dc_coder_84
dc_coder_84
Inscrit depuis 3522 Jours
Yeah, it's really weird. In some games like Control ray traced reflections make a bigger difference because you avoid these screen space artifacts. But the old reflections in GT7 were already that good and didn't suffer from screen space artifacts. On the other hand no one can complain that Polyphony Digital was lazy. It probably would have been better if they used the additional power of PS5 base and Pro for other RT effects like RT globel illumination or ambient occlusion. RT FX which make a bigger difference. But I also understand why they choose RT reflections because the cars are the stars of the show. Also going from native 4K to sub 4K with AI upscale seems weird too.

Kudos to you Driftwood. This time your are faster than Elanalistadebits and Digital Foundry. I wonder if all modes on PS5 Pro use PSSR?
En réponse à
dc_coder_84
dc_coder_84
Inscrit depuis 3522 Jours
F1 24 shows how a Pro patch should look. It implements 3 out of 4 RT FX: RT reflections, RTAO and DDGI. All at 60 fps. Also the reflections are not limited to the cars but are also visible on the street and track side details. On PS5 Pro only RT shadows are missing compared to the PC version but they are available in the replays at least. EA did an amazing job here regards to optimization. Also EAs hair technology in Dragon Age: The Veilguard is super impressive. I've never seen better hair in a game. EA has also written an in depth article available here about the their hair rendering. 50 000 individual strands per character eating hundreds of MB of RAM :)
En réponse à
bunkadotaste
bunkadotaste
Inscrit depuis 2827 Jours
There're still frame drops on the raining races.
GT3 and 4 were locked 60, as were the Ace Combat entries on PS2.
Once these made the transition to 'Next-Gen' it was actually a step backwards (Ace was 30 on both PS3 and X360).
Ever since GT5, replays have been hard-capped to 30 and added motion-blur, which should be optional.

A similar thing happened to Project Gotham Racing: the first game felt like an actual upgrade from Metropolis Street Racer, running at 60, with much better models and proper reflections. The sequel, was 30, for some reason. Then 3 and 4 on 360 were also 30 on top of motion-blur during gameplay.

I'm starting to think cubemapped reflections is - still - the ideal solution. Few game can pull off Screen-Space Reflection in a clean manner; even yet-to-be released games (check out Rise of the Ronin, from the 'Day One: PS5 Pro Coverage', at the 03:33 mark).
En réponse à
dc_coder_84
dc_coder_84
Inscrit depuis 3522 Jours
So according to Digital Foundry if you have a 60 Hz display and don't use the cockpit view it is recommended to disable PSSR to render a superior native 4K image. If you disable PSSR you'll loose raytraced reflections in the cockpit of your car but all other RT reflections remain active. The upside is a more stable image due to native 4K rendering.
En réponse à
LEBATO - IS WRONG
LEBATO
Inscrit depuis 7263 Jours
Were we supposed to be impressed by this?
En réponse à

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