DynamiteCop 2,109 Posted March 7, 2019 Share Posted March 7, 2019 7 minutes ago, Bodycount N said: reports are everywhere that it's broken on PC! Avoid at all costs. Even DoneX is a better alternative. Yeah you're retarded. Link to post Share on other sites
Remij 4,842 Posted March 7, 2019 Share Posted March 7, 2019 8 hours ago, DynamiteCop! said: Yeah you're retarded. lolititsHBR Link to post Share on other sites
Goukosan 2,344 Posted March 8, 2019 Share Posted March 8, 2019 @Remij_..... didn't @DynamiteCop!say we should get a second opinion. Lets see what DF said. Resolution: - XBX: 2160p using some sort of reconstruction. - Pro: 1800p using some sort of reconstruction. - Rather difficult to see difference between the two during game play. - AA is more effective on XBX with less aliasing. - Shadows slightly cleaner on X compared to Pro. - Some areas show flicker, might be byproduct of reconstruction. - Pro offers native down-sampling to 1080p, so no hidden 1080p performance profile. - Base XBO uses reconstruction to reach 1080p. - Base PS4 runs at native 1080p. - Like RE2, you will need to do brightness calibration because default will be washed out. - Once a chapter starts, everything is seamless but doing most upgrade stuff (like Nico's shop) requires loading for everything. Performance: - During cut-scenes, neither Pro or X hold 60 FPS but Pro turns between 5 to 20% faster performance. - During cut-scenes, In Base consoles, OG PS4 exhibits a similar lead over Base Xbox. - During game play: - Sample scene 1: Both Pro and X stick more closer to 60 FPS with both versions averaging out to above 59 FPS. - Sample scene 2: Both drop performance when camera is really tight to the player in some specific places. - Pro averages to 59 and X comes to 58 in sample scene 2. - OG PS4 is the most stable console in sample scene 1. - OG XBO is the worst with most drops in same sample scenes. - OG PS4 drops scenes when GPU is strained in sample scene 2. - OG Xbox drops even more. Verdict: - On Pro/Base PS4/X game play performance is mostly locked to 60 FPS. - XBO is subpar. Seems like DynamiteCop's ANALysis tools from his ass was wrong again Link to post Share on other sites
DynamiteCop 2,109 Posted March 8, 2019 Share Posted March 8, 2019 2 minutes ago, Goukosan said: @Remij_..... didn't @DynamiteCop!say we should get a second opinion. Lets see what DF said. Resolution: - XBX: 2160p using some sort of reconstruction. - Pro: 1800p using some sort of reconstruction. - Rather difficult to see difference between the two during game play. - AA is more effective on XBX with less aliasing. - Shadows slightly cleaner on X compared to Pro. - Some areas show flicker, might be byproduct of reconstruction. - Pro offers native down-sampling to 1080p, so no hidden 1080p performance profile. - Base XBO uses reconstruction to reach 1080p. - Base PS4 runs at native 1080p. - Like RE2, you will need to do brightness calibration because default will be washed out. - Once a chapter starts, everything is seamless but doing most upgrade stuff (like Nico's shop) requires loading for everything. Performance: - During cut-scenes, neither Pro or X hold 60 FPS but Pro turns between 5 to 20% faster performance. - During cut-scenes, In Base consoles, OG PS4 exhibits a similar lead over Base Xbox. - During game play: - Sample scene 1: Both Pro and X stick more closer to 60 FPS with both versions averaging out to above 59 FPS. - Sample scene 2: Both drop performance when camera is really tight to the player in some specific places. - Pro averages to 59 and X comes to 58 in sample scene 2. - OG PS4 is the most stable console in sample scene 1. - OG XBO is the worst with most drops in same sample scenes. - OG PS4 drops scenes when GPU is strained in sample scene 2. - OG Xbox drops even more. Verdict: - On Pro/Base PS4/X game play performance is mostly locked to 60 FPS. - XBO is subpar. Seems like DynamiteCop's ANALysis tools from his ass was wrong again We already got a second opinion and I directly asked John about what NX said and he said he wasn't sure what it was doing exactly and that's it's tricky because these things can indeed be part of the pipeline. That is what NX asserted, that this reconstruction is not geometric but rather in the shader pipeline. You're a moron. Link to post Share on other sites
Remij 4,842 Posted March 8, 2019 Share Posted March 8, 2019 40 minutes ago, Goukosan said: @Remij_..... didn't @DynamiteCop!say we should get a second opinion. Seems like DynamiteCop's ANALysis tools from his ass was wrong again Yea I already told him in the other thread. lmao But whatever... let him believe it's native 4K if it makes him feel better. Link to post Share on other sites
Goukosan 2,344 Posted March 8, 2019 Share Posted March 8, 2019 1 hour ago, DynamiteCop! said: We already got a second opinion and I directly asked John about what NX said and he said he wasn't sure what it was doing exactly and that's it's tricky because these things can indeed be part of the pipeline. That is what NX asserted, that this reconstruction is not geometric but rather in the shader pipeline. You're a moron. Some sort of reconstruction = Native 4K based on DynamiteCop's ANALytics Link to post Share on other sites
DynamiteCop 2,109 Posted March 8, 2019 Share Posted March 8, 2019 (edited) 16 minutes ago, Goukosan said: Some sort of reconstruction = Native 4K based on DynamiteCop's ANALytics It's native if the geometry is native, that means the render is pixel accurate. Shading reconstruction is something else entirely. Reconstruction in use doesn't mean it's reconstructing to reach a stated resolution, it doesn't mean it's reconstructing a lower resolution render to reach native 4K geometrically which determines scene density. Elements in the shading pipeline and volumetrics can be altered independent to render out at lower or higher resolutions, or reconstruct from a lower resolution. This is just like Metro Exodus for example where the game is rendering at a full 3840x2160 but its volumetric effects are rendering at like 33%. Rendering isn't a ultimatum of "if the scene is X then everything within the scene needs to be X as well", elements can be fine tuned and internally render at different resolutions independent of the scene. Edited March 8, 2019 by DynamiteCop! Link to post Share on other sites
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