thank you! I've made the correction. I've barely slept so I was bound to make such a mistake.« Resolution » ;-)
dynamic resolution would have been the best. But i suppose there arr upsides when goung with a fixed resolution.
thank you! I've made the correction. I've barely slept so I was bound to make such a mistake.« Resolution » ;-)
dynamic resolution would have been the best. But i suppose there arr upsides when goung with a fixed resolution.
Again you're ignoring the fact that the XSX is running at a higher resolution during that single part of the map and if we calculated the average frame rate it would be closer to a 9% drop. Otherwise it runs the game at 60 fps at a higherAh, percantages. It's nice how you can frame something by either using x% more and x% less for one and the same comparison and make it look like they are farther apart then they really are.
[Edit:]I was calculating with 3500x1800 for PS5 and not 3200x1800, corrected the percantages
XSX renders ~44% more pixels OR PS5 renders ~30% less
XSX renders ~13,3% less frames OR PS5 renders at least ~15,4% more
They cant because the Glacier engine doesn't work with dynamic resolutionIO believed the PS5 could handle the same workload they would have set a higher dynamic resolution. This is not the case so far.
Again you're ignoring the fact that the XSX is running at a higher resolution during that single part of the map and if we calculated the average frame rate it would be closer to a 9% drop. Otherwise it runs the game at 60 fps at higher dynamic resolution than the PS5 in every other part of the game. If IO believed the PS5 could handle the same workload they would have set a higher dynamic resolution. This is not the case so far.
They cant because the Glacier engine doesn't work with dynamic resolution
Thanks for the correction!neither are dynamic resolutions. It's static. Had it been dynamic we probably wouldn't see the frame dip in the flower field.
The initial video I had seen and linked had the Series S at 1080p 60 fps for hivebusters. I just watched another video from NX gamer that goes into detail. turns out the Series X targets a dynamic resolution of 1440p although it actually drops to a dynamic resolution of 1080p. Explains why the other video I linked had it at 1080p. So I was initially wondering if it could indeed run 1440 at 60 fps.
Inconsistent frametimes come along with inconsistent frame rates. So: No, when both versions run at 60 FPS, the PS5-version doesn`t "appear smoother".Someone who understands this better, what is with that frame-time fluctuation on the X? What little I know about it, it represents how smoothly the frames get delivered in a period of time, so would that mean the frame rate on the X varies between 51 and 60 in that scene and also that when the 60fps occurs on both, the PS5 version would appear smoother?
Looks plausible. i wish DF had done a video for all three consoles. Otherwise I would highly recommend watching this video.Typical:
S: 1080p60 reconstructed to 1440p
1x: 1440p60 reconstructed to 4k
Ceiling:
S: 1440p60
X: 1800p60 reconstructed to 4k
Then there are the theoretical base of 720p and 1080p in the engine which afaik is never hit in Hive busters.
You simply cant say this with any confidence.Because he talks about 4K and no an exotic resolution like 1900p or more. Yes the PS5 version can't run at 2160p 60 fps but it can run at mucher higher resolution than 1800p
Then why did the developers not going for that?Because he talks about 4K and no an exotic resolution like 1900p or more. Yes the PS5 version can't run at 2160p 60 fps but it can run at mucher higher resolution than 1800p
You simply cant say this with any confidence.
We can see the devs are willing to launch a game with slight fps drops (XSX in a single area as shown), however in the PS5 case they chose to drop the resolution 30% AND reduce the shadow quality. That tells you simply dropping the resolution alone wasnt enough and they needed to optimise elsewhere to achieve a consistent fps.
I would suggest the available overhead above 1800p is not as great as you are thinking.
That's a assumption.
Exactly. They literally lowered a setting, which suggest there isn't a huge overhead on PS.You simply cant say this with any confidence.
We can see the devs are willing to launch a game with slight fps drops (XSX in a single area as shown), however in the PS5 case they chose to drop the resolution 30% AND reduce the shadow quality. That tells you simply dropping the resolution alone wasnt enough and they needed to optimise elsewhere to achieve a consistent fps.
I would suggest the available overhead above 1800p is not as great as you are thinking.
Thats irrelevant. Dropping the resolution to 1800P WAS NOT ENOUGH ON ITS OWN. They had to optimise further by reducing shadow quality.
See, I really don't care about any of those miniscule differences and I'm happy about what both versions are able to achieve. I just used your/DFs worst case fps to show that when using percentages one should use the same base when calculating them or else the argument gets skewed/framed in a certain way.Again you're ignoring the fact that the XSX is running at a higher resolution during that single part of the map and if we calculated the average frame rate it would be closer to a 9% drop. Otherwise it runs the game at 60 fps at a higherdynamicresolution than the PS5 in every other part of the game. If IO believed the PS5 could handle the same workload they would have set a higher dynamic resolution. This is not the case so far.
Maybe it's a bug? You know, like the bugs in XSX Dirt 5?Thats irrelevant. Dropping the resolution to 1800P WAS NOT ENOUGH ON ITS OWN. They had to optimise further by reducing shadow quality.
If 1800P alone cant bring consistent fps without dropping SQ then its hardly going to perform better at 1965p, 2002p or whatever "exotic" resolution you have in mind is it?
Because a game with a perfect 60fps cap means it runs in reality at above 65fps at least so yes we can run the PS5 version at an higher resolutionThats irrelevant. Dropping the resolution to 1800P WAS NOT ENOUGH ON ITS OWN. They had to optimise further by reducing shadow quality.
If 1800P alone cant bring consistent fps without dropping SQ then its hardly going to perform better at 1965p, 2002p or whatever "exotic" resolution you have in mind is it?
See, I really don't care about any of those miniscule differences and I'm happy about what both versions are able to achieve. I just used your/DFs worst case fps to show that when using percentages one should use the same base when calculating them or else the argument gets skewed/framed in a certain way.
Furthermore, like I already stated, fps-comparisons make no sense at all when one of the platforms is a locked 60fps without the knowledge of the possible overhead of said platform. Maybe it's running the scene between 60 and 65fps, but maybe it runs it at 80, we will never know and therefor not jump to conclusions.
Not to be misunderstood: Could the PS5 run the game at native 4k, yes. Would it dip more in bespoke Mendoza area, most definitely.
Lol. Do you know why Dirt 5 120FPS mode bug was considered a bug before confirmation? The aston martin on the Xbox in the opening cutscene literally looked worse than GT5 and FM4 cars (PS3/360 Generation). That's why everyone was calling that a bug.
But thats not what you said? You said "easily run at a much higher resolution", no one is saying there isnt SOME headroom above the 1800p60 however I question the "MUCH higher resolution" part.Because a game with a perfect 60fps cap means it runs in reality at above 65fps at least so yes we can run the PS5 version at an higher resolution
You can`t say for sure how the game would perform without the 60FPS-cap.Because a game with a perfect 60fps cap means it runs in reality at above 65fps at least so yes we can run the PS5 version at an higher resolution
This game became a tactical weapon in the console war, hasn't it?
It's the first game where Xbox shows any sort of tangible advantage so after months of taking a beating all the Xbox tribesmen are finally able to stretch their wingsThis game became a tactical weapon in the console war, hasn't it?
NahThis game became a tactical weapon in the console war, hasn't it?
Circumstantial evidence across all platforms points to IOI/Glacier-Engine not using exotic resolutions and as far as I know 1800p is the next lowest res. after 2160p.They wouldn't have set the PS5's resolution at 1800p if it could handle 2160p at the performance target of 60 fps or higher as you think. With the tools available and the time taken, only the XSX was able to achieve that. They didn't just make an arbitrary decision.
I think with dynamic resolution there would be scenes, which could run at a higher resolution on PS5. However they also dropped shadow settings and you don't do that if there is a huge overhead. Let me rephrase and ask a question? Wouldnt the PS5 run with the exact same settings (shadow), if it has a big overhead at 1800p? Why reduce the settings after reducing the resolution to 1800p?The framerate NOT dropping at all in said scene is further evidence that 1800p can't be the maximum resolution PS5 could handle.
Maybe it is an engine that suits better series X hardware. Maybe they had to split efforts to have a full VR version working and couldn't afford to optimize ps5 version further.But thats not what you said? You said "easily run at a much higher resolution", no one is saying there isnt SOME headroom above the 1800p60 however I question the "MUCH higher resolution" part.
Maybe due the PS5's lack of VRR the dev's were less willing to ship with a fluctuating fps?
It is fair to say though, using the facts we know, that there isnt much headroom over the 1800p60 due to the fact they also had to drop settings.
So why do you think they weren't able to get it to 2160p? Maybe it couldn't handle. I'm certain with better engines we'll see better looking games running at higher resolutions but based off the conditions, IO chose that resolution because they couldn't get it higher while maintaining the 60 fps.Circumstantial evidence across all platforms points to IOI/Glacier-Engine not using exotic resolutions and as far as I know 1800p is the next lowest res. after 2160p.
I'm not saying PS5 could handle 2160p with a locked 60 like XSX, I'm just saying we don't know how much farther the resolution could be increased from its current 1800p until we see the exact same behaviour for PS5 in scenes where the framerate on XSX drops.
The framerate NOT dropping at all in said scene is further evidence that 1800p can't be the maximum resolution PS5 could handle.
This game became a tactical weapon in the console war, hasn't it?
That's a possibility, considering DF did test equal TF RDNA1 GPU in the past and the one with more CU and slower clock performed better in Hitman 2.
Where has Xbox taken a "beating"?It's the first game where Xbox shows any sort of tangible advantage so after months of taking a beating all the Xbox tribesmen are finally able to stretch their wings
I know, I don't get it.Who knew this is the game that would make the fanboys cry back and forth.
I mean are we really arguing between minor differences here ?
Both console versions look and play spectacular. This whole talking hypothetical "well if the devs did this, it could have been at a higher resolution or higher frame rate" is just stupid.
On paper, the Xsx is just a more powerful system overall then the ps5 but it's not like the ps5 is some Slouch. This was known going into this gen by just looking at hardware specs.
Given time, 90% of 3rd party release should have a GPU/CPU advantage because well, that's how the systems were built.
The ps5 will still be closely behind and sometimes, the amazing IO and ssd helping it achieve beyond what it's capable of.
People were surprised when the opposite turned out to be true and PS5 performed similarly or better across the majority of games tested.I know, I don't get it.
PS5 is a bit slower than Series X on paper and now we're starting to see games reflect that. Who cares? Going from 4K to 1800p with slightly worse shadows (but a 100% stable framerate) won't affect your enjoyment of the game one iota.
Any reasonable person knew that the Series X would most likely perform slightly better in multiplatform games ever since the specs of each console was announced like a year ago. Don't know why this is such a controversy now.
Like I said, it could also be a bug/oversight like seen already in several next-gen games. (ACV using higher then Ultra foliage on PS5 comes to my mind, and there where several other odd jobs which, however, I can't exactly recall from the top of my mind)I think with dynamic resolution there would be scenes, which could run at a higher resolution on PS5. However they also dropped shadow settings and you don't do that if there is a huge overhead. Let me rephrase and ask a question? Wouldnt the PS5 run with the exact same settings (shadow), if it has a big overhead at 1800p? Why reduce the settings after reducing the resolution to 1800p?
Is the game a very open game in its levels, or you have a clear goal and preferred killing method?
As open as it gets. There are mission stories which are guided ways to cinematically kill the target, but there are way more ways to take the target down, and you can just turn off the guided story or display less hints.Is the game a very open game in its levels, or you have a clear goal and preferred killing method?
I think with dynamic resolution there would be scenes, which could run at a higher resolution on PS5. However they also dropped shadow settings and you don't do that if there is a huge overhead. Let me rephrase and ask a question? Wouldnt the PS5 run with the exact same settings (shadow), if it has a big overhead at 1800p? Why reduce the settings after reducing the resolution to 1800p?
Who I was replying to was only comparing the gpu raw power. Of course engine differences are going you have different results, but it is also true that the PS5 probably has more overhead in this case.Teraflops don't matter until they do. There are more hardware diffences to consider for the resolution like RAM bandwidth and funnily enough DF tested Hitman back in the day with their RDNA1 GPU test. What DF has done is basically taking two different GPU (wide & slow, fast & narrow) and matched their TF number. Then they tested games and Hitman was one of those running better on a GPU with more CU. So even if we ignore RAM bandwidth, your number is probably off, because there are indeed engines/games that prefer one over the other.
The maps are very open and yes, you do have clear goals (e.g. kill these two people). Usually, but tough to achieve, as silently as possible. How you reach that target is always the big unknown. In each mission you have opportunities/mission stories that maybe can make it easier to reach said goals. You can turn these off if you want and completely immerse yourself, finding stuff out yourself. I would recommend you start/unlock Hitman 1 (from 2016) and Hitman 2 within Hitman 3's client and play those first as there is some story/background involved to all these locations/people you kill.Is the game a very open game in its levels, or you have a clear goal and preferred killing method?
Is the game a very open game in its levels, or you have a clear goal and preferred killing method?
People were surprised because the PS5 outperforming the XSX early on didn't make any sense when you actually look at the specs of each console.People were surprised when the opposite turned out to be true and PS5 performed similarly or better across the majority of games tested.
Apparently the results in THIS specific game will dictate how thing will turn out in the future and we should ignore all the evidence suggesting otherwise.
Mental gymnastics will be sight to behold this gen.
None has "superior" or "inferior" consoleDifferences are minor anyway and other games will show different results.except xss
This game became a tactical weapon in the console war, hasn't it?