Thread: DF Analysis: Doom Eternal Next Gen Upgrade - PS5 vs Series X/S - all modes tested

regawdless

hare-assment
 
Platforms
  1. PC


Three modes tested:
Balanced
Raytracing
120 FPS

Edit:
- No raytracing mode on Series S
- No anisotropic filtering on any of the consoles
- 60fps and 120fps targets are being hit basically all the time on all consoles. You have to go out of your way to cause minor dips.
- Dynamic resolution in all modes, with Series X having a slight advantage over PS5. Both looking good and clean, but a bit soft.
- Series S is noticably softer. Especially the 120fps mode gets very blurry.

So PS5 and Series X offering great versions. While Series S has no raytracing and due to the lower resolution in general, looks blurry on a 4k TV, but fine on a 1080p display. Or a CRT.
 
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No raytracing at all on Series S. Curious decision. I think they couldn't get to 60fps and scrapped it.

Other than that, very stable framerates, really great work.

No anisotropic filtering at all is shocking though and causes a blurry image. Guess they ran out of memory?
 
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Maybe the filtering is what I'm seeing. I feel like this looks markedly less sharp and impressive than its PC counterpart, if still quite good.

I don't quite understand how some devs continue to struggle with AF. That's such a basic technique that's been around forever and has a significant impact on the image quality. I would prefer some scaled back effects or lower geometry, but to always have a decent level of AF.
 
I don't quite understand how some devs continue to struggle with AF. That's such a basic technique that's been around forever and has a significant impact on the image quality. I would prefer some scaled back effects or lower geometry, but to always have a decent level of AF.
If I understand right, AF is basically the ability to see a texture from an angle, and it retains its detail? As that's like 90% of games, I'm surprised it isn't given more attention too. You put all this work into 8K textures, only to ruin how they look like for most of the game?

It was something I really noticed in Xbox One X Far Cry 5. I'd look down and see the most realistic looking textures. I'd look father away, and it all got pretty unimpressive.
 
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If I understand right, AF is basically the ability to see a texture from an angle, and it retains its detail? As that's like 90% of games, I'm surprised it isn't given more attention too. You put all this work into 8K textures, only to ruin how they look like for most of the game?

It was something I really noticed in Xbox One X Far Cry 5. I'd look down and see the most realistic looking textures. I'd look father away, and it all got pretty unimpressive.

My bet would be on memory bandwidth limitations. But I would need to summon @VFX_Veteran for his more educated guess.
 
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My bet would be on memory bandwidth limitations. But I would need to summon @VFX_Veteran for his more educated guess.

5258-DFC6-D1-E7-44-A7-BA90-0-EFF3-B59-CDE0.jpg
 
Maybe the filtering is what I'm seeing. I feel like this looks markedly less sharp and impressive than its PC counterpart, if still quite good.
There really is something odd about its visuals on PS5 to me. Maybe it's just a result of coming off of Ratchet, but it just feels like what I'm seeing is fuzzy until I get very close to the textures, and then they look overly sharpened.

They did get the game running extremely well on console hardware with some raytracing thrown in for fun, so I'm really not complaining. It just somehow manages to look unimpressive overall even when the art itself is good.
 
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If I understand right, AF is basically the ability to see a texture from an angle, and it retains its detail? As that's like 90% of games, I'm surprised it isn't given more attention too. You put all this work into 8K textures, only to ruin how they look like for most of the game?

It was something I really noticed in Xbox One X Far Cry 5. I'd look down and see the most realistic looking textures. I'd look father away, and it all got pretty unimpressive.
AF is a technique used to sample a texture more accurately than a bilinear filter at extreme oblique angles. It is either turned off or on. The performance cost is attributed to the many samples that need to be taken.

Let's imagine an 8k texture map. Not only is this a texture map for diffuse color, but it's normally 8k for all other textures too (normal maps, specular maps, mask maps, and any other multiple textures on a single triangular surface). So having said that, how does it get projected onto the triangle under every circumstance? Well, it uses MIP mapping to filter out unwanted aliasing due to the distance the camera is from the texture map. So every single texture map has to have every lower level of the resolution stored in memory.

8k
4k
2k
1k
512
256
128
64
32
16
8
4
2
1

Now how do we filter each texture map to mitigate high frequency noise? We use a filter kernel which essentially means taking the texture map and applying some smoothing algorithm in it. Most techniques are always using a square box filter kernel. That is, 2x2 or 4x4. For every size of the filter kernel, you have to index the texture map - which costs bandwidth at the texture stage of the pipeline. Well, square kernels aren't accurate enough at oblique angles. That's where "anistropic" filtering comes into play. For example, instead of a 4x4 we can do a 8x2 or a 2x8 depending on the angle. So a 16X anisotropic filter kernel means sampling that texture map 16 times to get a good approximation of removing noise.

Now after all of that, imagine having to index that texture map 16x for every single MIP level I described above. THEN imagine it for every single texture map for a single surface that could include multiple textures for each of the shading components like diffuse, specular, normal maps, etc..

It eats up bandwidth rather quickly. Since the AMD boards use the SMUs for rendering ray-tracing, it will eat up more bandwidth - thereby taking away cycles that could be used for the more expensive 16x anisotropic filtering kernel. Cutting down on the number of samples would give back several cycles in the texture pipeline.

Hope this helps