Comments 154

Re: Xbox Series X|S 120FPS Issues Are Still Being Worked On For Warzone

Moto5

@InterceptorAlpha Yeah, comparing older games isn't really that relevant I guess.

As far as load times Elden Ring is a good example of Xbox being farther behind than the specs of the storage would suggest. Now that I'm farther in the game my load times have gotten more consistently worse. It's annoying to watch my brother playing and still loading in 4-8 seconds on PS5 and I'm pretty much always 20 seconds on XSX

Re: Xbox Series X|S 120FPS Issues Are Still Being Worked On For Warzone

Moto5

@InterceptorAlpha I'm pretty sure GTA V is a paid upgrade on both consoles. The load times on some Series X games is bewildering though, even some first party titles like FH5 seem way too slow to load.

There is XSX advantage over PS5 with FPS boost in some older games though, so kind of goes back and forth on multiplat.

Re: Review: Elden Ring - FromSoftware's Crowning Achievement

Moto5

@ymo1965

No problem. Might be a good idea to get a physical copy if it really doesn't suit you though. Frustrates me how some people like to scare others off or discourage new players. The actual community is great, check the thorough Wikis and guides for other souls games. Fextralife on YouTube is also great for builds and strategies to cater to weak spots for some players.

Re: Digital Foundry's Elden Ring Verdict Shows How Important VRR Is On Xbox

Moto5

@sjbsixpack

Performance mode on Series X with VRR is the best if you want to play the current gen version. You can still feel and see frame rate drops if you are sensitive to that, but it does not stutter like it will in PS5 without VRR. It is a pretty good experience.

If PS5 gets VRR that version would be a better, but not by a huge amount. The most fluid way to play the game currently is PS4 Pro version on PS5

Re: Review: Elden Ring - FromSoftware's Crowning Achievement

Moto5

@ymo1965

Usually the in-game messages are helpful, funny, dark or sarcastic. If you mean mouthy internet a$$ hats then the solution is simple, play the game and don't go digging around for negative comments.

The souls community is quite helpful to any skill level, people acting toxic for likes has nothing to do with that

Re: Digital Foundry's Elden Ring Verdict Shows How Important VRR Is On Xbox

Moto5

@Raffles

Yeah, that is how I understand cuda cores and CU's as well. It is possible PS5 has more cores per CU than XSX to make a performance difference, but I'm not sure if that is the case.

Think Hitman was more stable FPS on PS5 but at 1800p. Less stable on XSX but 2160p.

I really don't think we will see any big differences in 3rd party games on the consoles. Often XSX is better resolution and PS5 better FPS, but even that is not always the case. We will probably never be able to compare them with games that really take advantage of the hardware strengths as those will be first party or exclusive games

Re: Digital Foundry's Elden Ring Verdict Shows How Important VRR Is On Xbox

Moto5

@Raffles

I think you may be confusing Cuda cores with compute units. A compute unit could have different values. For example one CU on RDNA 2 could be 'worth' 1.5 on GCN, the cluster size of CU's can vary.

And it is also difficult to compare these directly to PC components, they do many thing differently.

Your example of the 3090 is a good showing of how Tflop performance dosen't always equate to real world performance. The 3090 would be almost 2x the FPS of a 3070 in most games, but it's not. In some cases only 20% faster

Re: Digital Foundry's Elden Ring Verdict Shows How Important VRR Is On Xbox

Moto5

@Bleachedsmiles

These are kind of separate things. VRR is a big win so far for XSX. How 3rd parties optimize games is not up to Microsoft(as far as I know) but Microsoft has given us a feature to help these games dramatically if you have a VRR display. Admittedly most people do not have one right now, but they will become more common in the future.

VRR is a positive for Xbox, not FromSoft

Re: Digital Foundry's Elden Ring Verdict Shows How Important VRR Is On Xbox

Moto5

@Raffles

API could be a factor. Apparently PS5 development environment is very similar to ps4, and Series consoles is quite different to One consoles. A lot of developers probably also have more experience with Playstation dev environment due to ps4 popularity. But stuff like this will probably also always be case by case for 3rd party. Xbox ahead in some cases, PS in others. For example, Ubisoft games have far better input response time on Series consoles over PS. But in other cases like Call of Duty and Doom PS is more responsive.

Probably also hard to compare things like bandwidth to PC as lots of the architecture is very different. As far as compute units go there is definitely diminishing returns on higher counts right now, work is not spread evenly. Until developers start utilizing compute more some the cores are dead weight sadly.

Re: Digital Foundry's Elden Ring Verdict Shows How Important VRR Is On Xbox

Moto5

@OldgamerDave

I'm not too worried about it honestly, there are so many awesome games to play that perform great. And ways to play old games at higher FPS! VRR on SXS has been awesome, PS5 really needs to get on board.

I had found work arounds to make 30fps games more comfortable once I realized what was happening. Like slowing down camera speed in 3rd person games. One thing I have noticed is 30fps being more jarring on my LG CX compared to my old LCD panel. Apparently the higher image persistence of LCD can smooth it over.

Re: Digital Foundry's Elden Ring Verdict Shows How Important VRR Is On Xbox

Moto5

@Raffles

Found it, was Control with a 16% difference in XSX favor. Ended up getting that game on PS5 as well as the stutters and hitches on XSX drove me crazy, but that is fixed now apparently. The performance advantage here makes sense for XSX as it should have stronger RT performance.

CPU clock and memory bandwidth won't play into performance advantage as much right now as those won't be the primary bottlenecks. GPU seems to be though, and clockrate does have advantages on GPU for many applications. Another thing that probably gets in the way of XSX performance on multiplat games is the dev time to take advantage of its unique hardware. Will probably see more advantage closer to the end of the generation.

Re: Digital Foundry's Elden Ring Verdict Shows How Important VRR Is On Xbox

Moto5

@S1ayeR74

Agreed, VRR should not be relied on to smooth out a game. I think a VRR specific graphics option in games would be fine, push up resolution or effects and let the framerate waver between 50-60. But there should be a more solid 60 option for those that don't have VRR.

The other problem with relying on VRR is for when games are targeting 30fps like the Matrix demo. VRR is only effective above 40fps

Re: Digital Foundry's Elden Ring Verdict Shows How Important VRR Is On Xbox

Moto5

@OldgamerDave

Some are more sensitive to framerate. For example Goldeneye on N64 always make me feel sick after a while as did other N64 games. I didn't realize it was framerate related until the Dreamcast released and had way more 60fps games.

Also some games are more sensitive gameplay wise to frame rate. Trying to play SMB3 between 40-60 would make it almost unplayable. Ocarina of time does not require much precision, so the low FPS is manageable gameplay wise. I had also quit playing Bloodborne on PS4 Pro in hopes of an Pro optimization, still waiting..... Was hard to put down but made me sick. I'm honestly more excited for a 60fps version of that then ER, the world and gameplay systems are incredible

Re: Digital Foundry's Elden Ring Verdict Shows How Important VRR Is On Xbox

Moto5

@Raffles

I don't remember them saying anything about a 15% advantage for XSX in that video. Maybe I'll watch it again. edit Unless you are referring to Control in photo mode? That is the only example I can think of with XSX taking a big lead

Have had XSX and PS5 since release and always watch DF videos, seems like PS5 usually comes out ahead in framerate. I still buy most multiplats on XSX as I prefer the controller and it has VRR

Re: Digital Foundry's Elden Ring Verdict Shows How Important VRR Is On Xbox

Moto5

@Medic_Alert

Are you playing the PS4 version off an NVME? If so, how are the load times? I have the Series X version at the moment, and load times are very far off my brothers PS5. I also tried the PS4 Pro version on his PS5, but it was installed on an external SSD. Honestly load times still seemed the same or faster than my XSX.

Re: Elden Ring Analysis Video Compares Xbox Vs PS5 Performance

Moto5

Well I have it on my XSX. Pretty decent with VRR, but you still can feel fluctuations. VRR likes a tighter range than what is being provided. Had to set the XSX to 120hz for VRR to work for some reason though.

My brother got it on PS, and think I may as well if it doesn't get better by the time I actually start playing it. The PS4 Pro version still looks sharp enough, and I actually prefer the lesser foliage as it pops in so close on the next gen versions it can be distracting. Frame rate never missed 60 and no stutters. Load times are also better, kind of annoyed by that. Series consoles should be loading faster than a PS4 app on PS5.

Still gonna wait a bit in hope things will get better on XSX. But as it stands the PS4 Pro version on PS5 with a Brook Wingman XE and Series controller feels like the best way to play Elden Ring

Re: Elden Ring Analysis Video Compares Xbox Vs PS5 Performance

Moto5

@Banjo-

PS4 Pro version is the same as PS4 and One X other than resolution. Xbox One has less details, some animation quality and foliage density compared to One X and PS4 versions.

It's too bad the XSX and PS5 didn't get a version with One X settings, would probably have been a locked 60 on both. Also looks the PS4 Pro would have been at 60 most of the time with PS4 settings. What a mess.

Thinking I'll go with XSX for this game. Would probably do PS4 Pro version on PS5, but the load times will probably be last gen as well like that

Re: Dying Light 2 Lead Designer Says Xbox Series S GPU Is 'Holding Us Back' From 60FPS

Moto5

Seems more like a case of unrealistic expectations of the Series S. It does have strengths, but GPU (and memory bandwidth) are not its strong points. This has been seen already in some Microsoft games like FH5 and Halo Infinite. Also 360 games only getting 2x resolution as opposed to the One X at 3x.
With frame rates matched the One X has much higher resolution in lots of games over Series S. This is a GPU heavy game as can been seen from PC performance. They may be able to drop graphics settings lower and go to 720p(or lower possibly) for 60fps, but that would really hurt the presentation if the game as it relies so heavily on detailed foliage.

Re: Halo Infinite No Longer In Xbox Live's Top Five As Player Numbers Decline

Moto5

I probably would have played it more, but quickly felt regret at paying full retail. I purchased the og Xbox and Halo on release day and have very fond memories of that game, but haven't played a Halo since 3. I was excited as this looked like a return to form for the series. I liked it for a while and the shooting is fantastic. But ended getting bored with campaign as it kind of felt like a chunk of some Ubisoft game. Might have felt better about if I could have explored it with a friend, but no. Multiplayer is bare bones, a bit unstable and honestly other F2P have done better. I paid for a full game and expected a full game, by my standards it was not one. It provided very little of the excitement and full experience previous Halo games have. Thankfully the superb FH5 is still on my system