Ubisoft reveals ray tracing performance numbers for Assassin's Creed Shadows (DF Direct)

It is a looker for sure, but I truly wonder what they could have done with a map the size of Unity. Would ray tracing have been necessary?
RT is superior regardless that and this game has a lot more interactivity and some destruction physics. Without RT when you cut things down the lighting would brake if it's baked. RT is a god send for interactivity.
 
Gaf can laugh and cry all they want about this game, but if theres one thing that AC Shadows does absolute top notch over pretty much most games, it's the weather/atmosphere and the seasonal changes. This game is a visual masterpiece and probably in my top 5 of all time visuals.

22AE742E8585328B8FE7CC234CFE5D8B8F92AA08

DAFC749487083C469D967A72B2120C9E34581B6C

258BC27A8F49569E7ED6672F8ADC0EE85F185CAB

4DF4DE830AE5670A050186EC3217BC3C7A0D3BA2

Not to spoil the thread but Oblivion remastered also deserves special mention in this regard as well.
 
The 4080 is a really good GPU, but yes i was expecting a lot better from the PS5 Pro, this data is going to adjust some expectations.
Quick comparision on how it looks on pc:
performance-rt-2560-1440.png

Game favours amd cards by huge margin and still if u count in raytracing 4080 does really well here. Ps5pr0 is somewhere around 7700xt/7800xt only
 
this might explain why the Series X is right in-between the PS5 and PS5 Pro in terms of resolution in Doom TDA.

the wide and slow GPU design finally paying off lol
In AC Shadows XSX also has an advantage in average resolution (DRS) vs PS5 in RTGI modes and also in performance mode (no RTGI) where XSX also has a better vegetation draw distance.
 
It's probably the memory bandwidth, SX split / exclusive 320bit bus paying off long term. We owe the beard guy an apology

Also nvidia going all in with gddr7, don't forget to thank the Jensen too
From when split and higher bandwidth require long terms to paying off? Such statement doesn't make any sense.
 
Last edited:
In AC Shadows XSX also has an advantage in average resolution (DRS) vs PS5 in RTGI modes and also in performance mode (no RTGI) where XSX also has a better vegetation draw distance.
Higher resolution with DRS it's not a news especially with raytracing, more CUs are there for that. But the draw distance was surely a bug. There is nothing inside the XSX hardware which can achieve higher vegetation density than playstation hardware. And if I'm not mistaken it happened weirdly in selective areas. Fallout 4 showed something similar.
 
Last edited:
1g81UV8.png



Interesting.

SX is quote unquote better in all areas in this case, with the denoising difference being almost half ms.
 
From when split and higher bandwidth require long terms to paying off? Such statement doesn't make any sense.

When developers have better gripe on programming for RT effects and can maximise the higher bandwidth of XSS. As shown in AC:S, the RT is in many places and performance does not tank.

At least that is my layperson guess
 
1g81UV8.png



Interesting.

SX is quote unquote better in all areas in this case, with the denoising difference being almost half ms.
Just 0,70ms of a complessive cost disadvantage with 25% of less bandwith and almost 50%of less CUs is quite remarkable for the ps5 hardware if I can say.
 
Last edited:
When developers have better gripe on programming for RT effects and can maximise the higher bandwidth of XSS. As shown in AC:S, the RT is in many places and performance does not tank.

At least that is my layperson guess
You don't need to have better gripe with the hardware if already has the specs advantage with the same tech; outside a sort of new custom features which need time to be tested. Splitted Ram higher bandwidth and more CUs are nothing new and I doubt they require long terms to be pushed imo. It's more a thing of the past of the ps360 era where such stuff was not common.
 
Last edited:
Higher resolution with DRS it's not a news especially with raytracing, more CUs are there for that. But the draw distance was surely a bug. There is nothing inside the XSX hardware which can achieve higher vegetation density than playstation hardware. And if I'm not mistaken it happened weirdly in selective areas. Fallout 4 showed something similar.
If it was a bug (that can be), why is it still present today after an update of the game?

There's no need for any extra technology to add greater draw distance for vegetation, just having the performance space to include specific graphic options at a higher level. And seeing this info from UBi itself, it can be a logical reason.
 
If it was a bug (that can be), why is it still present today after an update of the game?

There's no need for any extra technology to add greater draw distance for vegetation, just having the performance space to include specific graphic options at a higher level. And seeing this info from UBi itself, it can be a logical reason.
Where do you have heard it's still present? I haven't make a test but with the last update ps5 pro on perfomance seems have improved a bit the LOD and it also introduced raytracing reflections on balance mode.
 
Honestly, there is nothing about the PS5 Pro that impressed me; it's a failure in raster, a failure in ray tracing, and a failure in AI upscaling

It really needed a better memory subsystem, to be able to put all the hardware features to good use. Either faster memory, or a wider memory bus, or a chunk of Infinity cache.
As is, it's too bottlenecked by memory accesses.
 
Honestly, there is nothing about the PS5 Pro that impressed me; it's a failure in raster, a failure in ray tracing, and a failure in AI upscaling
We have the new Jensen there. Take note Sony and contact him he know shit about hardware tech that humans can't imagine. You are warned Cerny.
 
Last edited:
But it is a lot better compared the base console. Base console can't even handle GI raytracing at 60 fps in AC Shadows...and raytracing reflection on it are quite expensive even on pc. But there are also other examples. Dead Rising remake using GI and raytracing reflections just on Pro is another one.
*Marginally better…
 
*Marginally better…
If you say so. Honestly I don't envy anyone are stuck with FSR TAAU or whatever used on base console, they simply not work with low buffer effects. Also graphic setting are higher most of time on ps5 pro and not just here. If you people find such improvements marginal and you rejoy most with the base hardware version, good for you.
 
Last edited:
*Marginally better…
It depends if we compare it to for example ps4 to ps4pr0 jump(at same 400 usd/euro btw, then ps5 to ps5pr0 at its price discless looks like terrible deal, but since there is no stronger console around, especially console only/console centric players will definitely bite, its good deal for them evem of its 10% higher clocked same cpu and up to 40% stronger gpu.

Nasty gpu prices work in ps5/ps5pr0 favour here, since contrary to popular believ, those 2 platforms compete hard already.
 
It really needed a better memory subsystem, to be able to put all the hardware features to good use. Either faster memory, or a wider memory bus, or a chunk of Infinity cache.
As is, it's too bottlenecked by memory accesses.
I really don't understand comment like this. There are many multiplat really satisfying on ps5 pro, sure more bandwidth it's always welcome, but where are all those dramatic example of bandwith starving about the ps5 pro hardware? It's a far better upgrade than ps4 pro though is a just tiny hardware upgrade compared to it. The only disappointment is just the MS studios effort but because clearly they don't give fuck to spend more money in the development for such minuscle userbase.
 
Last edited:
I really don't understand comment like this. For now I found many of the multiplat quite satisfying on ps5 pro, sure more bandwidth it's always welcome, but where are all those dramatic example of bandwith starving about the ps5 pro hardware?

RDNA2 cards launched with "slow" (compared to GDDR6x) memory and buses limited to 256bit, that's why AMD introduced L3 cache on GPUs.

PS5 didn't get one so base console is BW limited already. PS5 Pro also didn't get enough memory bandwidth, Cerny mentioned in his video that getting PSSR to work with limited memory speed was a challenge.

All consoles with RDNA are crippled in this department vs. PC gpus.
 
I really don't understand comment like this. There are many multiplat really satisfying on ps5 pro, sure more bandwidth it's always welcome, but where are all those dramatic example of bandwith starving about the ps5 pro hardware? It's a far better upgrade than ps4 pro though is a just tiny hardware upgrade compared to it. The only disappointment is just the MS studios effort but because clearly they don't give fuck to spend more money in the development for such minuscle userbase.

Your comment in no part refutes that the Pro is constrained by it's lack of memory bandwidth.
 
RDNA2 cards launched with "slow" (compared to GDDR6x) memory and buses limited to 256bit, that's why AMD introduced L3 cache on GPUs.

PS5 didn't get one so base console is BW limited already. PS5 Pro also didn't get enough memory bandwidth, Cerny mentioned in his video that getting PSSR to work with limited memory speed was a challenge.

All consoles with RDNA are crippled in this department vs. PC gpus.
Never heard any complaints about the developers to the ps5 pro or ps5 base bandwith. Not saying it can't be better eh. But it's the first time I heard it's a big limiting factor. Maybe just on Series S.
 
Last edited:
Never heard any complaints about the developers to the ps5 pro or ps5 base bandwith. Not saying it can't be better eh. But it's the first time I heard it's a big limiting factor. Maybe just on Series S.

Memory BW is part of the reason why games sometimes have to operate in such low resolutions. PS5 Pro is 67% more powerful on paper, 45% more powerful according to Cerny but in real games we often see: ~33%

^ This number is close to memory bandwidth increase between PS5 and PS5 Pro.
 
Memory BW is part of the reason why games sometimes have to operate in such low resolutions. PS5 Pro is 67% more powerful on paper, 45% more powerful according to Cerny but in real games we often see: ~33%

^ This number is close to memory bandwidth increase between PS5 and PS5 Pro.
Not true at all.
 
Its, it's also more constrained than the base PS5.
What kind of a silly question. You sound like someone who knows very little about hardware.
It's not a silly question. Console specs are very limited by the cost. Ah talked the real expert I see. Again can you quote me all the developers who said ps5 pro bandwith is a limiting factor?.
 
Last edited:
Just 0,70ms of a complessive cost disadvantage with 25% of less bandwith and almost 50%of less CUs is quite remarkable for the ps5 hardware if I can say.
The difference is about the same as the compute differences between the two, the XSX has an 18% compute advantage, so has an 18% advantage in the RT performance. The better fill rate of the PS5 doesn't help when you exclusive compare a specific section of rendering like this.
 
It's not a silly question. Console specs are very limited by the cost. Ah talked the real expert I see. Again can you quote me all the developers who said ps5 pro bandwith is a limiting factor?.

The cost of a piece of 64Mb of Infinity cache on N6 is around 20$.
And they could have used 24gbps GDDR6 memory, instead of the much slower 18 gbps.
It's obvious that memory bandwidth is a limiting factor. The console has 67% more compute throughput, but only 30% improvement in performance.
And the reason is simple. Memory bandwidth only increased 28%.
And to make things worse, the SoC now has RT and AI units, competing for memory accesses.
 
Where do you have heard it's still present? I haven't make a test but with the last update ps5 pro on perfomance seems have improved a bit the LOD and it also introduced raytracing reflections on balance mode.
I was talking about XSX vs. PS5. But even so, the update only included PSSR in all modes (with its pros and cons) and RT reflections in Balanced mode (also at a cost) No further improvement was mentioned in the comparison videos on TAAU modes.

In videos after the patch, the draw distance in performance mode is still the same on PS4 (I don't know if it's different on Pro).

Regarding the initial post of discussion , the fact is that XSX has an advantage in average DRS resolution over PS5 in AC Shadows, and it also has an advantage in many other third-party games, and it's not just "only in first-party Xbox games like Doom DA because it's better optimized on XSX than on PS5".

Looking at this information in the thread, it's clear that there was an extra of FPS on XSX, and therefore, at least at launch, it could have included a slightly superior graphics option.

Nowadays, when porting games, the graphics engine itself initially adapts the graphics specifications to the performance offered by the platform, based on a performance target. Then comes the work of optimizing and improving performance to fine-tune the specifications to that target as best as possible. XSX may have reached that target earlier, and this difference was a result of the specific situation.
 
The cost of a piece of 64Mb of Infinity cache on N6 is around 20$.
And they could have used 24gbps GDDR6 memory, instead of the much slower 18 gbps.
It's obvious that memory bandwidth is a limiting factor. The console has 67% more compute throughput, but only 30% improvement in performance.
And the reason is simple. Memory bandwidth only increased 28%.
And to make things worse, the SoC now has RT and AI units, competing for memory accesses.
It's not a pc. The bandwith it's proportionate to the CUs usage of the ps5 base. If it was only matter to save 20bucks.
 
Last edited:
That has no bearing on what we are talking about.
GDDR6 memory is used both on consoles and PCs.
And the companies that designed and made the chips for Sony are the same, AMD and TSMC.
It is because coding it's not the same as PC. They have to build an enhanced ps5 and take in the count that to balance the hardware. Plus costs.
 
Last edited:
It is because coding it's not the same as PC. They have to build an enhanced ps5 and take in the count that to balance the hardware.

We are talking about hardware, not software.
Having more cache or having more memory bandwidth is not a limitation on how to code.
 
I was talking about XSX vs. PS5. But even so, the update only included PSSR in all modes (with its pros and cons) and RT reflections in Balanced mode (also at a cost) No further improvement was mentioned in the comparison videos on TAAU modes.

In videos after the patch, the draw distance in performance mode is still the same on PS4 (I don't know if it's different on Pro).

Regarding the initial post of discussion , the fact is that XSX has an advantage in average DRS resolution over PS5 in AC Shadows, and it also has an advantage in many other third-party games, and it's not just "only in first-party Xbox games like Doom DA because it's better optimized on XSX than on PS5".

Looking at this information in the thread, it's clear that there was an extra of FPS on XSX, and therefore, at least at launch, it could have included a slightly superior graphics option.

Nowadays, when porting games, the graphics engine itself initially adapts the graphics specifications to the performance offered by the platform, based on a performance target. Then comes the work of optimizing and improving performance to fine-tune the specifications to that target as best as possible. XSX may have reached that target earlier, and this difference was a result of the specific situation.
Better optimized setting on xsx are not feasible. It has the same ram.
 
We are talking about hardware, not software.
Having more cache or having more memory bandwidth is not a limitation on how to code.
Not true at all. Sony is not MS. They don't pushed the cpu too much for backwards Cerny said it. You don't think change too much change in the CUs bandwith job can't cause issue? Cerny also said CUs they have to be proportionate to the bandwith.
 
Last edited:
Better optimized setting on xsx are not feasible. It has the same ram.

It's not the same ram. Actually, the Series X has a very different configuration for it's memory system.
The Series X has one pool with 10GB, on a 320 bit bus. And a second pool of 6Gb with a 192 bit bus.
The PS5 and Pro have just one pool with a 256 bit bus.
 
Not true at all. Sony is not MS. They don't pushed the cpu too much for backwards Cerny said it. You don't think change too much change in the CUs bandwith job can't cause issue? Cerny also said CUs they have to be proportionate to the bandwith.

Memory bandwidth has to increase with compute capabilities.
But the Pro only increased it's memory bandwidth by 28%. While compute throughput increased by 67%.
And to make things worse, the Pro doesn't only have shaders to feed, it now also has RT and Ai cores, also competing for memory accesses.
 
It's not the same ram. Actually, the Series X has a very different configuration for it's memory system.
The Series X has one pool with 10GB, on a 320 bit bus. And a second pool of 6Gb with a 192 bit bus.
The PS5 and Pro have just one pool with a 256 bit bus.
Amount of RAM. And theorically the splitted RAM of the series X is a limiting factor
 
Top Bottom