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[DF] Doom Eternal PS5 vs Xbox Series S/X

Bogroll

Likes moldy games
well there is the VRS for you, SX is better at 120hz, as i said in the older thread about people bitching on 'blurry vrs', when in fact, both consoles lack AF and ps5 is visibly blurrier at 120hz. :messenger_smiling_with_eyes: :messenger_ok:

Bogroll Bogroll DenchDeckard DenchDeckard
Did make me laugh when I heard the no AF on both, yeah I saw the drop to 109 fps on PS5 and only 117 on XSX but that is nothing in reality but if it were the other way round there would be pics of that in this thread instead of some dodgy comparison pics. And saying 8% framerate advantage with a 30% resolution advantage.
But they're all great inc the S version.
 
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M.W.

Member
tenor.gif



So, play on PC? Got it.
 

LMJ

Member
I was talking about the graphics, Series X is running the game at a higher resolution for the most part. One of the most important parts about a graphics comparison.

But nice try in NORMALIZING running to the defense
Great, but the guy YOU quoted wasn't lol

FYI...I'm in no defensive mode (a fanboy I assume) as yeah this is a win for the XseX so...yay I guess lol (#anotherone etc)

But again YOU quoted thatJohann thatJohann (below) and he NEVER mentioned graphics on either system, he mentioned framerates, load times and ease of upgrade AND THATS IT, and you responded with a snarky remark...I repeat that victimization ;)

TLDR:
Both are great, both have almost perfect frame rates including on the 120 FPS mode.

PS5 has 2x fast loading times but a convoluted upgrade process and does not carry over the save.

XSS/XSX Smart Delivery made the upgrade a breeze carrying over the save as well.

both are great. I guess pick either one!

al gore video GIF by South Park
 
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To test out why XSS doesn't have RT mode I took my 2060S and underclocked and turned down power target significantly. Used 1080p Native with DRS set to 144fps target. RT 'On', DLSS 'Off', all 'Low' settings. The estimated VRAM usage they had in the game settings was 4.7GB, but GPUTweak reported 6.5GB max usage. With lowest possible settings + RT, that's still likely beyond the VRAM allocation for Series S.

Likewise, for non-RT it says 2.9GB estimated usage, but GPUTweak reported 4.1GB for Low, 4.2GB for Med, 4.4GB for High, and 4.5GB for Ultra. All using Texture Memory Pool Size set to 'Low'. Series S has 10GB, with 1-2GB going to the OS. That leaves 8-9GB for VRAM and System Memory, so it probably splits 5GB VRAM/3-4GB System. 1.4GB short of RT minimum.

Bonus: 1080p, DRS goal 144fps, RT 'On', Texture Filter 'Med', all other settings 'Low'. RTX 2060S, 1120MHz Core, 6500MHz mem, ~5.8GB VRAM usage. DRS is at 68% of 1080p in this photo. It's like 'Ultra Low' RT mode.
Eternal-RT-ALLLowjp.jpg
I am thinking that MS intends for future games on the XSS to utilize SFS to minimize RAM usage. It's probably one of the main reasons they went with the configuration they did. I'm glad both Xboxes have the same feature set. It will make development on both consoles easier. The flawless 120 fps performance is pretty impressive though.
 

DenchDeckard

Moderated wildly
Well, if this game is anything to go by we have our examples of what this gen will be.

xbox will use vrs and offer a higher resolution of up to 30% more pixels and be noticeably sharper.

Textures on the edges of the screen outside the periphery of where the player would normally be will be blurrier and not as sharp as the ps5 although the overall asset quality will be identical. Just VRS doing it’s job.

ps5 will look softer on the overall screen buffer but offer what looks like higher res less blurry textures on the outer bounds of the screen where you aren’t normally looking (Unless you are looking for it or pausing the game and analysing screen grabs). Ps5 will also offer twice as fast loading eg 4 seconds vs 8.

both consoles will offer an amazing experience and both sides will fight to the hill on what is better and more important overall.

the world will be showered with DJ KHALED gifs and our new tribal chants of “another one” will ring out transcending from simple text on a screen to a thunderous bellow, etching itself into the history books of gaming. Memories that will be passed down for generations!…..…..join me in our sacred chant!

ANOTHER ONE!
 
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Well, if this game is anything to go by we have our examples of what this gen will be.

xbox will use vrs and offer a higher resolution of up to 30% more pixels and be noticeably sharper.

Textures on the edges of the screen outside the periphery of where the player would normally be will be blurrier and not as sharp as the ps5 although the overall asset quality will be identical. Just VRS doing it’s job.

ps5 will look softer on the overall screen buffer but offer what looks like higher res less blurry textures on the outer bounds of the screen where you aren’t normally looking (Unless you are looking for it or pausing the game and analysing screen grabs). Ps5 will also offer twice as fast loading eg 4 seconds vs 8.

both consoles will offer an amazing experience and both sides will fight to the hill on what is better and more important overall.

the world will be showered with DJ KHALED gifs and our new tribal chants of “another one” will ring out transcending from simple text on a screen to a thunderous bellow, etching itself into the history books of gaming. Memories that will be passed down for generations!…..…..join me in our sacred chant!

ANOTHER ONE!
VRS is just one feature, Mesh shaders is even more exciting IMO. As we transition to next-gen engines both consoles will really improve beyond what we are seeing now.
 
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reksveks

Member
The inherent point of vrs is to reduce iq in the areas that devs think users wont focus on or care about so they can get better performance.

The fact that people don't understand this or want to is a bit baffling. I think it's the 30fps is more cinematic crowd.
 

Zathalus

Member
For me Tier 2 VRS only makes sense if you were going to use VRS anyway. For example, Metro Exodus, both console versions use software emulated Tier 1 VRS and it looks horrible, leveraging Tier 2 VRS which has the same performance benefits but looks significantly better would make sense in that scenario.

For Doom Eternal, pick your poison, higher res or VRS, both are going to look identical when played. Although Xbox does have it on Gamepass (likely forever) if you own both consoles and have not picked it up yet.
 

ZehDon

Gold Member
VRS is terrible. Who cares if the overall resolution is higher if half the assets in it are at a lower resolution because of that technique.

I’ll also say that DF not covering 3D audio or at the very least the dualsense features is disingenuous on their part. They need to cover every part of they’re going to compare and do deep technical analysis.
What aspects of the controller and audio contribute to the asset detail, ray tracing, frame rate, resolution, shading, and/or loading comparisons that were performed in the video?

Do you even know what thread you're posting in?
 

Topher

Gold Member
Just like when the mods here started banning people for calling the PS5 an 8TF console. It's just crazy.
The consoles are out and they're pretty much identical save for a few minor differences that you need a magnifying glass to see.
Honestly it should be all about the games from here on out. Don't even see a need for DF lol

I mean.....it is true. Differences in video games across systems used to be noticeable with a side by side comparison video. Now we are entirely dependent on folks like DF to tell us what we can't see with our own eyes. At that point.....

Angry Harrison Ford GIF
 

DenchDeckard

Moderated wildly
They mention that the PS5 version falls below 1080p in 120hz mode just like Metro also when they could drop the framerate it drops harder on PS5, down to 109fps.
So it's both resolution and framerate.
Does the video provide proof that it is dropping to 109 on PS5? I'm surprised we havent seen tons of screenshots of it like we see in most war threads, haha. Crazy its dropping below 1080p but I guess we will just have to get used to it on these 120FPS modes.
 
I honestly think low texture filtering settings are almost always an oversight... that shit costs literally less than 1% performance on any modern hardware, so absolutely no reason to not set it to 16x AF
Yep, the XOX already had enough bandwidth to comfortably push 16x AF. Current gen lacking AF is probably always a bug.
 

yamaci17

Member
I honestly think low texture filtering settings are almost always an oversight... that shit costs literally less than 1% performance on any modern hardware, so absolutely no reason to not set it to 16x AF

the problem starts when majority of console players cannot even discern between 1440p and 4k

so devs think it is a guarenteed way to save performance by going 4x. 16x vs 4x is only notiecable when you're up close to a monitor
 

jeffyjaixx

Member
VRS allows Xbox to go up to higher resolution and better performance in the 120hz mode but at the cost of IQ.

So depends if you want a higher res or a better IQ. Those pics definitely show that PS5 has the better IQ.
 

ManaByte

Member
tenor.gif



So, play on PC? Got it.

I have a 3080 and yes Doom Eternal is amazing on it, but with RT 60 on the consoles I actually prefer this on a console. It's kind of like Diablo III where the controls actually work out better on the controller due to the amount of platforming, double jumping, and dashing in the game.
 

01011001

Banned
the problem starts when majority of console players cannot even discern between 1440p and 4k

so devs think it is a guarenteed way to save performance by going 4x. 16x vs 4x is only notiecable when you're up close to a monitor

it doesn't save performance, it's literally less than 1%
even on older GPUs switching between AF off and 16x AF will result in almost no discernable performance difference

on a modern GPU like the ones in the new consoles it should be in the range of 0.1%
 
Are you sure about that?

Todd Howard is reporting to big poppa Microsoft as is Phil Spencer. They have synergy and first right of refusal, but anything between them goes up the chain.

Phil will have input on what goes where, but not the final authority. Phil’s mission is Xbox, you think he’d let Minecraft on PS if it were upto him? No, it’s counter to his divisions success.

May get restructured in the future.

No, no, no. Xbox is in charge of Bethesda. Phil Spencer is the final say until the CEO of Microsoft decides he isn't.

Actually, Minecraft can't be taken away from platforms where it already existed because that would just be bad business and beyond foolish. Minecraft is a different strategy, hence it will stay available to all platforms. Minecraft staying on all platforms works to Microsoft's and Xbox's strategic advantage without harming the Xbox division. Bethesda and all other Xbox First Party studios making big AAA exclusives need not support other platforms outside of existing contractual commitments.

This is why Starfield, Redfall and Elder Scrolls 6 and other newer games from Bethesda not under contract will not be going to Playsetation. The last hope for a Playstation release is really the Indiana Jones title from Machine Games, outside of Deathloop and Ghostwire: Tokyo.

Tell me you aren't actually being serious though lol. Microsoft's larger player with Bethesda is about Windows 11 and PC. It's all in on Xbox and Game Pass, which is directly integrated right into the OS.
 
Although the engine seems to be very scalable I do not think this port is as great and some people think. According to this article RX 5700 can easily do 4K 60fps and 1440P 120fps.


So I would like to think these console for most part are hitting the upper limit of resolution and only on rare taxing situation it is dropping the resolution. Ideally these console should not have problem outperforming RX5700. Important take away from this article is that this engine is dependent on BW as is states how the RX5700 33% BW advantage over 5600XT makes quite a big difference at higher res. I wonder how much memory this game is using on consoles. SX obviously has 25% advantage if 10gb or less is used.

Either way if you look at the specs and then the performance SX advantage is simply not adding up. Both consoles are underperforming IMO but SX is doing even worse. If it had no VRS I would like to know what impact that would have had.

The PS5 is dropping to below 1080p in this game, meanwhile the Series X is regularly achieving superior resolution and performance, but somehow it's the Series X that's doing worse? How exactly does that work? And suddenly after months of downplaying VRS' performance impact, it's now being used as part of an effort to downplay Series X by suggesting Series X somehow desperately needed it as a crutch?

The reality is Xbox Series X would have had the advantage in resolution and performance regardless of VRS Tier 2. What VRS Tier 2 does in this game is it further ensures on top of the better GPU in Series X that in cases where the game might have miss its target frametime that the console has some extra performance headroom to better protect against fps drops. In the best case scenario together with dynamic resolution scaling it totally eliminates the need altogether to even use the dynamic resolution, just as it did with Gears 5.


We found our approach allowed us to play to the strengths of both Dynamic Resolution Scaling and Variable Rate Shading. VRS takes a first stab at applying coarse shading based on the edge detection results. Next frame, Dynamic Resolution Scaling looks at the total GPU frame time with the VRS savings being factored in and adjusts the scaling if needed. As an example, VRS applied to the real-time cinematics on the Xbox Series X allowed for dynamic resolution to run an average of 10% higher, and in the best cases, removed the need for any downscaling altogether.


Whatever happened to when people use to claim it's only ever going to give 8-12% better performance at best so it's a waste of time after that blog post by Coalition? People saw savings of 8-12% or 14%-20% and completely wrote it off, not realizing those frametime savings can be crucial to performance no matter how tiny they may appear. This is the reason that Series X doesn't dip quite as hard as the PS5 appears to.

There are other games where Series X has both the resolution advantage as well as the performance advantage without Tier 2 VRS playing a factor, so we can end the excuses. And btw utilizing a built in hardware feature of a more advanced GPU is never a crutch.
 
The PS5 is dropping to below 1080p in this game, meanwhile the Series X is regularly achieving superior resolution and performance, but somehow it's the Series X that's doing worse? How exactly does that work? And suddenly after months of downplaying VRS' performance impact, it's now being used as part of an effort to downplay Series X by suggesting Series X somehow desperately needed it as a crutch?

The reality is Xbox Series X would have had the advantage in resolution and performance regardless of VRS Tier 2. What VRS Tier 2 does in this game is it further ensures on top of the better GPU in Series X that in cases where the game might have miss its target frametime that the console has some extra performance headroom to better protect against fps drops. In the best case scenario together with dynamic resolution scaling it totally eliminates the need altogether to even use the dynamic resolution, just as it did with Gears 5.





Whatever happened to when people use to claim it's only ever going to give 8-12% better performance at best so it's a waste of time after that blog post by Coalition? People saw savings of 8-12% or 14%-20% and completely wrote it off, not realizing those frametime savings can be crucial to performance no matter how tiny they may appear. This is the reason that Series X doesn't dip quite as hard as the PS5 appears to.

There are other games where Series X has both the resolution advantage as well as the performance advantage without Tier 2 VRS playing a factor, so we can end the excuses. And btw utilizing a built in hardware feature of a more advanced GPU is never a crutch.
I'd really avoid getting involved in any type of discussion with the usual suspects in comparison threads. It's a futile endeavour as you are dealing with people who have little interest with the stats and are more interested in posting zoomed in comparison shots. Just thank God that assurdum isn't around currently 🤞
 

SlimySnake

Flashless at the Golden Globes
Although the engine seems to be very scalable I do not think this port is as great and some people think. According to this article RX 5700 can easily do 4K 60fps and 1440P 120fps.


So I would like to think these console for most part are hitting the upper limit of resolution and only on rare taxing situation it is dropping the resolution. Ideally these console should not have problem outperforming RX5700. Important take away from this article is that this engine is dependent on BW as is states how the RX5700 33% BW advantage over 5600XT makes quite a big difference at higher res. I wonder how much memory this game is using on consoles. SX obviously has 25% advantage if 10gb or less is used.

Either way if you look at the specs and then the performance SX advantage is simply not adding up. Both consoles are underperforming IMO but SX is doing even worse. If it had no VRS I would like to know what impact that would have had.
Damn. WTF. Gonna look into this a bit more.

All i remember is that the xbox one x version ran at 1800p 60 fps so the 120 fps mode should run at 1800p as well seeing as how the xsx is 2x more powerful.

Same goes for the 1440p 60 fps Pro version. The PS5 is roughly 2.5x more powerful so 1440p 120 fps should be easily doable without any drops to 1080p.

Unless those versions were also using DRS? Did DF spot any DRS last year? I own the game on my PS4 (son bought it accidently on PSN) but i also own a 2080 and according to this chart, it will give me 205 fps at ultra settings on 1080p.

1080p-3-p.webp


At 1440p, its at 146 fps. Without DLSS.
 
I'd really avoid getting involved in any type of discussion with the usual suspects in comparison threads. It's a futile endeavour as you are dealing with people who have little interest with the stats and are more interested in posting zoomed in comparison shots. Just thank God that assurdum isn't around currently 🤞

Yea, it's not worth it to bother arguing it. As DF also pointed out, the VRS isn't creating any noticeable degradation in visual quality of the game during regular gameplay, so the zoomed in shots to try to find imperfections or differences is a pointless venture.

Series X still hits 1800p in 120fps mode whereas PS5 doesn't approach that at all.

They even point out that the due to the 1080p capture of their video for the 120fps mode the differences in superior visual quality on the Series X due to its higher resolution won't be quite as noticeable.

FcFT5bE.png
 
TL;DR:

Resolution details/differences:





Performance:



Hardware / features:


Final thoughts/wrap-up:



There's no other details on other aspects of the game others have asked for..
Not a word about the blur caused by VRS on Xbox like if that tech had no tradeoffs at all. But they do tell that the game sometimes ouputs at a higher res on Xbox. But what's the point if the game actually looks higher res on PS5 in those 2 modes most of the time? Better not talk about it cause that's not good for their narrative.

On the other hand they don't forget to state that the 120hz mode looks visibly blurrier on PS5 (even if they actually can't show it). But why omit to tell us the XSX game actually look blurrier in the 60fps modes? what an odd omission.

So their narrative for the whole gen will be: "VRS RDNA2 (only on Xbox), is perfect, only good stuff, and it allows the game to output at a higher res." Gotcha.
 
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Spukc

always chasing the next thrill
wow i can't believe there is so much difference.
i never expected this.
 
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