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Digital Foundry: Romeo Is A Dead Man - DF Review - PS5/PS5 Pro/Xbox Series X|S/PC

UE5 actually doesn't use those features, engine itself was heavily advertised for PS5 in first demos.

But it looks like it likes high memory bandwidth a lot of compute power, that may be the reason why Xbox outperforms PS5 in many games, nothing to do with RDNA2.
So why are you bringing that thread up if that's what it is? People were discussing RDNA2. yeah UE5 uses those features despite the first demo of UE5 being on the more popular PS5.
 
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It is interesting that a smaller Japanese dev can get more performance out of the series X Vs the ps5 when you would expect the focus to be on ps5.

It is Suda, so baffling kinda makes sense.
 
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So why are you bringing that thread up if that's what it is? And yeah they use those features despite the first demo of UE5 being on the more popular PS5.

Show me UE5 games with SFS and VRS.

Mesh shaders may be used but it's pretty much the same shit as primitve shaders on PS5.

I mentioned this thread because you can read a lot of "interesting" opinions there that Xbox never showed any hardware advantages in games. That is not true even eliminating RDNA2 features.
 
First, check the results again in some of those games... Some are debatable which is better, and others fall into that range you mentioned where "who celebrates victories by a 1-frame difference"? But hey! Only stupid, tiresome Xbots fans would complain. 😉

Now review games where the PS5 wins by up to 15+ fps, starting with AW2 2023 --->.

You should check, not me. Kingdom Come Deliverance 2has a hefty fps advantage on base PS5 and Pro upgrade is one of the best. Yes, year where games started to perform basically in every game on XSX. is since last year




And that reaction perfectly describes you.

Looks who is talking.


And here we go again.... Let's generalize and say that it's always the tiresome and naive Xbots fans who deserve to be ridiculed. PS fans, always consistent and nothing to criticize them for regarding what they said... and yet, in the end of all, here we are well into the sixth year of the generation, in a scenario that those same people said would never happen, a trend favoring the XSX in multiplatform game results, in a thread about a niche game from a Japanese studio with an XSeries version and the XSX performing up to 18fps better than the PS5.... But hey! nothing to see here!🤷

There is no "here we go again". There is no "generalize". That's Xbox fandom is. Always will be. Don't blame PS fans for Xbox fuck ups. Blame those who still fucks you and Xbox fandom in the brain till this day. Long live Jez Corden
 
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Show me UE5 games with SFS and VRS.
Don't need to because why the hell would an UE5 game use VRS is the question. Games did use VRS though. VRS was not that great and on top of that doesn't play nice with things like DLSS in UE5 anyway. Software VRS even did some things better.

SFS had too many problems too and even in first party games like Flight Sim where it would have made the most sense out of any game was not used. That's not because of the PS5 install base though.

Mesh shaders may be used but it's pretty much the same shit as primitve shaders on PS5.
Which was what was being said. The impact of those features was minimal.

I mentioned this thread because you can read a lot of "interesting" opinions there that Xbox never showed any hardware advantages in games. That is not true even eliminating RDNA2 features.
I haven't read those "interesting" opinions. I've not read anybody say xbox never showed any advantage in any games. That would be silly. I thought you were talking about the RDNA discussion.
 
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Show me UE5 games with SFS and VRS.

Mesh shaders may be used but it's pretty much the same shit as primitve shaders on PS5.

I mentioned this thread because you can read a lot of "interesting" opinions there that Xbox never showed any hardware advantages in games. That is not true even eliminating RDNA2 features.
it didn't though, like till today they still trade blows. buying a ps5 you didn't miss out on anything in fact most of this gen ps5 ran games slightly better. in this game sure series x is much better but this is extremely rare.
 
Don't need to because why the hell would an UE5 game use VRS is the question. Games did use VRS though. VRS was not that great and on top of that doesn't play nice with things like DLSS in UE5 anyway. Software VRS even did some things better.

SFS had too many problems too and even in first party games like Flight Sim where it would have made the most sense out of any game was not used. That's not because of the PS5 install base though.


Which was what was being said. The impact of those features was minimal.


I haven't read those "interesting" opinions. I've not read anybody say xbox never showed any advantage in any games. That would be silly. I thought you were talking about the RDNA discussion.

In this thread I was just talking about power differences.

Some games will prefer more compute, others higher clock. UE5 is calculation a lot of stuff on shader cores so it's logical that is scales better with Teraflops.
 
In this thread I was just talking about power differences.

Some games will prefer more compute, others higher clock. UE5 is calculation a lot of stuff on shader cores so it's logical that is scales better with Teraflops.
It's not that clear cut because this wouldn't be true for this game in the tested section either since PS5 Pro has both more compute and higher clocks than XSX too. It is more likely that somethings is taxing the CPU in that section.
 
It's not that clear cut because this wouldn't be true for this game in the tested section either since PS5 Pro has both more compute and higher clocks than XSX too. It is more likely that somethings is taxing the CPU in that section.

I don't think this has bespoke Pro updates, just running the base PS5 code at higher DRS, so any shortcomings or un-optimization there carries over and the drops we're seeing are places where the brute force alone isn't enough.

But then again, I find the notion that a Japanese developer prioritized Xbox development over PS5 also laughable. Not a controversial thing to say that UE5 likely just tends to favor the Xbox architecture a bit more ' out of the box '.
 
I don't think this has bespoke Pro updates, just running the base PS5 code at higher DRS, so any shortcomings or un-optimization there carries over and the drops we're seeing are places where the brute force alone isn't enough.
It doesn't need to have them when it is an UE5 game. It still uses those CUs to maintain framerate/res. it has more compute on the PS5 Pro.
But then again, I find the notion that a Japanese developer prioritized Xbox development over PS5 also laughable. Not a controversial thing to say that UE5 likely just tends to favor the Xbox architecture a bit more ' out of the box '.
A developer doesn't need to prioritise xbox. Nobody said that. How has 'taxing CPU' turned into "prioritise xbox development"?
Was that a freudian slip or what?
 
A developer doesn't need to prioritise xbox. Nobody said that. How has 'taxing CPU' turned into "prioritise xbox development"?
Was that a freudian slip or what?


Trying to rationalize the unusually high perf difference we're seeing here. We both know it's not because grass hopper prioritized Xbox.
 
I don't think this has bespoke Pro updates, just running the base PS5 code at higher DRS, so any shortcomings or un-optimization there carries over and the drops we're seeing are places where the brute force alone isn't enough.

But then again, I find the notion that a Japanese developer prioritized Xbox development over PS5 also laughable. Not a controversial thing to say that UE5 likely just tends to favor the Xbox architecture a bit more ' out of the box '.
They might've prioritised the PC version which is using the same GDK as Xbox.
 
They might've prioritised the PC version which is using the same GDK as Xbox.

The fuckin presets don't do what their labels say on the PC version. I kinda doubt that, lol.

If You Say So Wow GIF by Identity
 
The fuckin presets don't do what their labels say on the PC version. I kinda doubt that, lol.

If You Say So Wow GIF by Identity
I checked the store page, doesn't mean much but:
Optimised for Xbox Series X|S

The Optimised for Xbox Series X|S icon means the developer has done the extra work to take full advantage of the unique capabilities of Xbox Series X|S. In addition, Smart Delivery ensures you are getting the right version of your game no matter which Xbox you're playing on.
 
It's not that clear cut because this wouldn't be true for this game in the tested section either since PS5 Pro has both more compute and higher clocks than XSX too. It is more likely that somethings is taxing the CPU in that section.

It looks more like GPU bottleneck, they probably went overboard with resolution on Pro.

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Pro is crippled by having the the same memory bandwidth as XSX despite (usually) aiming at higher resolutions and having more compute units. Bad design by Mark Cerny.
 
7It looks more like GPU bottleneck, they probably went overboard with resolution on Pro.
Then grasshoppers dynamic resolution scaling is working like shit if that's the case. The whole point is to maintain framerate.
Pro is crippled by having the the same memory bandwidth as XSX despite (usually) aiming at higher resolutions and having more compute units. Bad design by Mark Cerny.
That's not true though, PS5 pro has higher bandwidth. 576 GB/s, a ~28% increase over the standard PS5's 448 GB/s.
Edit: Oh right the XSX. Yeah.
 
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Then grasshoppers dynamic resolution scaling is working like shit if that's the case. The whole point is to maintain framerate.

That's not true though, PS5 pro has higher bandwidth. 576 GB/s, a ~28% increase over the standard PS5's 448 GB/s.
Edit: Oh right the XSX. Yeah.

They said that it's around 1080p so maybe that's the lowest value devs allowed it to drop. With 900p floor it could probably be locked 60fps in that section they tested.
 
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They said that it's around 1080p so maybe that's the lowest value devs allowed it to drop. With 900p floor it could probably be locked 60fps in that section they tested.
adams summary says it is 720p on base PS5/XSX and 1080p on PS5 Pro:

PS5 Pro:
Slightly above 1080p native with up-scaling to 4K with a 4K UI

PS5/Series S|X all seem to hover in DRS range between 720p and 1080p

So I'm not sure why they've gone for that in what I assume is performance mode. Probably should have just chose 900p like you suggested.
 
It's DRS between 720p and 1080, not a static 720p

PS5/Series S|X all seem to hover in DRS range between 720p and 1080p
we were talking about the lowest it is allowed to drop:

They said that it's around 1080p so maybe that's the lowest value devs allowed it to drop. With 900p floor it could probably be locked 60fps in that section they tested.

I obviously know it's not static. we were talking about DRS by name and 1080p being the lowest value on PS5 Pro vs the lowest on base PS5/XSX being 720p.
 
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