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I used to be a completionist but I've stopped because it took too much time lol. I only play through the game once now unless I really like it like FF7 Remake where I put in 80 hours for the platinum.
Yeah I've changed as an older gamer. I like to try and experience a lot of different content. I finish games when they're either incredible or short. I think I beat one open world game last gen. Was Horizon ZD and it was because it was my first Playstation game since the OG Playstation. Longest single player games I beat were all the FromSoftware games....but I could probably play those games for 1000s of hours and not get bored. These days I mostly like to sample. I stop for long periods of time only on special occasions. But also go back to old games just because I'm in a mood. Which is why Game Pass is must for me.
 
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The game development seems to be either managed by incompetent people or greedy people, at times both.

If I know I am shipping a new console in holidays 2020, I will be activating my first party studies to make games that show off next-gen visuals in 2017.2018.
Wouldn't you?

Halo probably isn't that game to show off technical prowess. They have had management issues because there's been infighting since 343 began between a group that believes the IP needs to evolve and take risks and a group that says it needs to stay core to what made people love the gameplay to begin with.

Not greed, they f***ed up graphically and animation wise, gameplay looks great if you're a Halo fan.
If you didn't like Halo before, this most likely won't change your mind.

I'm a huge Halo fan, but imo the gameplay they showed was a major letdown visually, but gameplay looked amazing imo.
I'm in the same place. I feel like they're animations are always going to be held back by the gameplay though. That's why their new engine is really their old one with some Frankenstein patchwork. Game has to maintain the Halo feel. In the early days of Halo, the wow factor brought me in. It's the gameplay that keeps me coming back and I don't think they're going to risk the feel of Halo with a brand new animation system. Destiny will have the same issue in perpetuity as well.

I was bummed by the visuals but excited by the gameplay potential. I think they just need to polish it and make Halo look very clean. Otherwise just focus on the sandbox. I expect it to be the most fun we've had with Halo's gameplay since Halo 3.
 
DF: AC:V PS5 vs PC

Nice read here. Interestingly, DF concludes that, at least for Valhalla, you'd need a 2080 Super or 3060Ti to match or exceed what the PS5 is outputting.




So, what are the PC equivalent settings used on PlayStation 5? You can see my process in the video directly above, but essentially it starts with the ultra high setting shadows, very high for world detail, and what could be ultra high, very high or high for Assassin's Creed's expensive volumetric clouds setting (all look more or less identical where they can be directly compared). Meanwhile, perhaps unsurprisingly bearing in mind their prodigious memory allocations, the consoles use max quality textures, while the water setting is closest to PC's high.

It's worth pointing out that some of this comparison work is theoretical as there are no like-for-like settings between consoles and PC. For example, the dynamic resolution scaling system is very different. PS5 spends most of its time between 1440p and 1728p in our pixel count measurements, with many areas and cutscenes locked to 1440p. PC is different - bizarrely perhaps, the anti-aliasing system is also the DRS system, with the adaptive setting giving between 85 per cent to 100 per cent of resolution on each axis, according to load.

So far, so good, but this is where things get a little trickier. The clutter option actually increases the density of foliage, to the point where I found that PlayStation 5's presentation actually exceeds PC's very high maximum, with even denser vegetation in my test scene. This is one of the very few settings on PC without an ultra high equivalent, so my guess is that this is a developer oversight. This setting has a very low impact on performance - with just a four per cent difference between very high and low although they look worlds apart, which is something we'll address later: the lack of scalability in the PC version of the game.

Choosing a particular stress point on PlayStation 5 - which drops beneath 60fps and hits the minimum 1440p resolution - I could run the PC version fixed at 1440p with as close to equivalent settings as possible. And here's where we see the Nvidia vs AMD divide in action. First of all, RTX 2060 Super is 20 per cent slower than PlayStation 5, dropping to 10 per cent with an RTX 2070 Super. Based on tests with a 2080 Ti, it looks like a 2080 Super or RTX 3060 Ti would be required to match or exceed PlayStation 5's output. However, based on my tests with a Navi-based RX 5700, I'd expect a 5700 XT to get within striking distance of the console's throughput. This assumes a very high clouds preset - performance does improve if you drop down to high.

All told, perhaps Assassin's Creed Valhalla isn't the best way to compare consoles and PC, especially bearing in mind the disparity in performance between AMD and Nvidia GPUs, but it's certainly an interesting data point. It certainly emphasises that despite the relatively high prices, console users are getting a great deal - when PS4 and Xbox One launched back in 2013, a £100 graphics card could match the console experience, for a while at least. Fast forward seven years on, and you're looking at much more expensive PC parts required to reach console parity - let alone exceed it.
 
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"The second conclusion is that the relatively low resolution on PlayStation 5 makes sense since it is operating with most of the PC settings maxed out. "

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EoVd5mCUUAER4rM





LOL DF

Doesn't have a Series X?
 
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Do you think that third party developers are making the X and S versions of their games too similarly and it’s having a negative effect on the X?
And I don’t care if the PS5 is more powerful. I’ll have one as soon as they become available.
It could just simply be faster as Val or whatever he wants to call himself this week, says.
 
Do you think that third party developers are making the X and S versions of their games too similarly and it’s having a negative effect on the X?
And I don’t care if the PS5 is more powerful. I’ll have one as soon as they become available.
It could just simply be faster as Val or whatever he wants to call himself this week, says.
Not directly. Technically the GDK is what it is to streamline the process of porting between the S, X and PC. The issue is the GDK doesn't allow devs to get closer to the metal to optimize. Is that due to the S? Indirectly kind of.

It's really as simple as Microsoft, after years of doing very little to invest in gaming, decided to take it seriously again and that meant they needed to upgrade their tools and had to figure out ways to streamline the process for their developers to target multiple platforms. The tools are going through transition growing pains right now. Some might argue if S didn't exist, the tools would be further ahead today. Its somewhat true. Just not directly. Also shouldn't be long term.
 
Do you think that third party developers are making the X and S versions of their games too similarly and it’s having a negative effect on the X?
And I don’t care if the PS5 is more powerful. I’ll have one as soon as they become available.
It could just simply be faster as Val or whatever he wants to call himself this week, says.

Could be a combination of both. Like OneBadMutha stated before, some devs might be coding for the lowest common denominator first, which is the XSS right now on the Xbox side. Whereas for the PS side, it's just one spec devs need to care for. Tools are essentially not matured yet either on both sides.
 
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NxGamer does dirt 5 faceoff analysis for PS5 VS XSX/XSS. Great video that goes even more in depth than DF.

One thing that stood out to me: The 120Hz mode on PS5 has better quality assets than the Quality mode on Series X. Series X may also be using VRS NXgamer hypothesizes. The PS5 is slightly less res but all the assets are higher res than Series, it has tesselation which is absent on X, better anisotropic filtering, better LOD, more details, better foliage, and so on.

For the 120hz mode:
- XSX basically has the settings of XSS at higher resolution, no tesselation, low res texture, low AF, short draw distance.
- PS5 impressively uses the same high quality settings of the 60fps mode with longer draw distance, higher texture resolution, much better AF, tesselation.

XSX has usually a higher res in the 120 Hz mode but according to NXGamer the game looks much better on PS5 even if average resolution is lower because of the much higher settings, higher texture resolutions, higher AF, tesselation etc.




- A bug can make the game run at 45~50fps on XSX. To solve this restart the console
- Texture detail, anysotropic filtering, foliage density, all lower on Series X
- Resolution in Quality mode tends to hover between native 4K and 1800p on PS5, goes down to 1440p often on Series X
- Reduction in LODs on XSX.
- 120Hz mode turns Tesselation off on Series X completely. All the rest becomes even worse than the PS5 version. LOD is reduced significantly.
- 120Hz mode runs at 1080p on X versus 900p on PS5, but there are lots of graphical details simply gone in X.
- 120Hz mode seems to run about 1 to 2% better on Series X. 117 vs 115 fps on one track, 116 x 115 on the other. In general performance is great on both.
- Performance seems identical or slightly favoring PS5 in 60FPS mode.
 
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Do you think that third party developers are making the X and S versions of their games too similarly and it’s having a negative effect on the X?
And I don’t care if the PS5 is more powerful. I’ll have one as soon as they become available.
It could just simply be faster as Val or whatever he wants to call himself this week, says.
XSS is a anchor but not thinking it is the cause in these situations.
 
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Could be a combination of both. Like OneBadMutha stated before, some devs might be coding for the lowest common denominator first, which is the XSS right now on the Xbox side. Whereas for the PS side, it's just one spec devs need to care for. Tools are essentially not matured yet either on both sides.
To clarify, the situations where lowest common denominator is holding things back, that's talking previous gen. These games are mostly brute forced cross gen right now. When true next gen games are made, they'll start higher than PS5 and Series X by many AAA devs. Where the Series S indirectly holds back is 1) it dilutes manpower 2) tools to streamline the development for multiple platforms currently don't allow for low level optimization.

Devs aren't targeting the Series S first because most devs just got those kits. It's barely been given any thought in development for the most part.
 
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To clarify, the situations where lowest common denominator is holding things back, that's talking previous gen. These games are mostly brute forced cross gen right now. When true next gen games are made, they'll start higher than PS5 and Series X by many AAA devs. Where the Series S indirectly holds back is 1) it dilutes manpower 2) tools to streamline the development for multiple platforms currently don't allow for low level optimization.

Devs aren't targeting the Series S first because most devs just got those kits. It's barely been given any thought in development for the most part.
Did the Series S hold back Flight Simulator 2020? Obviously not. Gears 5 and FS are the best looking next gen games.
 
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To clarify, the situations where lowest common denominator is holding things back, that's talking previous gen. These games are mostly brute forced cross gen right now. When true next gen games are made, they'll start higher than PS5 and Series X by many AAA devs. Where the Series S indirectly holds back is 1) it dilutes manpower 2) tools to streamline the development for multiple platforms currently don't allow for low level optimization.

Devs aren't targeting the Series S first because most devs just got those kits. It's barely been given any thought in development for the most part.

One thing that is interesting is that even with brute forcing cross gen games, the Series S is doing all these weird resolutions that are sub Full HD, and having performance drops. That doesn't bode well for its future unless somehow in the future great gains are made from a different way of using the new dev tools. I mean in dirt 5 120hz mode, the XSS goes down to as low as 540p! 60hz mode little better but still lowest is 720p. That's like PS3/360 gen resolutions. Absurd. What are your thoughts on that?
 
One thing that is interesting is that even with brute forcing cross gen games, the Series S is doing all these weird resolutions that are sub Full HD, and having performance drops. That doesn't bode well for its future unless somehow in the future great gains are made from a different way of using the new dev tools. I mean in dirt 5 120hz mode, the XSS goes down to as low as 540p! 60hz mode little better but still lowest is 720p. That's like PS3/360 gen resolutions. Absurd. What are your thoughts on that?
I wouldn't read anything into how the games are performing today. Almost nothing. This is what was said from a dev working on a big next gen only game.

Admittedly I'm trying to fill in the gaps here based on other things said and known. The games you're playing now are not scratching the surface of next gen. They aren't using the next gen feature sets. They hardware is balanced in such a way that without using some of these next gen features, it's out of balance. The S in particular has been an afterthought. Dev kits for the S came in so late, that up until a month ago, some Indies still didn't have them.

How the S performs with third parties long term will depend on how good the GDK gets. The goal is for games to be optimized without needing to code to the metal. Some of the RDNA2 features aren't enabled while the system is expecting them to be enabled and it's junking things up. The Series S will be a little powerhouse with 1st party I believe. It punches well above it's weight with things like ML.
 
I wouldn't read anything into how the games are performing today. Almost nothing. This is what was said from a dev working on a big next gen only game.

Admittedly I'm trying to fill in the gaps here based on other things said and known. The games you're playing now are not scratching the surface of next gen. They aren't using the next gen feature sets. They hardware is balanced in such a way that without using some of these next gen features, it's out of balance. The S in particular has been an afterthought. Dev kits for the S came in so late, that up until a month ago, some Indies still didn't have them.

How the S performs with third parties long term will depend on how good the GDK gets. The goal is for games to be optimized without needing to code to the metal. Some of the RDNA2 features aren't enabled while the system is expecting them to be enabled and it's junking things up. The Series S will be a little powerhouse with 1st party I believe. It punches well above it's weight with things like ML.

I have no idea how things will be in the future, but I'm sure tools will improve in time. So we can only wait and see how those games will look like in the future. Cheers.
 
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To clarify, the situations where lowest common denominator is holding things back, that's talking previous gen. These games are mostly brute forced cross gen right now. When true next gen games are made, they'll start higher than PS5 and Series X by many AAA devs. Where the Series S indirectly holds back is 1) it dilutes manpower 2) tools to streamline the development for multiple platforms currently don't allow for low level optimization.

Devs aren't targeting the Series S first because most devs just got those kits. It's barely been given any thought in development for the most part.
Well, now they will have to target Series S. Either dev has to screw Series S owners, or they screws non series S owners. Had MS just made a non cd drive version, we would never need this conversation.
 
Form factor matters a lot. As a fan of Apple products PS5’s design is atrocious. You have to live with it in the end. For older gamers not everyone wants a box that screams.....yeah I still play video games. Not to mention after playing around with it a few hours this console is half baked (which I fully expected). Since I have a One X I knew the samey feeling of a XSX upgrade would be underwhelming so overall I’m happy with the purchase. I’m sure PS5 will get better over time. But to any XSX fan getting discouraged by DF videos showing the console losing faceoffs by a few frames then they shouldn’t. Yeah I’m sure the samey feeling of more the same is likely there but you are taking ALOT for granted by having a fully baked OS.


Ok but If the form factor really mattered, the console wouldn't be selling. If you picked up a console yourself despite its appearance, wouldn't that also make you a sheep too? Appearance only matter to a degree. At the end of the day, content matters more.
 


Series S/X run at double the framerate of the PS5 version. And X a higher resolution.
 
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I wouldn't read anything into how the games are performing today. Almost nothing. This is what was said from a dev working on a big next gen only game.

Admittedly I'm trying to fill in the gaps here based on other things said and known. The games you're playing now are not scratching the surface of next gen. They aren't using the next gen feature sets. They hardware is balanced in such a way that without using some of these next gen features, it's out of balance. The S in particular has been an afterthought. Dev kits for the S came in so late, that up until a month ago, some Indies still didn't have them.

How the S performs with third parties long term will depend on how good the GDK gets. The goal is for games to be optimized without needing to code to the metal. Some of the RDNA2 features aren't enabled while the system is expecting them to be enabled and it's junking things up. The Series S will be a little powerhouse with 1st party I believe. It punches well above it's weight with things like ML.
4TF's is 4TF's is 4TF's.
Blood don't come from a stone.
 


Series S/X run at double the framerate of the PS5 version. And X a higher resolution.


Old news... was already reported a couple weeks back.


We're starting to get a sense of why PlayStation 5 users are unlikely to see PlayStation 4 games run at 120 frames per second on Sony's new console - despite the PS5 being perfectly capable of doing it.

Activision declined to comment when contacted by Eurogamer, leaving us to assume the reason for this difference had to do with the way Sony handles backwards compatibility. At the time, I speculated that Infinity Ward would have to create a full PS5 port of Warzone in order to enable 120fps on the console.

Developer Psyonix told Eurogamer there were a few reasons for the decision, and pointed out enabling 120fps on PS5 "requires a full native port", whereas it's just a "minor patch" on Xbox Series X and S.

"Our team's main focus this year was our recent free to play transition and updating major features like our Tournaments system," Psyonix said.

"Due to this we had to make tough decisions on what else we could achieve. Enabling 120hz on Xbox Series X|S is a minor patch, but enabling it on PS5 requires a full native port due to how backwards compatibility is implemented on the console, and unfortunately wasn't possible due to our focus elsewhere."

"Right now, Sony limits 120Hz support to games specifically designed for PS5, meaning that 'enhanced' PS4 games like Rocket League and Warzone can't tap into the feature.

"Theoretically it should be possible for Sony to adjust this (PSVR games can run at 1080p resolution at up to 120Hz) but it will require a fair degree of work - and I guess the question is whether engineering resources focused on PS5 could be redirected to PS4 instead. It really does seem like the ball is in Sony's court on this one."

So there you have it. Unless Sony sorts this out - and the company has so far expressed no indication it plans to do so - that PS5 120fps backwards compatibility dream will probably remain just that: a dream.
 
Dirt 5's headlights have been shown more than a few times :) (like, more times than anyone has played Dirt 5, especially at 120hz mode)

What's hilarious is COD has exclusive content on PS side, but runs better on Xbox, while AC:V was pushed by MS but runs a little bit better on PS.

Early games folks, doesn't really mean a darn thing.
 
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Old news... was already reported a couple weeks back.


We're starting to get a sense of why PlayStation 5 users are unlikely to see PlayStation 4 games run at 120 frames per second on Sony's new console - despite the PS5 being perfectly capable of doing it.

Activision declined to comment when contacted by Eurogamer, leaving us to assume the reason for this difference had to do with the way Sony handles backwards compatibility. At the time, I speculated that Infinity Ward would have to create a full PS5 port of Warzone in order to enable 120fps on the console.

Developer Psyonix told Eurogamer there were a few reasons for the decision, and pointed out enabling 120fps on PS5 "requires a full native port", whereas it's just a "minor patch" on Xbox Series X and S.

"Our team's main focus this year was our recent free to play transition and updating major features like our Tournaments system," Psyonix said.

"Due to this we had to make tough decisions on what else we could achieve. Enabling 120hz on Xbox Series X|S is a minor patch, but enabling it on PS5 requires a full native port due to how backwards compatibility is implemented on the console, and unfortunately wasn't possible due to our focus elsewhere."

"Right now, Sony limits 120Hz support to games specifically designed for PS5, meaning that 'enhanced' PS4 games like Rocket League and Warzone can't tap into the feature.

"Theoretically it should be possible for Sony to adjust this (PSVR games can run at 1080p resolution at up to 120Hz) but it will require a fair degree of work - and I guess the question is whether engineering resources focused on PS5 could be redirected to PS4 instead. It really does seem like the ball is in Sony's court on this one."

So there you have it. Unless Sony sorts this out - and the company has so far expressed no indication it plans to do so - that PS5 120fps backwards compatibility dream will probably remain just that: a dream.
BTW the video I watched and posted is 9 hours old not 2 weeks, hence my sarcasm.
 
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BTW the video I watched and posted is 9 hours old not 2 weeks, hence my sarcasm.

No worries. The ball is in Sony's court for this BC situation and it sounds like they have no intention of fulfilling that 120fps dream for all the older PS4 games.
 
No worries. The ball is in Sony's court for this BC situation and it sounds like they have no intention of fulfilling that 120fps dream for all the older PS4 games.

Seems like a hell of a lot of work especially if they don't charge for it etc, makes no sense, they'll do fine doing what they're doing.
 
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