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Is day and night better than previous generation consoles? • Eurogamer.net

It’s no secret that Cyberpunk 2077 was launched in a fraction of the last generation consoles. Especially the base PlayStation 4 and Xbox One have the problem of very poor performance.How we have a complete story all The final generation systems will be compared quickly, but for PlayStation 5 and Xbox Series console owners, the story is a bit positive. Despite being backwards compatible (especially not supporting new hardware features), the next generation is providing core technology building blocks to provide a much more solid experience. it is clear. I haven’t looked too deeply yet, but Stadia’s outlook is much brighter.

The key to Cyberpunk 2077’s significant improvement over the new wave of machines is not just teraflops, but a combination of new technologies offered. On this page, you can watch a video detailing the first impressions of the PlayStation 4 and PS4 Pro versions of the game. There appear to be two major technical weaknesses that have a fundamental impact on the experience: lack of CPU horsepower and slowness. storage. Graphics performance is also an important factor, but mitigations can be taken (and implemented) here. Solid state storage and CPU power seem to be important components here. This is demonstrated by the Xbox Series S, a junior-level next-generation console that easily delivers levels of performance that surpass those of the 4TF GPU-enabled PlayStation 4 Pro.

What intrigued me about cyberpunk presentations on next-generation machines was that while the focus was on backward compatibility, it wasn’t direct playback of PS4 / Xbox One games. The code is aware that it is running on more advanced hardware and changes its outlook accordingly. The PlayStation 5 implementation seems to be the simplest-the game seems to have the same 1188p maximum dynamic resolution output as the PlayStation 4 Pro (actually it seems to be running in a 972p-1188p DRS window), but the final generation The 30fps cap has been completely removed. The end result is very close to locking 60 frames per second for most of the game, with only a slight drop in most scenarios. However, this is not a lock. Driving the city at high speeds seems to reach the CPU limit and drop in the 1950s.

Let’s see how Cyberpunk 2077 looks and plays on the PlayStation 5, Xbox Series X, and Xbox Series S consoles.

Xbox Series X also offers more than backward compatibility. It looks like it shares many of the features of the Xbox One X version of the game, but now you can choose between quality mode and performance mode. This is a choice not found in OneX. Performance mode is locked to 1080p and runs. The unlocked frame rate is up to 60 frames per second, but strangely it doesn’t match the raw output of the PlayStation 5. In a similar test, in areas where the PS5 hasn’t slowed down at all, there may be some minor issues with the Series X, but they will slow down. However, in terms of urban density in terms of NPCs and vehicle numbers, the Series X is clearly a higher setting-it’s not a similar comparison.

Arguably the best console experience at the moment is the Series X quality mode. This limits the output frame rate to 30 frames per second, but dramatically improves the resolution. It’s dynamic and fluctuates around 1512p in the city, but in simpler scenes it can reach above 1728p (looks like an absolute upper limit of 1800p). Dramatically increasing the number of pixels benefits image quality, although it increases latency and obviously reduces visual response. Cyberpunk 2077 makes heavy use of temporary supersampling. In other words, the information of the current frame is also obtained from the past frame. The higher the resolution of the previous frame, the higher the composite gain of the current frame. The end result is a much more attractive, less grainy, and blurry game. There are even more extensions, such as ambient occlusion, which doesn’t exist in performance mode and doesn’t exist in PS5 builds either.

Ultimately, the two next-generation machines have an interesting option. The PlayStation 5 offers a better experience if the XboxSeries X’s slightly lacking frame rate is the main focus (although the variable refresh rate display works tremendously). On the other hand, if you’re happy with 30 frames per second, the Premium Xbox offers the best visual quality with a significant margin, in addition to additional graphic effects and vehicle / NPC density. The reason why both consoles don’t get the same functionality can be due to how platform holders implement backward compatibility. Xbox can “know” that the new Xbox One game is running on the series console, opening the door to console-specific features. The options available on the PlayStation side are not completely clear. The unlocked frame rate here is similar to what was added to Sony’s own Ghost of Tsushima when running on PS5 hardware.

All of that leaves us with the Xbox Series S-and a fascinating situation. With all the other titles we’ve tested so far, Series S uses the Xbox One S codepath to run Xbox One games. For example, if your game is at 30 fps and 900 p is the best, it’s perfect for getting in series. S, even if the hardware has more power. With that in mind, when we sit down to play Cyberpunk on Microsoft’s value-driven console, we especially because the One S seems to be the best with a rendering resolution of only 1440×810. Expectations were not high. Fortunately, however, Series S has acquired its own custom implementation, taking advantage of the latest quality and performance profiles.

In effect, Series S acts as a fine-tuned version of Series X’s quality mode. The resolution is obviously much lower and can run below 1080p. However, the resolution limit also increases beyond the PS5 maximum, reaching about 1296p. More importantly, it retains most, if not all, of the benefits of quality mode. This means higher vehicle counts and crowd densities, and features such as ambient occlusion. The overall presentation is still a bit blurry and grainy, but is partially offset by the fact that the frame rate is generally good. There’s no performance mode here-most often at 30fps-its pure level of consistency helps a lot in providing a much more solid experience.

In fact, the 30 fps Series S seems to be more consistent than the Series X overall, but the key here is a decent cyberpunk experience from a PlayStation and Xbox console, and even a PC perspective. It’s hard to imagine the hardware that can be offered as something. As this for something like the same money. It’s clear that no flavor of the latest generation consoles, whether Xbox or PlayStation, suffers too much from CPU and storage hardware limitations to provide 30fps overall. There are some small weird drops in Series S, but based on what we’ve seen so far, they seem fleeting and don’t affect the experience.

The cyberpunk situation on the final generation consoles is not good-this is the image quality and performance flavor of the PlayStation 4 and PS4 Pro.

The idea of ​​”a cheap machine that can play cyberpunk well” made me think. The game is available on the cloud system, Google’s Stadia. The plan was to get the console done and see how the game would be streamed later, but in reality you can access Stadia without having to buy a subscription or hardware. -At the UK store, the price of the game is £ 49.99. Your flat cost for play. I used to take shots with a 35 mbps fiber connection that didn’t work well with Stadia, but I was really impressed. First, my connection was rated “Excellent” or, in the worst case, “good”, but it didn’t happen during Stadia’s review period (actual testing needs to be done elsewhere). Second, CD Projekt Red leaves the port to developer QLOC, which is actually pretty good.

We’ll take a closer look at this over time-I’ve only been playing on my laptop for about an hour-but 60 fps is provided as the default and this update runs fairly consistently until it’s reached. You can see that there is a particularly noticeable driving and stuttering city. As with Series X, you can take advantage of high frame rates and 30fps quality modes. Based on what I’ve seen so far, the ports also appear to be fully functional. The only omission is the film grain option (which is incompatible with streaming systems for a variety of reasons). These are just first impressions, but they are positive, and Stadia’s Cyberpunk 2077 is clearly running at a much higher performance level than any final generation version. 60fps mode may not be locked, but it has the advantage of low latency, which is the key to cloud gaming systems. The latest version of CD Projekt Red may be disappointing on the latest generation consoles, but at least there are other options-Stadia may not be the perfect solution, but despite the shortcomings of the streaming platform Play here faster than PS4 or Xbox 1.

There’s more to come from Cyberpunk 2077’s Digital Foundry-we’re almost in the last generation of console testing, completing PC analysis and suggested settings, as much performance as possible while keeping the lion. There is an idea to regain the share of the next generation visuals of the game. But it’s clear that this was the first third-party game to draw a line between generations, and I wonder if the Xbox One and PlayStation 4 versions should have shipped at all. Looking at what a PC can offer with stringent hardware requirements, the idea of ​​whether the final generation console version is “optimized” gives way to the debate about whether a decent port is actually possible. I’ve encountered many bugs during playtesting and can fix them, but at this point the code hits the technical limitations head-on and seems almost impossible to avoid.

Now here, the next-generation console may not have its own custom version of the game, but at least it provides the technology needed to provide a playable experience-and how much of the PC experience to look at. It’s fascinating When an enhanced version of the game arrives in 2021, it will move to the PlayStation 5 and Xbox Series consoles.

https://www.eurogamer.net/articles/digitalfoundry-2077-cyberpunk-2077-next-gen-console-tech-analysis

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