anyone else notice the obvious ghosting in both the Xbox consoles that's weirdly missing on the PS5? the side by side shots of that grassy field mission demonstrated it best, there was some obvious smearing on the grass on both Xbox consoles but not (or at least a lot less obviously) on the PS5. i'm surprised that Tom didn't make mention of it - some of the other Xbox footage makes it obvious and kinda egregious at times, especially with the first person gun model swaying and when things move across the screen quickly. weirdly, during the side by side of the shot of Cap Price skydiving, it kinda looks like the character's hair is resolving slightly differently on both consoles, looking more aliased on the PS5. perhaps the different consoles are using slightly different reconstruction/TAA techniques, the PS5 one less clean on edges but less ghosty in motion?
Will the next DF Deet Master please stand up?
from off the top of my head:
-XSX/PS5 target 4K, use form of reconstruction to get there that can scale down to 50%
-some camera cuts take a while for reconstruction to reapply, can see visible edges occasionally
-campaign is mostly solid 60fps on both big consoles, but XSX can see more common drops and loading stutters not seen on PS5
-XSS targets 1440p using reconstruction
-framerate a lot more unstable, drops to mid 30s in some heavier scenes of campaign
-SSR reduced in quality, some geometry in the distance cut back a bit
-120fps mode unlocks framerate, mostly hovers between 80-100 during campaign but can see drops to mid 50s for some heavier set pieces - VRR screen recommended
-lesser framerate gains in 120fps mode on XSS, some set pieces still hovering around 60
-online is mostly solid on both big consoles
-120fps mode recommended here
-XSS runs fine on most modes like TDM but there are some maps and scenarios where framerate can drop to 40s in the worst case with explosions happening
-reimagined maps from MW2 (2009) use the same dimensions and layout, but the geometry has been worked from the ground up, they utilise new PBR materials, have SSR on surfaces and use some volumetric lights in places
-colour grading going for more saturation in these maps can make them look quite different than the originals