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The RT Related Games, Benchmarks, Software, Etc Thread.

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On medium pre-set? :p

No idea abou the above by the way but usually consoles do not have as high settings.
That's true - but this is just Unreal 4.x with enclosed spaces for the most part, RT reflection and shadows and some RT sub-surface scattering - this isn't even close to Cyberpunk or even Metro/Dying Light 2 - the performance is just... shockingly bad.
 
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Oh, not faulting you for playing at native - just stating that you *should* be getting a consistent 100+ fps (lows!) with that setup compared with what the PS5 is doing - how did the devs screw the pooch so badly? :confused:
Pretty sure the PS5 uses dynamic res ranging from 1440p to 720p at 30fps .. will have to watch the DF review again to confirm but I'm pretty certain it's not doing 4k with rt
 
OK so ps5 is 1440p to 1720p not 720p but still a far cry from full 2160p with rt .... I remember hearing 720 just missed the 1 in front :cry:
Did they state the horizontal width? Often these consoles scale on a single axis and 3840x1440 is 50% more pixels than 2560x1440.

I found this on another article but it's not all that useful:

In order to get that doubled frame-rate, performance mode disables RT and reduces the resolution of some effects. Dynamic resolution scaling is used too, with pixel counts between 1440p and 1728p being the most common. It seems highly variable but Unreal’s temporary upsampling helps clean up the final image and it looks sharp in each mode on a 4K display.
'temporary' upsampling :D

*Edit* huh. Maybe this game really *is* that heavy - assuming the PS5's worst-case scenario is 5,529,600 pixels @ 30 fps, a 3.5 multiplier for the 4090 lands us at 19,353,600 pixels at 30fps (or 3840x2160 at around 60fps - again, worst-case scenario) - I'm ignoring the differences between visual settings because the 4090 has vastly more bandwidth and far superior RT hardware.

I still think the PC code is gimped though since the XBox Series X (running DirectX) is slower than the PS5 without RT reflections.
 
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Did they state the horizontal width? Often these consoles scale on a single axis and 3840x1440 is 50% more pixels than 2560x1440.

I found this on another article but it's not all that useful:


'temporary' upsampling :D
Unfortunately they don't mention the horizontal pixel count which is unusual for DF as they normally mention it in these types of comparisons... would have been handy to know.

'Temporary' upsampling, I'd have that over the current 'Temporary' stuttering we get on PC :cry:

Hopefully the patch fixes this as graphically it looks stunning and looks very atmospheric so still want to give it a try , will just wait till it patched up :D
 
There is an update available for the game on Steam. The shader compilation is now done as you launch the game. The stuttering is fixed apparently. Makes you wonder why they didn't do this initially.
 
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There is an update available for the game on Steam. The shader compilation is now done as you launch the game. The stuttering is fixed apparently. Makes you wonder why they didn't do this initially.
They were crunching their bums off to get it launched at all in time for their promised data (to investors) so everything that was non-essential gets put off until a later date post-release (if at all). In this case the financial impact of the poor reception forced them to prioritise the issue as it got pointed out everywhere and people rallied around it. For other games that had this issue the outrage was mild so consequently they still have perma-stutter (f.ex Fallen Order - RIP).

Heck, it's the same story on consoles. For PS5 they got actual extra developers from Sony to help them out and as a result it's the best version overall (at launch). On Xbox no such luck, so it's fraught with issues, and on PC it's every man woman and dog for themselves so it's just a straight up disaster.
 
Epic removed DLSS in Fortnite Season 4 Chapter 1 powered by Unreal Engine 5.1 and replaced it with TSR!

Thoughts? :cry:





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