That makes sense based on hardware specs of the high CU count and this older DX11-capable engine (it does also support DX12 due to the ray tracing), but it is very much a game and engine focused on the previous generation’s technology. Visually, though, even zoomed in the PS5 looks the same as Series X, but pixel counts show it has a minor reduction. Also, the sharpening pass on textures is reduced in this mode, which means high-frequency texture details do not differ as much as the pixel counts suggest. It makes for a fuzzy and hazy image at times, which can be exaggerated by low light, lens flare, and bloom. PC is the best among them at this, as you can adjust motion blur and other settings more. The increase from the 1080p base is instantly visible and, although far from a drastic game changer (largely due to the noisy post-processed image from radial blur on motion that funnels your view with a peripheral blur and then chromatic aberration along with per-object motion blur and even film grain) you can disable that. The resolution mode does give us a difference, though, with the PS5's 3264x1836 being 10% lower than the Series X's 3456x1944. It does deliver decent image quality on a 1080p screen, but on a 4K screen the relatively low pixel level is apparent – not all due to pixel counts alone, though. It tops and bottoms out at 1920x1080 with no signs of dynamic resolution scaling or DSR, but it is pushing this little 4 teraflop GPU hard, even at the 30fps Performance level. The lower-end Xbox Series S, which only has a single mode. Also, the settings menu has good options with fast, low, high, and RT settings or tweaks across key areas such as ambient occlusion, motion blur, particles and those ray tracing additions. Oddly, though, they are screen space on horizontal planes such as water surfaces but ray traced on vertical surfaces to enhance material reactions, even at the highest settings. The PC version improves on this with more refined ray-traced shadows – or at least more of them – but the improved reflections also help. Some indoor or outdoor settings show minimal improvement while others really add radiosity bounce from surface colours and illuminate covered areas with greater light than any direct source would deliver. Call of Duty Vanguard has notably been smaller, though whether that's thanks to Kraken or some other technical wizardry isn't exactly clear.The benefit of the ray-traced shadows is obvious in many areas but the GI bounce, which appears close or the same as high settings from the PC in Performance mode and Medium in the Quality mode, is mixed. Those fears were reinforced by Call of Duty: Modern Warfare's and Call of Duty Black Ops Cold War's install size, as both games neared the 200 GB marker. With ballooning game sizes, there were notable concerns that the hard drive would only be able to hold a few games before gamers would have to start making sacrifices. When it was first announced, Sony revealed that the PlayStation 5 would have an 825 GB SSD, smaller than the 1TB found in the PS4 Pro. Ultimately, gamers should see file sizes get progressively smaller as compression improves as a technology, which means that they'll be able to get more bang for their buck when it comes to hard drive space The PS5 uses the "Kraken" decoder, which is what allows game file sizes to be shrunk down by so much. The difference between the two versions of Dying Light 2 is likely due to compression, which is a special perk introduced by the PS5's internal hardware. RELATED: Dying Light 2 DLC Roadmap Revealed Why the PS5 File Size is So Small
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