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Metal Gear Solid Delta is poorly optimised on all platforms and it's disingenuous to use it as indicative of typical PS5 Pro advantages. Even in its infancy PS5 Pro's often delivering on Cerny's target of it achieving PS5 30fps mode like fidelity, only at 60fps. Numerous tentpole games this...

77,144 次观看 • 10 个月前 •via X (Twitter)

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It's PS5 RDNA 1.5 all over again, and reading responses, like a certain fandom never gets tired of being let down or uninformed. There's reasons PS5 often outperforms Xbox Series X despite the latter having 44% more compute than PS5 and being "full RDNA 2", which Digital Foundry did a video on. As I said at the start of the gen, most RDNA2 features Xbox/PC fans claim PS5 is missing, it was unlikely to use as they're Microsoft DirectX RDNA tie in features, and PS5 doesn't use DX but instead its own proprietary custom API called AGC. Why would PlayStation push for Microsoft DirectX RDNA features, when they don't use DirectX? Any AGC API specific graphics features PS5 uses (that Xbox wouldn't have) are not widely publicly advertised, as PlayStation don't need to advertise them the way Microsoft does due to their PC DirectX market. Thus every customisation PS5 has (which Kepler seemingly glosses over or doesn't recognise), from its faster clockspeeds, cache scrubbers, I/O set up, CPU alleviating decompression, DMA controllers and processors, geometry engine etc, will have been specifically designed around AGC or vice versa, NOT DirectX RDNA2 features. PS6 will be no different. There may be DirectX RDNA5 features they do not need or use, but there will inevitably be other unique customisations of their own and for their OWN proprietary API instead, no doubt bolstered by Amethyst custom features from their partnership with AMD. If history is any indicator, PlayStation is right to prioritise their own API and modifications, as these tend to have greater cost to perfomance results for the hardware vs the competition. The RDNA2 DirectX image below is taken directly from AMD's website, and again, PlayStation doesn't use Microsoft's DirectX. #PS6

NIB

48,001 次观看 • 5 个月前

Wuthering Waves PS5 Performance Test • Test Setup PS5 Slim (brand new, clean, no dust) Room temperature: 22°C with AC • Map Issue Yes, it's real. The new map is locked to around 2 FPS when opened from the menu, making it extremely laggy. • Stuttering Problems The game has severe stuttering. In some areas, it even freezes for 4–5 seconds, making the experience frustrating. • My Observation From my testing, the game appears to be running at a very high internal resolution on PS5 instead of relying on aggressive upscaling. For example, DLSS Quality at 1440p renders the game internally at approximately 1707×960 before upscaling it to 2560×1440. On PS5, however, it looks like the game is rendering at or near 2560×1440 internally and then upscaling to 4K. If that's true, it's an extremely demanding target for a base PS5. • Is This Fixable? Yes. If the game is indeed using such a high internal resolution, lowering it and using better reconstruction or dynamic resolution scaling could significantly improve performance. Running at such a high internal resolution on a base PS5 doesn't make much sense, and the game has suffered from performance issues for nearly 12 months. • Final Thoughts Kuro Games needs to address this. At this point, we can't keep blaming players, their hardware, or the engine. If the high internal resolution is the cause, it should be adjusted. If it isn't, then something else in the game's optimization is seriously wrong. #WutheringWaves #Gacha

Kaito

45,514 次观看 • 2 天前

In addition to better graphics, current-gen only game design affords gameplay benefits and flexibility folk might not even realise. Insomniac devs were on record about how Spider-Man 2 was able to have faster travel velocity by not being limited to PS4's slow HDD and asset streaming. PS4's mechanical drive simply couldn't keep up with the data demands of faster traversal at the fidelity desired, hence the original Spider-Man had to move/swing slower. Unlike PC's, consoles don't have ultra fast system ram to fall back on either. When you play Spider-Man 2, the added mobility speed, flight, hovering, much faster swinging etc, is not just breathtaking, but it all makes a tangible difference to traversal and its overall fun factor. Gameplay video showcasing how. Another example of the design benefits current-gen only game design can afford, is Horizon Forbidden West Burning Shores. Guerilla Games spoke on how they ditched being cross-gen for the DLC, in order to allow for the high above the clouds dynamic flight and draw distance that came with it, as well as the absolutely massive and technically marvelous final boss fight. It's these sorts of things that have me wanting publishers to drop cross-gen game design as soon as absolutely possible in any given gen (though I appreciate it may not always be financially sensible). It's also why I wish more tentpole cross-gen games and exclusives this gen, had been current-gen only. #SpiderMan2 #PS5 #PS5Pro

NIB

37,686 次观看 • 10 个月前

Last week Jez Corden threw out a rumour #PlayStation may be scaling things back on PC. Jez's track record's questionable. This week Parris weighed in too, stating he'd heard similar from a good source. He also says: "They'd lean more towards stop doing PC altogether, before they would do day and date." While I've no idea if the rumours are true or not, I have spoken on how recent PlayStation tenpole single player titles have sold poorly on PC and had significantly lower Steam peak player numbers than their predecessors did, despite them selling faster than their predecessors on PlayStation (with lower primary install bases). Steam peak players Spider-Man - 66.5k Spider-Man 2 - 28.1k God of War - 73.5k Ragnarok - 36.6k PlayStation console sales Spider-Man - 13m in 11 months Spider-Man 2 - 11m in 6 months God of War - 10m in 14 months Ragnarok - 11m in less than 3 months Did many PC gamers lose interest, or could it be that more PC gamers who were interested in these PS games, already bought a PS5 in that time? The latter is what numerous PS execs stated was the strategy with staggered PC releases; a trojan horse to get PC gamers to consider a PS5 (even as a secondary system), not just a means to gain extra software sales. There's further data to support it's working. Either way, if PlayStation really is scaling back on PC on the single player stuff, it could be related to the decline in sales on PC, and thus partly a numbers thing. Full link to the discussion. Also of importance is that DetectiveSeeds stated his own sources have told him that they have NOT heard anything to suggest the above rumours are true.

NIB

36,213 次观看 • 8 个月前