According to that image, if you are so interested in the line, you will also have noticed that XSX maintains a higher framerate for longer just before the sharpest drop, right?They are trying to avoid side by side FPS comparisons as much as possible, there are exceptions of course like in Robocop city traversal and Alan Wake 2.
Edit: From the written article, we can indeed see XSX FPS line dropping to sub 50's towards the end:
Hard to talk about a consistent PS5 performance advantage based on the video analysis/or this however. Still, it is running at least as well as XSX while having a higher cost shadow setting.
Yes it's not the first time we see this. But as expected there is also higher ground texture details on PS5. This was also seen in at least another UE4 title so I actually expected to see better ground textures on PS5 as well. We likely see those differences because XSX shares some settings from the weaker XSS version. It sucks for XSX owners though.The difference in shadow quality is quite substantial indeed:
Edit: Thinking about it, this is hardly the first time that PS5 version has higher quality shadows in a multi-platform title, especially with UE4.
Perhaps Xbox Series X uses VRS.Yes it's not the first time we see this. But as expected there is also higher ground texture details on PS5. This was also seen in a at least one other UE4 title so I actually expected to see better ground textures on PS5 as well. We likely see those differences because XSX shares some settings from the weaker XSS version. It sucks for XSX owners though.
It's curious, I couldn't say if it has more detail or is simply different, in the end it is nothing more than a texture. I also see different foliage, in this case it seems to benefit XSX.Yes it's not the first time we see this. But as expected there is also higher ground texture details on PS5. This was also seen in a at least one other UE4 title so I actually expected to see better ground textures on PS5 as well. We likely see those differences because XSX shares some settings from the weaker XSS version. It sucks for XSX owners though.
It's curious, I couldn't say if it has more detail or is simply different, in the end it is nothing more than a texture. I also see different foliage, in this case it seems to benefit XSX.
XSX
PS5:
Good catch. In the same time higher settings have undeniably higher processing and/or memory costs regardless of those are intended or not. Don't you thing shadow map rendering could be faster on PS5 due to 22%-122% higher color/depth ROP headroom for example? I think sometimes those choices can be deliberate.Yes it's not the first time we see this. But as expected there is also higher ground texture details on PS5. This was also seen in a at least one other UE4 title so I actually expected to see better ground textures on PS5 as well. We likely see those differences because XSX shares some settings from the weaker XSS version. It sucks for XSX owners though.
Yes, it seems certain that it is. XSS can use graphics settings from a console that has 52CU/1825mhz, when XSS's GPU has 20CU/1565mhz. That is, XSS, having a less fast GPU, with a third of the computing units of XSX, with less memory and less bandwidth, has the luxury of sharing settings with a much more powerful console.Good catch. In the same time higher settings have undeniably higher processing and/or memory costs regardless of those are intended or not. Don't you thing shadow map rendering could be faster on PS5 due to 22%-122% higher color/depth ROP headroom for example? I think sometimes those choices can be deliberate.
I was so glad I got to do the free trial on XSX. It handled and played OK, but the blurry low res visuals and poor HDR put me off buying it straight away. It looked like a game from 10+ years ago. Such a shame.
Wait, there was a trial for this.? Must have missed it. Is it still on ?
It's a 5 hour trial on EA Play.
I don't think so. I think XSX somehow inherited from XSS settings and devs haven't bothered to make XSX settings perfectly equal to PS5. Maybe because of some API quirks related to UE4 and XSX/XSS. The fact that we have seen the same problem in several games should tell us it's not performance related.Good catch. In the same time higher settings have undeniably higher processing and/or memory costs regardless of those are intended or not. Don't you thing shadow map rendering could be faster on PS5 due to 22%-122% higher color/depth ROP headroom for example? I think sometimes those choices can be deliberate.
It's based on the PC version and was ported to PS5 and XSS/X by a different team, so I think there are small differences in graphical settings.I've been looking at the images more closely and it appears that in some areas XSX is definitely showing more foliage.
I never thought using a wheel felt very good on those titles. I went to try WRC 10 just to test again and got a couldn't connect to server message that wouldn't let me get past it so I could never play.Said it for a while but so many people overlooked and downplayed just how good those Kylotonn WRC games were. They really never got the credit they deserved, the last few were excellent and now this has become a shitshow. But hey, the only way is up from here. But given what Codies have done with the F1 franchise the past 14 or so years i'm not expecting too much.
Yeah, I'm not sure it has an impact on performance, but in the video the foliage seems to be a little richer on XSX in general. Sometimes it is the same or there are variable differences, I checked if it was something related to the LOD but on PS5 there are times where the vegetation does not appear:It's based on the PC version and was ported to PS5 and XSS/X by a different team, so I think there are small differences in graphical settings.
Slightly different LODs, different shadow resolutions, texture details, etc.
The XBOX porting team has to optimize two models, so the effort is twice that of PS5.
For PS5, porting from DX12 to the unique API may be a bit of a hassle.
IMO the reason why some companies use proprietary engines is because they can bring manpower interested in challenge than just filling the job, it doesn't help that they would also probably cut the manpower and time required because its a familiar enigne.Why spend man power to enhance an aging engine for a new generation when you can just throw Epic some licensing fee to rent Unreal Engine
They own the EGO engine, just enhance it lmao
Why spend man power to enhance an aging engine for a new generation when you can just throw Epic some licensing fee to rent Unreal Engine
IMO the reason why some companies use proprietary engines is because they can bring manpower interested in challenge than just filling the job,
I think a potential side effect of this can ironically be less time spend on PS5 versions because it 'just works' relying on the high level GNMX API, instead of spending additional time optimizing and going deeper using the lower level GNM, thus leaving significant performance on the table because there is no such a luxury left in the context of time and resources. I think Microsoft's two SKU approach is also hurting PS5 quite a bit in multiplatform area in the matter of maximizing its potential.The XBOX porting team has to optimize two models, so the effort is twice that of PS5.
For PS5, porting from DX12 to the unique API may be a bit of a hassle.
You're probably best only using a bit of the 5hr trial and then saving the rest for when its been patched loads. The advantage of the trial is that, unlike a demo of course, you can revisit when updated. Assuming the trial doesn't expire by date...Perfect. That sounds like more than enough time for me in a game like this.
GG ea play / game pass.
UE4 is incredible in the right hands and UE5 is even better.
UE4
UE5
There is no improvement at all in visuals. There is a massive downgrade.
I can't find a good video but look at the comparisons of WRC vs DR2.0 in night time with rain.
The one with rain drops on the windshield and wet looking roads is DR2.0.
WRC barely has any wet looking surfaces, no mud, no puddles, the rain looks like complete shit, the rain on windscreen is complete ass, overall WRC looks like a PS3/360 game. Even worse in some aspects as atleast some racers from that gen had good weather effects.
The difference in visuals is further made in daytime settings. DR2.0 looks amazing during rainy conditions on muddy roads. WRC you can barely tell a difference between wet and dry in terms of visuals. DR2.0 also casted shadows at night with headlights. Trees, bushes, buildings etc cast shadows. Not the case with WRC, everything is flat and nothing will cast a shadow. I was quite shocked with how shit it looked considering it came nearly 5 years after 2.0. Fuck Unreal Engine.
Although it visually looks worse, it's a better game imo. I do get an odd stutter but nothing like some other games that have shader comp struggles. I also play around 100fps with a 3060ti and 6700k with mostly ultra graphics (crowds and reflections on low). It plays great and the stages are better. Shame that RBR from 20 years ago looks better sometimes when modded.
They own the EGO engine, just enhance it lmao
yea, this engine has been around since DIRT 1 on PS3, it's been upgraded and enhanced many times, the idea that they had to make this massive switch to UE just to get "larger maps" doesn't hold water. This is EA meddling, probably because they pay for one engine team in the company and don't want to pay for another.Sure but l can't imagine the EGO engine team wanting UE4, it would have been out of their hands as would have been an upper management decision to go UE.
In none of these pictures is there a greater density of vegetation favoring XSX, the pictures on top where its circled the x has an extra tuft of grass but opposite of the circled area on the other side of the road its missing half of the bushes compared to ps5, on the bottom set of pictures the circled part shows more vegetation on ps5, and both sets of pictures demonstrate much higher detailed shadows favoring ps5 as well as missing highlights and shadows in vegetation in the x version as if it had a poorer implementation of ao for vegetation. On the pictures in your post above this one with the roadside barrier on the right side of the road in the circled part the x version has 2 extra tufts of grass directly under the barrier but is missing the grassy patches behind the barrier present on PS5 the tufts are taller on ps5, also further up the road beyond the circled area the barrier shadow is completely missing on X. I don't know if it was intentional but with your tunnel vision trying to find differences favoring X you missed a whole bunch favoring PS5 even in the circled areas. All the pictures managed to do was show how poor the shadows look on X and perhaps different ao settings.Yeah, I'm not sure it has an impact on performance, but in the video the foliage seems to be a little richer on XSX in general. Sometimes it is the same or there are variable differences, I checked if it was something related to the LOD but on PS5 there are times where the vegetation does not appear:
It is not a very big difference, but when comparing XSX vs PC we can see similar differences (although in favor of the PC). The problem is that this is in motion, and such a subtle difference is impossible to perceive if it is not from side to side. but it is relatively easy to observe that there are moments where XSX has a greater density of vegetation, very subtle, but noticeable. The other way around doesn't seem to happen, at least I haven't seen it. I don't know if it's something random, it doesn't seem like it's something like going from medium to high, or from high to ultra. If it were related to graphics settings, it would be something like high vs high+. The difference is too small, between XSX and PC it is much larger, and it is supposed to be high vs ultra.
Its a bit ironic today that proprietary engines like RE Engine and even Frostbite are regarded as much better performance than Unreal today, back then a lot of studios were switching because their tech was too outdated and started to age.Heh, I don't think so. There are plenty of challenges to be found and ways to flex creative technical muscles in game development, even if your company is blueprinting its way to a finished product. I can't imagine what boss is out there going, "No, let's not adopt an industry standard toolchain, that's no fun... there's got to be a ways to make this harder?" Even the elite coders out there are best suited figuring out how to build their cool futureshit within familiar frameworks wherre it would get used the most, few can go it alone.
There are reasons still to go with a proprietary engine, but it gets tougher and tougher these days to hold those reasons up against the ever-increasing benefits of the shelf stuff (and don' forget, UE isn't just an engine, it's a full creative studio with collaborative tools and a bevy of tested third-party plugins.)
I also checked the video in slow playback.In none of these pictures is there a greater density of vegetation favoring XSX, the pictures on top where its circled the x has an extra tuft of grass but opposite of the circled area on the other side of the road its missing half of the bushes compared to ps5, on the bottom set of pictures the circled part shows more vegetation on ps5, and both sets of pictures demonstrate much higher detailed shadows favoring ps5 as well as missing highlights and shadows in vegetation in the x version as if it had a poorer implementation of ao for vegetation. On the pictures in your post above this one with the roadside barrier on the right side of the road in the circled part the x version has 2 extra tufts of grass directly under the barrier but is missing the grassy patches behind the barrier present on PS5 the tufts are taller on ps5, also further up the road beyond the circled area the barrier shadow is completely missing on X. I don't know if it was intentional but with your tunnel vision trying to find differences favoring X you missed a whole bunch favoring PS5 even in the circled areas. All the pictures managed to do was show how poor the shadows look on X and perhaps different ao settings.
No, in the first image in the area on the right it seems that PS5 has more vegetation due to the light and shadows, but if you look at the video you will see that they look exactly the same there, the Xbox ones are simply in complete shadow and are less visible, but if you advance in the video you can clearly see that they are there (this is just a few seconds after what you point out):In none of these pictures is there a greater density of vegetation favoring XSX, the pictures on top where its circled the x has an extra tuft of grass but opposite of the circled area on the other side of the road its missing half of the bushes compared to ps5, on the bottom set of pictures the circled part shows more vegetation on ps5, and both sets of pictures demonstrate much higher detailed shadows favoring ps5 as well as missing highlights and shadows in vegetation in the x version as if it had a poorer implementation of ao for vegetation. On the pictures in your post above this one with the roadside barrier on the right side of the road in the circled part the x version has 2 extra tufts of grass directly under the barrier but is missing the grassy patches behind the barrier present on PS5 the tufts are taller on ps5, also further up the road beyond the circled area the barrier shadow is completely missing on X. I don't know if it was intentional but with your tunnel vision trying to find differences favoring X you missed a whole bunch favoring PS5 even in the circled areas. All the pictures managed to do was show how poor the shadows look on X and perhaps different ao settings.
We also had cases of lower quality RT reflections on XSX in Ghostwire Tokyo (along with higher overall resolution and performance) and Callisto Protocol. Considering the performance state of other titles such as Atomic Heart and Hogwarts Legacy i think it's fair to state that the engine is noticeably friendlier to PS5. Jumping to younger UE5 in a similar context (again multiple titles with differing asset quality there) we have Immortals of Aveum developer tying the difference in fidelity to slightly higher performance headroom (and memory) offered by PS5, a deliberate choice. I think the reasons can be broad indeed.I don't think so. I think XSX somehow inherited from XSS settings and devs haven't bothered to make XSX settings perfectly equal to PS5. Maybe because of some API quirks related to UE4 and XSX/XSS. The fact that we have seen the same problem in several games should tell us it's not performance related.
It is worth clarifying that the developer you are referring to was from Reddit, in the interview with DF they did not say anything about there being differences in fidelity:We also had cases of lower quality RT reflections on XSX in Ghostwire Tokyo (along with higher overall resolution and performance) and Callisto Protocol. Considering the performance state of other titles such as Atomic Heart and Hogwarts Legacy i think it's fair to state that the engine is noticeably friendlier to PS5. Jumping to younger UE5 in a similar context (again multiple titles with differing asset quality there) we have Immortals of Aveum developer tying the difference in fidelity to slightly higher performance headroom (and memory) offered by PS5, a deliberate choice. I think the reasons can be broad indeed.
What about other console-equivalent settings? Are PS5 and Series X at medium for most settings, or are they able to go to ultra for anything?
Mark Maratea: Despite [having performance] parity, Series X and PS5 handle things differently.
I played Immortals of Aveum on PS5 and XSX, and there seems to be a big difference in texture quality.In Immortals of Aveum the only differences they found are that CAS was activated on PS5 and not on XSX, and a difference of 5-10fps in favor of the Microsoft machine.
I'm sorry, it's nothing personal against you, but I no longer believe any comparison that isn't from some specialized media. In this forum I have seen that trend: in the comparison of DF, VG Tech, NX Gamer they do not highlight differences but here there is almost always someone who puts screenshots that always favor PS5.I played Immortals of Aveum on PS5 and XSX, and there seems to be a big difference in texture quality.
It looks like there is a difference in texture resolution or reconstruction, not just the sharpening filter.
Images from the latest versions of my consoles.
Will the IQ of XSX improve when the FSR3.0 patch arrives?
adamsapple said"holy shit the IQ on console looks like I'm playing with vaseline smeared over my eyeballs."
Images captured from Youtube are low quality and are not suitable for comparing details.I'm sorry, it's nothing personal against you, but I no longer believe any comparison that isn't from some specialized media. In this forum I have seen that trend: in the comparison of DF, VG Tech, NX Gamer they do not highlight differences but here there is almost always someone who puts screenshots that always favor PS5.
Even assuming the comparison is true, it could be something that happens occasionally and the texture resolution be the same in 99% of the areas, or it could happen the other way around, etc. If DF and the developer in the interview say that the graphic settings are the same, I see no reason to doubt here.
If we look in all the nooks and crannies of the games, we are sure to find some texture with poorer quality on one platform or another, whether due to bugs, slow streaming, etc. On the other hand, it is truly surprising the difference you see in the textures of the posters there, and then in the game I can't find those differences in videos:
PS5:
XSX:
PS5:
XSX:
At the moment the information we have is that Immortals of Aveum has similar graphical settings and better performance in XSX. I have seen that there is a demo available, and I am going to also check it out of curiosity on PS5, XSX and PC. But from what I have seen, I think that if your comparison is true, it is something specific, and in no way can be extrapolated to the quality of textures of the entire game.
EDIT: Okay, downloading the demos. I'm going to take a lot of screenshots. Let's see if you're right or not. I'll also try the PC version with the typical texture settings (low, medium, high and ultra).
Images captured from Youtube are low quality and are not suitable for comparing details.
If you can't trust others, they can't trust you either.
It is important to pursue the truth without relying on the media.
We have our own consoles, eyes and brains.
Let's continue with the correct analysis.
I shot at the same distance and angle with PS5 and XSX.PS5:
XSX:
I think you've been quite dishonest here. The texture quality is identical, but due to the blurriness of XSX in the distance if you zoom in it will look blurrier, if you get closer you can see that the texture resolution is 1:1.
PS5:
XSX:
PS5:
XSX:
I'm looking texture by texture and they are exactly the SAME. The only difference is that in XSX at a distance, having much lower sharpness, they look more blurry, especially if you take screenshots and zoom in from a distance, but they are NOT differences in the quality of textures. Absolutely not.
Your comparison is correct, but it doesn't tell the whole story and you confuse texture resolution with image quality itself. The image quality on Xbox is worse (or blurrier) and it affects everything. Textures in the distance with zoom are obviously no exception. But you can see that they are the same and they do not have a lower resolution nor is it a question of texture streaming, the texture simply looks more blurry and the further away it is, the more noticeable it is.
In my comparison you can see that up close they are identical.
Example:
PS5:
Xbox:
The texture quality is identical, correct? but if we go as far away as in the PS5 capture...
The sign becomes VERY obviously blurrier if you move away from it a few meters. This has nothing to do with texture quality nor does it seem like a streaming issue. It's as if there is some very aggressive AA on Xbox or the PS5's sharpening filter keeps the texture looking more uniform in the distance.
But there are no fidelity differences here. I have looked carefully and they are exact versions.
More comparison:
PS5:
XSX:
There is no different story here than what DF told. They have more or less the same settings (both DF and the developer in the interview say so), on PS5 it looks noticeably more defined, in theory due to a sharpness filter because its resolution is not higher, and the performance is considerably more stable in XSX. The differences seen in your comparison are not the result of lower texture resolutions, or lower fidelity, it is because the game looks blurrier in XSX and the greater the distance, the more noticeable it is. Something we already knew.
Now I'll try the PC version to see if I can find the explanation for the difference in sharpness.
You're "cheating" again, you're using zoom. If you get closer you will see that the texture is the same (without zooming in). I want to think that you are not doing it consciously and you simply do not know how it works.I shot at the same distance and angle with PS5 and XSX.
Your images are lower than the actual resolution and difficult to distinguish.
Your XSX version image was taken at a closer distance than the PS5.
If the textures are exactly the same, the Nanite quality may be different.
Image quality is too degraded for a sharpening filter.
If you want to compare, please shoot at the same distance without changing the resolution.
These are other sample images. (indoors at close range)