Also, with the proliferation of unlocked framerates (w/VRR) and DRS (something that was not common at the launch of the PS4 PRO), we'll see a host of meaningful performance improvements from patched and non-patched games alike. 120fps will be much more common and VRR negates the need to have a fixed fps to have a great experience.

RELAX folks....you'll see the difference . In 2 weeks sh** gets real!!
 

Three

Gold Member
Fuck me that 1600 was there by mistake, i didn't even know lol.

And I don't see much difference when looking at it. Pro is using high or medium? We don't know at this point.

If I was playing this game I would play it in 4k with DLSS, that 1440p native is purely for testing here.
So you did get worse drops when you had a full pack of cars in front spraying. These would be even worse drops with poor raster performance.

4k with DLSS at quality mode is a 1440p native res, that would be a match for the PS5 Pro setting. In settings you can enable DRS with a minimum scale of around 75 then you will also get the equivalent DRS settings too. The DRS profile is what sets the aggressiveness of your DRS though. It isn't simply "it will be the median of your native res and minimum scale value" like you suggested it will. That's not necessarily how DRS works it depends on hitting the target fps. If Monaco is hitting 1224p even on average doesn't mean that's what it's at most of the time.
 
Last edited:

Bojji

Member
So you did get worse drops when you had a full pack of cars in front spraying. These would be even worse drops with poor raster performance.

4k with DLSS at quality mode is a 1440p native res, that would be a match for the PS5 Pro setting. In settings you can enable DRS with a minimum scale of around 75 then you will also get the equivalent DRS settings too. The DRS profile is what sets the aggressiveness of your DRS though. It isn't simply "it will be the median of your native res and minimum scale value" like you suggested it will. That's not necessarily how DRS works it depends on hitting the target fps. If Monaco is hitting 1224p even on average doesn't mean that's what it's at most of the time.

It's 3 frame difference on first corner with massive sprays of water vs. sunny day.

gFzEuOv.jpeg
GLbrWEJ.jpeg


But this effect will mostly kill gpus with low memory bandwidth, 4070ti super has over 700GB/s so it's not the problem. Pro memory bandwidth is good as well for this. Tom didn't show Monaco resolution during the day and what resolution is has, we have to wait for full analysis (if they even get this deep, sometimes DF is not doing that...).
 
Last edited:

SKYF@ll

Member
It's been four years since VRS was introduced, but I feel it's the most failed technology of this generation.
Is the only one that makes good use of it the console version of COD, which uses SW VRS (8x8)?
 

Crayon

Member
Are you guys trying to figure out if it's more like a $400 card or a $500 one? Going to be a little hard to split that hair with a comparison setup like this.
 

Inviusx

Member
The planar reflections on the 120hz performance mode look the same as RT 😅

RT reflections continue to be the biggest fucking waste of resources considering planar reflections have been around for decades.
 

kevboard

Member
The planar reflections on the 120hz performance mode look the same as RT 😅

RT reflections continue to be the biggest fucking waste of resources considering planar reflections have been around for decades.

planar reflections only work well on more or less flat surfaces.
they also are almost as computationally expensive as RT reflections if applied on every reflective surface.

I am a fan of planar reflections tho. and I think a clever combination of perspective corrected cubemaps and planar reflections get you 80% there in most scenarios.

sadly however, that just takes too much time optimising, and we know modern AAA devs love to just press a button and have the engine do their work for them. and how do they do that if Raytracing isn't an option? well they just slap screen space reflections on everything.

and screen space reflections are disgusting.

hell, even when not needed they do it.
Need for Speed Unbound has convincing cubemaps on building windows, and really decent planar reflections on road surfaces.
but they just had to ruin it by adding screen space reflections ON TOP of the planar reflections 😭 because cars aren't mirrored in their planar reflections.

so instead of budgeting their game to also incorporate nearby cars, they opted to just slap that SSR vomit on the road surfaces 😩 leading to cars, including your own, to always have a void below them where the SSR lacks the capability of reflecting the undercarriage of your car.


raytracing, much like SSR, can also "just be slapped on" in modern engines. so I take that over SSR, and I lost hope that devs finally go back to embracing planar reflections and good cubemaps without SSR shit
 
Last edited:

YCoCg

Gold Member
I'm just glad we're getting closer n closer to Digital Foundry analysis threads for any comparisons, face offs becoming a thing of the past.
Haters have been saying this since the tail end of the Xbox 360 Vs Playstation 3 comparisons.
 

saintjules

Gold Member
Very tempting. Can't find the disc drive in stock in the UK though. Won't be grabbing one unless I can get a disc drive. Most of my games are physical.

I got one as soon as the Pro was officially announced. I mentioned to everyone in here that they should grab one if they were tempted in the slightest. I'd imagine it might take some time to find one at this point.
 
I got one as soon as the Pro was officially announced. I mentioned to everyone in here that they should grab one if they were tempted in the slightest. I'd imagine it might take some time to find one at this point.
That's fine, I'm not in a rush. It has probably done me a favour tbh. I'll wait for impressions or just impulse buy when the disc drive is in stock.
 

Markio128

Gold Member
This game looks and performs well on regular PS5 based on my few hours of play, so EA obviously had a decent starting point to work on the Pro version. Same with GT7. There are a few racing games released this gen that don’t look or perform as well on the base console, so I’ll be interested to see how they are improved. I’m thinking The Crew, Test Drive and Dirt Rally for example.
 
Last edited:
Top Bottom