Red Kong XIX

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Oct 11, 2020
11,174

View: https://www.youtube.com/watch?v=zPzuDoTz4ss

www.eurogamer.net

Ghost of Tsushima on PC delivers impressive upgrades over PS5

Ghost of Tsushima PC vs PS5, best settings and more in the Digital Foundry tech review.

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Zedelima

▲ Legend ▲
Member
Oct 25, 2017
8,079
Why consoles almost only uses 2-4x texture filtering while in pcs you can put in max without any noticiable impact in performance?
 

RayCharlizard

Member
Nov 2, 2017
3,589
Why consoles almost only uses 2-4x texture filtering while in pcs you can put in max without any noticiable impact in performance?
AF is not a bang for your buck feature on consoles from television viewing distances. You would notice the drop in quality in other areas much more quickly than you would AF so in the fight for render time it is best to just start at 4x and go down if you need to scrape back performance. Other changes can involve much more quality control effort to implement, can require time from artists to implement, etc. It's an easy first step to take on the path towards optimization.
 

Mr Punished

Member
Oct 27, 2017
668
OUTER HEAVEN
Glad to see the inconsistent motion when camera panning was brought up, the slight judder really brought down the presentation in my experience. I was able to fix it though, using special k, run your TV/monitor at 60hz with forced on vsync and it seems to resolve the slight stutter. Weirdly though, if you change any settings at all in the game after doing that then the framepacing issues will come back with a vengeance. So, I'm not certain as to the exact cause of the issue.
 

bes.gen

Member
Nov 24, 2017
4,162
AF is not a bang for your buck feature on consoles from television viewing distances. You would notice the drop in quality in other areas much more quickly than you would AF so in the fight for render time it is best to just start at 4x and go down if you need to scrape back performance. Other changes can involve much more quality control effort to implement, can require time from artists to implement, etc. It's an easy first step to take on the path towards optimization.
but it almost always a zero penalty feature on pc, why is it an issue on consoles. and i argue its pretty perceptible even from tv distance. most of the time your eyes focus on distance while playing anything. poor AF sticks out like a sore thumb.
 

MaLDo

Member
Oct 27, 2017
1,528
Glad to see the inconsistent motion when camera panning was brought up, the slight judder really brought down the presentation in my experience. I was able to fix it though, using special k, run your TV/monitor at 60hz with forced on vsync and it seems to resolve the slight stutter. Weirdly though, if you change any settings at all in the game after doing that then the framepacing issues will come back with a vengeance. So, I'm not certain as to the exact cause of the issue.

Is it related to frame generation? I don't have camera judder?
 

burgerdog

Member
Oct 27, 2017
10,457
AF is not a bang for your buck feature on consoles from television viewing distances. You would notice the drop in quality in other areas much more quickly than you would AF so in the fight for render time it is best to just start at 4x and go down if you need to scrape back performance. Other changes can involve much more quality control effort to implement, can require time from artists to implement, etc. It's an easy first step to take on the path towards optimization.

Low AF is extremely noticeable to me on console + tv.
 

MaLDo

Member
Oct 27, 2017
1,528
No, he shows off the issue really well in the beginning of the video. It's possible you might not notice it, it's quite subtle.

I don't notice because is not there. I've seen a few cutscenes shots with light judder for a moment but never in gameplay. I'm playing at 119 fps with gsync.
 

RivalGT

Member
Dec 13, 2017
7,116
I've always heard it's because of the limited bandwidth on consoles due to it being shared with the CPU.

On the Xbox one X, games that didn't have a native one x version/patch had free 16xAF due to the massive boost in bandwidth, but those same games would lose 16xaf if they were patched for a native one x version.
 

Lkr

Member
Oct 28, 2017
11,033
haven't had a chance to watch, but any word on dynamic res scaling being busted?
I set my upscale and turn on DRS for 120fps, but it never nerfs the quality for fps, and i'm always in the 70-80 range as if I didn't even turn the setting on

i'm not sure if I have a fundamental misunderstanding of how this function works, or if it's an issue in the game
 

Gitaroo

Member
Nov 3, 2017
8,981
I noticed the same kind of issue with DoF when using DLSS in other nixxes ports like spiderman also irc. Very distracting.
 

RayCharlizard

Member
Nov 2, 2017
3,589
Low AF is extremely noticeable to me on console + tv.
I didn't say it isn't noticeable, I said that other visual features are more noticeable. Look at the complaints about specualar aliasing in Alan Wake 2 on consoles, the game looks absolutely gorgeous but that single artifact ruined the experience for many players until it was corrected. If volumetric fog in game was cut to 1/8 resolution in order to bump up AF from 2x to 4x you would find the blocky effects more distracting than blurred textures at an angle. It is a series of compromises and most developers who are looking at the big picture tend to find sacrificing AF the optimal choice for the visual presentation and workload.
 

PLASTICA-MAN

Member
Oct 26, 2017
26,727
he problem of AF caryong from PS4 to PS4 Pro (eventhough P¨rey was 16X AF on PS4 Pro) to PS5 is kinda jarring. no idea if they can push that on PS5 Pro, but for sure with better GPU and raster they can at least get the higher darw distances and foliage on pro.
 

Akronis

Prophet of Regret - Lizard Daddy
Member
Oct 25, 2017
5,644
So not really much at all improved over the PS5 version outside of foliage draw distance, resolution, and framerate?

EDIT: ignore my post lol, read too quickly and thought it was max PC settings in the graphic, not optimized.
 

burgerdog

Member
Oct 27, 2017
10,457
I didn't say it isn't noticeable, I said that other visual features are more noticeable. Look at the complaints about specualar aliasing in Alan Wake 2 on consoles, the game looks absolutely gorgeous but that single artifact ruined the experience for many players until it was corrected. If volumetric fog in game was cut to 1/8 resolution in order to bump up AF from 2x to 4x you would find the blocky effects more distracting than blurred textures at an angle. It is a series of compromises and most developers who are looking at the big picture tend to find sacrificing AF the optimal choice for the visual presentation and workload.

Yea I get what you're saying it's a game of trade offs in the console space. There's always some effect that's gotta give and someone is bound to complain / not like it. Also, I'm not entirely surprised that AF is the first to go, I wonder how many people outside of this forum even notice it, we post in a bubble with users that are more knowledgeable when it comes to this stuff.
 

RandomSeed

Member
Oct 27, 2017
14,384
I was going to put the game down for a while due to several issues, but after this video I decided to try high, rather than very high textures on my 4070ti, and all the stutters and frame drops seem gone. There was still VRAM headroom, but maybe usage keeps increasing until it hits 12GB and I didn't notice. I should say unless some other setting was the cause ...I'm using the DF optimized setting now.

Audio still keeps cutting out and other bugs, but not having to restart the game all the time due to performance is nice.
 
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Jedi2016

Member
Oct 27, 2017
17,863
It's good to see Alex go into more technical depth than usual, I think it's important sometimes. It's one thing to tell people they'll get some performance by lowering a particular setting, it's even better if you can tell them why so they'll understand what the change is doing beyond just "turning it down".

I set up my Avatar: Frontiers of Pandora settings the way he suggested, and it works like a champ. And I honestly didn't even notice there wasn't a setting for textures in that game, I just went down the list setting things.. lol. But I went and looked at it again just now, and yeah... that setting just isn't there. I get why devs don't tend to do that ("Auto-Detect Settings" rarely works as well as we'd like it to), but this makes me appreciate the times that they do. I mean, Avatar looks fine, more than fine, I think we can all agree on that.
 

RedHeat

Banned
Oct 25, 2017
13,111
Seems like a common theme with these ports that the PC version isn't must of an upgrade outside of resolution and upscaling methods, which is probably for the best.
 

Spark

Member
Dec 6, 2017
2,718
Seems like a common theme with these ports that the PC version isn't must of an upgrade outside of resolution and upscaling methods, which is probably for the best.
The foliage and LoD distance seems like the most striking upgrade, outside of the typical higher quality shadows and upscaling.
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Flappy Pannus

Member
Feb 14, 2019
2,401
but it almost always a zero penalty feature on pc, why is it an issue on consoles. and i argue its pretty perceptible even from tv distance. most of the time your eyes focus on distance while playing anything. poor AF sticks out like a sore thumb.

The only thing I've read about this is that it just has a bigger performance impact on console APU's than PC GPU's for some reason. I agree high AF is very noticeable to me on a 55" TV too.

Glad to see the inconsistent motion when camera panning was brought up, the slight judder really brought down the presentation in my experience. I was able to fix it though, using special k, run your TV/monitor at 60hz with forced on vsync and it seems to resolve the slight stutter. Weirdly though, if you change any settings at all in the game after doing that then the framepacing issues will come back with a vengeance. So, I'm not certain as to the exact cause of the issue.

I get a somewhat similar issue in Forbidden West at 60hz, but can't fix it. That kind of stutter is game breaking for me, wondering if it doesn't get that much attention as it's something you're only going to notice with the smooth camera panning of a gamepad as opposed to mouse+keyboard, especially at 60hz. Death Stranding PC has a particular egregious version of this, but it's actually an issue with the gamepad code, which is probably why it never got any coverage and remains fubar to this day.
 

Mr Punished

Member
Oct 27, 2017
668
OUTER HEAVEN
I get a somewhat similar issue in Forbidden West at 60hz, but can't fix it. That kind of stutter is game breaking for me, wondering if it doesn't get that much attention as it's something you're only going to notice with the smooth camera panning of a gamepad as opposed to mouse+keyboard, especially at 60hz. Death Stranding PC has a particular egregious version of this, but it's actually an issue with the gamepad code, which is probably why it never got any coverage and remains fubar to this day.
I have to say that sadly relying on VRR or running at 120hz doesn't fix these issues for me. Shame to hear about Forbidden West, interestingly another Nixxes port, hopefully DF shining a light on this issue can lead to developers patching them.