@BlueOcean a lot of people are jumping to conclusions the leaked did not imply. Yes, he still stands by the current state of RE8, but he also clarified in Tweeter he is sure Capcom will optimize the game by launch, with the cane (likely) running checkerboard 4k/60 on the PS4 by launch.
What you should take away from that, though, is how much raw power the XSX has. These games are made on PC then the first early builds dumped on consoles, optimize from there. It sounds that Series X games will pretty much run fantastically even with little to no optimization.
@Tharsman It's no secret PS5 specifications are not just lower but also variable so it'd me a miracle if games ran better on PS5 (RE VIII or any other), also considering that Series X runs Windows and DirectX 12. Of course, we'll have to wait for Digital Foundry analyses to know what the exact differences are. It'll be a frame rate and resolution difference, likely, as both support similar next-gen features (hardware-accelerated ray tracing, 3D audio, SSD...).
“I'm talking about Resident Evil Village. The game's terrible performance at the PS5 reveal event with the terrible frame rate present in the trailer was kinda the current status of the game on PS5 as of a few months ago. The thing is, apparently the game runs perfectly on Xbox Series X, they've been having some troubles getting the frame rate stable on PS5 (which as Sony had a rule to record the PS5 event gameplay on PS5, lead to the weird frame showing in that trailer).” - CAPCOM insider.
I guess next gen performance will be held back by those third party deals.
@BlueOcean I know, that’s why I’m here at all. I’m getting a XSX not because I love Xbox but because they are going to offer the most powerful console next gen. It’s also what I did at the start of 4/One gen, only on Sony’s favor.
What I mean is, this next gen, no one will accept a AAA game that is not 4k, one way or another. Capcom will optimize RE8 to work 4k, even if it’s via checkerboarding, and cutting down on some detail. They might even consider 30fps, but I’m sure Sony will pester them against that, if the XSX retains 60fps. Checkerboard 4k, in the end, requires half the power than true 4k.
@Z3u5000 "I guess next gen performance will be held back by those third party deals".
I'm not sure that I understood that correctly but if Sony pays third parties for not using all of Series X power that could be considered illegal over here (EU & UK). It would be a new low, too. They tried something like that with Destiny 2 on Xbox One X but Sony or Bungie backtracked.
@ Tharsman They'll probably use checkerboard rendering on PS5 like every PS4 Pro game.
@BlueOcean think Z was referring to the usual meme “industry held back by x” that Sony fans keep tossing around about MS support for XBox One.
There is some minor truth on that: usually a dev might design worlds and character models based on the power of the weakest target platform, then everyone else just gets improved frame rate, or particles, or any of the features that are more easy to scale dynamically.
Long story short: polygon count on screen for everyone might be held back by PS5 power, even if everyone else still gets a better looking game.
@BlueOcean Microsoft could have easily bought the exclusivities considering they did it with the marketing of blockbusters like Cyberpunk and AC Valhalla. I saw people at IGN chat hoping to buy PS5 Cyberpunk bundle edition but guess that’s never gonna happen.
At the end of the day, every third-party game will perform and look better on Series X. It happened on PS4, it happened on Xbox One X and it will happen on Series X.
@Tharsman Long story short: polygon count on screen for everyone might be held back by PS5 power, even if everyone else still gets a better looking game.
At the end of the day, the 'weakest' console on the Market is likely to be the Series S in terms of raw GPU power and RAM - if the specs are to be believed - so if any console is going to hold back next gen on 'power' alone, then that would be the Series S.
Of course there is a LOT more to Graphics than Polygon count and, if you are not targetting higher resolutions, not having to process larger images etc, then you don't need the same power to render a single frame in what ever frame time window they are looking at. Polygon counts may not be so important in the future either with new ways to reduce the polygon count for more distant objects, only rendering the polygons in view etc too.
The Unreal Engine demo was a good example of rendering ridiculously high polygon count images - far more polygons than there are pixels on screen and, as a single pixel cannot render multiple colours, multiple pixels, that pixel ultimately becomes just 1 'polygon'.
If you watch nVidias Asteroids demo, you will see how mesh shading also helps reduce the Polygon count too
This shows that the same Asteroid can be automatically adjusted from 20 polygons up to over 5m depending on its size and distance from the camera. Xbox has Mesh Shaders and Sony has their own 'version' too.
Also a great video about Mesh Shading and Culling too (Culling polygons not in view).
The point is, the amount of Polygons could be virtually unlimited in the future with new engines, API's etc that culls Polygons, automatically reduces polygon counts on objects depending on distance or maybe to gain performance or scale games across platforms. I don't have the 'full' details on the PS5's Geometry Engine, what that may offer devs, but its possible that devs can automatically adjust the 'polygon' complexity as a 'setting' - much like they could adjust the Polygon complexity based on distance from a camera. It could be another graphical setting option with maybe the more powerful GPU's having a 'higher' Polygon setting so objects closer to the camera have a higher polygon count than say a weaker GPU - like having better Shadow quality closer to the camera.
For a Developer, that won't take any more work either as they make high quality, extremely high polygon count models and then have to make textures and lower polygon versions from that for their games. Nanite basically does the same in a game engine too. Even if Sony's PS5 can't render the same polygon count for example, it doesn't mean that will be the baseline. The devs could set the LoDs differently so an object at 'X' distance has lower polygon count than on Series X for example so it doesn't have the same polygon count but also doesn't mean the Series X or PC have to also be 'reduced'.
At the end of the day though, we will have to see what will happen in the future and what the decisions of Sony and MS will mean for game devs and how quickly they get to grips with the hardware. If Devs don't get to grips with MS's Velocity Architecture and handling data transfer from SSD, that too could be an issue in some 3rd Party games - longer loading, texture/object pop in, stutter/slow down etc. Right now though, we only know a little about the hardware and not what devs are doing to push that hardware, what they may need to do to work around any differences between hardware, and whether or not any of that has a 'big' noticeable difference in the look and performance between the consoles. If you have to pause the game and compare a static screenshot to see if an asteroid in the distance has fewer polygons but can't tell whilst playing, does it matter? I guess it does if you want bragging rights. Maybe the polygon counts will be the same but Sony have to compromise more on resolution - if devs opt for CB 4k for example and Xbox use Native 4k, that's 'half' the image size being rendered per frame. We will have to see and compare as the Generation progresses and Devs become more and more experienced with both sets of hardware. I don't necessarily think that 3rd Party Devs will be looking at the PS5 as the limit for polygon counts in the future though...
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@Gipsons If you connect an Xbox One X or a Series X console to a 1080p TV you'll get super-sampled graphics, which means that the native resolution of 4K will be converted to 1080p and sent to your 1080p TV. This means that games will look better than native 1080p because you get extra anti-aliasing.
@Gipsons Resolution, framerate, HDR and some bells n whistles like VRR, ALLM, Dolby Atmos. @BlueOcean That’s absolutely true, one of noticeable advantages you can have.
@BlueOcean Great articles, lot of people have missed the important details and unique features about Series X hardware revealed earlier this year before pandemic. Also checkout the Digitalfoundry videos on Minecraft path tracing and Gears 5 running on Series X.
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