To me, this illustrates once again the priority of development. Xbox consoles, for obvious reasons, will always be last on the list. Time and money are limited.
There are pedestrian and some cars in the PS5 version,the pedestrians are missing on the left-hand side on the Series X.Benchmark is also clearly non-deterministic given that there are cars in the XSX view and not in the PS5 one. So you have to find shots that are roughly equivalent if you want to do a fair comparison.
It does to a degree but I'm not sure how big of a gap 1008p vs 1152p is.
Is 1152p 2048x1152? If it is, the difference between them is 27% (fps and resolution).Basic math, but 45fps is 75% of 60fps whereas 1008p is 87.5% of 1152p. So it still doesn't account for all of those lost frames.
It's more the issue that they have to split resources across 2 SKU's on the Xbox side.
I doubt it's that big of an issue, otherwise it would effect every single released game.
This game (Cyberpunk)'s always ran better on average on the PS5, the iteration of the Red Engine seems to favor the PS5 architecture more.
Then, in the video you can see visual inconsistencies in the PS5 version. I don't know if the game generates details randomly or Is popping but there are more visual details in XSX.There are pedestrian and some cars in the PS5 version,the pedestrians are missing on the left-hand side on the Series X.
Looks like a type of dynamic lighting, some parts have lit windows on PS5 and not on Series X and sometimes the other way around. The fog doesn't help.Then, in the video you can see visual inconsistencies in the PS5 version. I don't know if the game generates details randomly or Is popping but there are more visual details in XSX.
I still believe that the correct comparison would have been to use Phantom Liberty scenes, only due to the fact that it is the most demanding and recently launched and in it the performance of both is supposedly the same.
Shouldnt matter because the XSX OS already reserves 2.5 GB of ram and 1 CPU core. PS5 reserves 3.5 GB and 1.5 CPU cores according to DF.Doesn't the Xbox have a thick layer of shit between its OS and the game running that the PS5 doesn't have to contend with? Kind of why suspend and resume works or whatever.
I'm referring to total pixel difference and not an part of the composing resolution.Basic math, but 45fps is 75% of 60fps whereas 1008p is 87.5% of 1152p. So it still doesn't account for all of those lost frames.
Geometric density is "intermediary gen" I would say (higher polycount that last gen games, but not on par with UE5 or Remedy mesh shaded models), and AI is behind, but otherwise yes it's pretty next gen I would say.Just checking, does this qualify as a "real next-gen" game?
- Performance can be up to 33% better on the PS5 in matched frames with Series X having lows of 45fps
Rdna 1.5 delivering the goods.
Do you know where they mentioned this?Shouldnt matter because the XSX OS already reserves 2.5 GB of ram and 1 CPU core. PS5 reserves 3.5 GB and 1.5 CPU cores according to DF.
it was in one of their DF directs either last year or maybe the year before that.Do you know where they mentioned this?
Do you know where they mentioned this?
I asked a mate to run a test on his 6700 using 64%-80% DRS with an 1800p output using FSR2 and another test using 56%-80% DRS. Basically, a floor of 1152p and 1008p. SX and PS5 DRS. Basically no difference. He also restarted the game just to make sure there wasn't some screw up with the settings.It's roughly the difference between going from say DLSS/FSR Quality (0.66x) to Balanced (0.58x), 0.66/0.58 = 1.137. Just ran it and it's solidly ~20% faster on my 3080. Not surprising, GPU-limited perf tends to scale fairly linear with resolution.
As usual PS5 performs as it should be. The real anomaly, again, is the XSX that performs quite worse than a similar PC / GPU. Thing is, there are no RDNA2 GPUs on PC with so many CUs per Shader Array. Maybe there is a good reason?Yep. PS5 is rock solid in that sequence. A couple of frame drops here and there but by and large, sticks very close to 60fps. Series X is all over the place with a lot of screen tearing and tons of drops into the 40s. This is even more puzzling because a PC with DX12 and what should be significantly more overhead actually outperforms the Series X at matched settings and DRS.
A console should at the very least match an identically-specced PC. It loses a lot of its appeal if it just performs worse.
The Xboxs were actually the first versions to have the next-gen update with more NPCs, better geometry and assets. PS5 got it later.To me, this illustrates once again the priority of development. Xbox consoles, for obvious reasons, will always be last on the list. Time and money are limited.
Sure but beware as things could have changed from there. Sony almost always increased memory and even CPU available to games (seen on PS3, PSVita and PS4), even years after the release.Shouldnt matter because the XSX OS already reserves 2.5 GB of ram and 1 CPU core. PS5 reserves 3.5 GB and 1.5 CPU cores according to DF.
This is a GPU bottleneck which the OS shouldnt really have an impact on.
I don't know for sure, but there it's not just a question of some light from some window. These are buildings and stage elements in the distance completely absent in the PS5 version.Looks like a type of dynamic lighting, some parts have lit windows on PS5 and not on Series X and sometimes the other way around. The fog doesn't help.
Do you know where that is on the map? I could boot up the game and check.I don't know for sure, but there it's not just a question of some light from some window. These are buildings and stage elements in the distance completely absent in the PS5 version.
Whatever the reason, it is certainly shocking because of how obvious it is at first glance.
Did you miss the part where it performs similar to a PC spec'd to an Xbox - which would be considered a pretty low end PC.PlayStation is unbelievably poweful. I might get one instead of a pc next gen.
I haven't played CP2077 in a long time. I do not remember. Can it be part of a predetermined mission?Do you know where that is on the map? I could boot up the game and check.
It probably doesn't make a difference because it stays close to the target framerate (60fps) more often. Even so, it is difficult for running 1008p vs 1120p to have such a difference in performance. It is true that running at the same resolution as PS5 should help, but I personally think it would still not work like it does on PS5.I asked a mate to run a test on his 6700 using 64%-80% DRS with an 1800p output using FSR2 and another test using 56%-80% DRS. Basically, a floor of 1152p and 1008p. SX and PS5 DRS. Basically no difference. He also restarted the game just to make sure there wasn't some screw up with the settings.
He used console settings and got pretty much the same results. This suggests that perhaps the DRS on SX isn't working like it should? Could be not aggressive enough.
He also ran a test using FSR2 with an 1800p output and set the DRS to 56% min and max, and 64% min and max with a 30fps target frame rate. The resolution shouldn't budge since it's always above 30.
Here is what he got:
Performance was 13% higher at 1152p compared to 1008p in the benchmark.
To me, this illustrates once again the priority of development. Xbox consoles, for obvious reasons, will always be last on the list. Time and money are limited.
I found the area, it does show lights and buildings but they look a bit different than in the video, I am not on the latest version though so I am downloading that to check. I have to say... The fog around the street lights looks absolute shite.I haven't played CP2077 in a long time. I do not remember. Can it be part of a predetermined mission?
It would be great if you can verify it, only to explain in first hand such a shocking visual discrepancy in that video.
Buildings and constructions are created randomly at night perhaps? Or different builds on each console? It's strange because in XSX it is the same building as in the DF video ?I found the area, it does show lights and buildings but they look a bit different than in the video, I am not on the latest version though so I am downloading that to check. I have to say... The fog around the street lights looks absolute shite.
1.610.000
Updated it to 2.100.000 or whatever and the buildings and lights across the water look the same as the Xbox.
Yeah seemed to change with the update lol weird. I wonder what else they changed/added from 1.610 to 2.100. The fog around the lights looks slightly less shit in the latest version but that might just be the angle.Buildings and constructions are created randomly at night perhaps? Or different builds on each console? It's strange because in XSX it is the same building as in the DF video ?
Anyway, I don't think it's anything relevant either.
Thanks for the effort
I was always tried of them pairing their pc gpus with like a 12900k then doing console comparisons so it’s nice it changed and good on you for noticingHe finally fucking paired those CPUs with a 6700. Only took 2 years lol.
This was a great video. I hope to see more of this stuff from DF. It is very curious to see xsx struggle with vrs on and vysnc off. Vsync has a big hit on my GPU so had they disabled vsync, im guessing the PS5 wouldve performed even better. And we see this in almost every game. For whatever reason, MS demands that vsync not be engaged in these games.
The AMD PC setup performed very close to the PS5 so not much in the way of secret sauce for the PS5 doing all the heavy lifting. So maybe not because of Cerny's IO block, but it seems the PS5's high GPU clocks and XSX's wide and slow design are the reason why so many XSX games have struggled to keep up with the PS5 this gen.
I do wonder why other games perform better on the XSX. If the GPU is indeed poorly designed then surely it would affect every game the same way. I understand some engines will always prefer PC over PS libraries, but you never see a 6700 get outperformed by a 6600 on PC.
Regardless, maybe MS shouldve just done a 40 CU GPU at 2.23 Ghz. They wouldve probably topped out at 11 tflops instead of 12 but they wouldnt have had these embarrassing comparisons for sure. Not a good look for their engineering teams.
Tbf this game favors nvidia cards so it may explain why the ps5 isn’t punching above its spec like normalHe finally fucking paired those CPUs with a 6700. Only took 2 years lol.
This was a great video. I hope to see more of this stuff from DF. It is very curious to see xsx struggle with vrs on and vysnc off. Vsync has a big hit on my GPU so had they disabled vsync, im guessing the PS5 wouldve performed even better. And we see this in almost every game. For whatever reason, MS demands that vsync not be engaged in these games.
The AMD PC setup performed very close to the PS5 so not much in the way of secret sauce for the PS5 doing all the heavy lifting. So maybe not because of Cerny's IO block, but it seems the PS5's high GPU clocks and XSX's wide and slow design are the reason why so many XSX games have struggled to keep up with the PS5 this gen.
I do wonder why other games perform better on the XSX. If the GPU is indeed poorly designed then surely it would affect every game the same way. I understand some engines will always prefer PC over PS libraries, but you never see a 6700 get outperformed by a 6600 on PC.
Regardless, maybe MS shouldve just done a 40 CU GPU at 2.23 Ghz. They wouldve probably topped out at 11 tflops instead of 12 but they wouldnt have had these embarrassing comparisons for sure. Not a good look for their engineering teams.
But I thought Series X was Microsoft's mid-gen console?
How is it possibile that it performs worse than the base PS5???
Whats really interesting is that even the XSS performs better than the XSX.I'm confused with the SX results though. The PC version using the PS5 settings easily beats it, and using the Series X settings, it still wins comfortably, albeit by a slimmer margin. I thought maybe it was some DX quirk but this doesn't appear to be the case.
With a low of 648p though.Whats really interesting is that even the XSS performs better than the XSX.
This is not a game (or engine) that showcases PS5 custom I/O. We can see the effect in Sony first party games (Spider-man and TLOU).He finally fucking paired those CPUs with a 6700. Only took 2 years lol.
This was a great video. I hope to see more of this stuff from DF. It is very curious to see xsx struggle with vrs on and vysnc off. Vsync has a big hit on my GPU so had they disabled vsync, im guessing the PS5 wouldve performed even better. And we see this in almost every game. For whatever reason, MS demands that vsync not be engaged in these games.
The AMD PC setup performed very close to the PS5 so not much in the way of secret sauce for the PS5 doing all the heavy lifting. So maybe not because of Cerny's IO block, but it seems the PS5's high GPU clocks and XSX's wide and slow design are the reason why so many XSX games have struggled to keep up with the PS5 this gen.
I do wonder why other games perform better on the XSX. If the GPU is indeed poorly designed then surely it would affect every game the same way. I understand some engines will always prefer PC over PS libraries, but you never see a 6700 get outperformed by a 6600 on PC.
Regardless, maybe MS shouldve just done a 40 CU GPU at 2.23 Ghz. They wouldve probably topped out at 11 tflops instead of 12 but they wouldnt have had these embarrassing comparisons for sure. Not a good look for their engineering teams.
So, some cool stuff in there. Rich has save files on PC meant to be benchmark runs. They're all scripted in-game and real time sequences to stress the PC. He used the cross-save feature to export those saves to Series consoles and PS5. The scripting remained intact and they serve as perfect 1-to-1 benchmarks.
The interesting bits.
Edit: DRS windows
- The benchmarks for Quality/RT and Performance mode are locked to 30 and 60fps respectively
- Both consoles output at 1800p using FSR2 with a maximum internal resolution of 1440p
- Series X in performance mode has a lower bound of 1152p vs 1008 for the PS5
- In the RT mode, the performance difference is irrelevant. They both lock to 30
- First benchmark and least demanding one: Series X drops 36/3600 frames (1%), PS5 25/3600 (0.7%)
- Second benchmark: Series X drops 74/3100 frames (2.4%), PS5 34/3100 (1.1%)
- Third benchmark: Series X drops 1264/15500 frames (8.2%), PS5 32/15500 (0.2%)
- Performance can be up to 33% better on the PS5 in matched frames with Series X having lows of 45fps
- Rich also used an AMD 4800S desktop kit which has a CPU identical to the Series X paired with a 6700 downclocked to 2.23GHz to match the PS5's clocks
- They tweaked the PC version to be a match for the PS5's settings and DRS range
- They ran the third benchmark on all three: Series X 1264/15500 (8.2%) dropped frames with a 55.1fps average, PC 218/15500 (1.4%) for a 59.2fps average, PS5 leading with 32/15500 (0.2%) with a 59.9fps average, and finally series S 432/15500 (2.8%) with a 58.3fps average
- Pairing the 4800S with a 7900 XTX resulted in no dropped frames, confirming that the results on consoles are GPU-limited
- Also tweaked the 4800S/6700 to match the slightly higher DRS of the Series X. PC was still ahead
- Series X/S seem to be using VRS
That piece of shite Plantation 5
And would that make a difference on PC?This is not a game (or engine) that showcases PS5 custom I/O. We can see the effect in Sony first party games (Spider-man and TLOU).
Bingo.I think there is not much mystery: it depends exclusively on the game, the API and the optimization.