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NXGamer/IGN: Gran Turismo 7: PS5 vs PS4 Performance Review

Arioco

Member



- Target is 60fps on all three MACHINES during gameplay, but replays are only 60 fps on PS5 (except in RT mode, which is 30 fps too). Performance is really good on all of them, gameplay is almost a perfect locked 60 fps.

- Loading times on PS5 are up to 10 times faster than base PS4.

- Better AO, shadow quality, materials, textures, SSR... on PS5. And of course much higher resolution.

-As for resolution, PS5 is 2160p with TAA in both modes. PS4 Pro is 1800p using checkerboard and base PS4 is native 1080p.

- PS5 is the only version with per object motion blur during gameplay.
 
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MrFunSocks

Banned
I wish people would stop using "locked 60fps" incorrectly. Locked means it doesn't waver. This does. "Near constant" 60fps is a better description.

We would expect everything to fall apart, but obviously this is Sony and they do a great job to make sure everyone gets the best piece of that pie and they have done that yet again
:messenger_grinning_sweat:

Also incorrectly stated that all effects including shadows and alpha effects are full resolution. Shadows cast from cars in headlights are nowhere near full resolution.
 
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freefornow

Gold Member



- Target is 60fps on all three MACHINES during gameplay, but replays are only 60 fps on PS5 (except in RT mode, which is 30 fps too). Performance is really good on all of them, gameplay is almost a perfect locked 60 fps.

- Loading times on PS5 are up to 10 times faster than base PS4.

- Better AO, shadow quality, materials, textures, SSR... on PS5. And of course much higher resolution.

-As for resolution, PS4 is 2160p with TAA in both modes. PS4 Pro is 1800p using checkerboard and base PS4 is native 1080p.

- PS5 is the only version with per object motion blur during gameplay.

Small error in OP? PS5 yeah?
 
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Godot25

Banned
That framerate during raining race in Suzuka is pretty terrible. Wonder they won't drop resolution to keep steady 60FPS.
60FPS in that kind of game if pretty crucial.
 

MidGenRefresh

*Refreshes biennially
PS5 players waiting for PS4 players to load into online race:

giphy.gif
 

Allandor

Member
So, the CPU on PS5 is idling in this game as expected. I had really hoped for 30fps on last gen, so the next gen can also use the benefit of it's CPU.
 

Erebus

Member
So I guess the dynamic weather is present in the PS4 versions and also the physics are the same on both versions. Sounds good for PS4 players.
 
These outlets should start testing base PS4 with SSD as well, instead of saying 10 times difference against a console with crap HDD that is user replaceable. It just doesn't tell us much, games with lots of compression and pre-baking benefit less (so the improvement is usually 30%), some games huge loadings will jump to half. I like knowing which is which.

Increasingly, (replacing the HDD) is what people stuck on PS4's are doing, after all it's user replaceable).
-As for resolution, PS4 is 2160p with TAA in both modes. PS4 Pro is 1800p using checkerboard and base PS4 is native 1080p.
Typo here, PS5 is 2160p

PS4 unlocking its hidden sauce super late. Hnnng
Hehe
Looks good. Shame that the frame rate is taking a hit though
It's mostly the hell scenario they found, you set up the race to be at daybreak or sunset time, with rain, add 20 cars and make sure you're dead last. Then start racing.

Outside of testing it's not something most gamers will be faced throughout their whole playtime, ever - this on the PS5.

That said, it's the rendering makeup of the game, dynamic resolution would fix it singlehandedly on PS4 and PS4 Pro, for sure. I don't really guess why they didn't.
 
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Erebus

Member
Are you guys are watching?
Frame rate takes hit only in very special conditions. And it's running at full native resolution with all effects. It's actually incredible.
It's incredible indeed but I think the argument here is that they could have implemented a dynamic resolution trick to mitigate the frame rate hit in these special conditions and maintain the perfect fluidity throughout the game.
 
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Markio128

Member
So performance on PS5 is exceptionally good and it looks fantastic. Great to see and hear. I really don’t think anybody should be worried about the stress test because the career gameplay appears not to mirror such levels of intensity. Even still, it only dropped to mid 50’s in this example, which isn’t the end of the world, especially when you consider native 4K and all of the lighting/weather effects on show. I’m pretty impressed tbh.
 

Arioco

Member
IDK what's the problem with DRS. Maybe it introduces more input lag?


No, it doesn't cause lag at all, it works wonderfully in the games that use it, but not every engine supports it, and that's on the devs, their choice.

Generally speaking I think DRS is great for making the most out of the hardware, but as I said not all devs decide to support it in their engines. Sony's first party studios are some of them, the only Sony fist party game that uses DRS that I Know of is Horizon Forbidden West (and it's the first time Guerrilla uses the technique, since Horizon ZD and Killzone 2 and 3 run at fixed resolution).

Maybe DRS can look a bit messy when combined with some reconstruction techniques like checkerboard, but in a game that runs at native 4K with TAA like GT7 it should work fine and nobody would even notice it.
 

scalman

Member
does PS4 pro version have 2 modes like GTS had or just one mode now ?
wonder how its looking via supersampling on ps4 pro on 1080p screen. i found that all games looks just amazing on that mode with superb AA
 
Are you guys are watching?
Frame rate takes hit only in very special conditions. And it's running at full native resolution with all effects. It's actually incredible.
Gotta disagree a bit.

Forza 7 had no problem keeping the locked 60 fps on Xbox One/One S and doing full 1080p - One can argue that GT7 on a comparable spec (so PS4 and PS4 Pro) looks better, and while some of that is subjective some isn't; I do think the LOD scaling is at fault here more than anything else, the funny thing is that if that's so, then they actually needed the lower LOD profile on all platforms, including the flagship.

Forza Horizon, while 30 fps on Xbox One (because Forza Horizon always defaulted to that) never drops a frame and didn't go dynamic res either, this to attest that one engine clearly controls LOD better than the other. Seeing one is god tier, the other suffers by comparison by not keeping the framerate locked on admittedly challenging conditions (Forza 7 allows rainy conditions as well).

It's specially "bad" to consider it also happens on PS5 (making it hard to call a "generational leap" on something so basic as to attest that the same bottlenecks still apply and tax it). Thus I feel the Gran Turismo engine is a bit dated at some points that evidently carry over from the PS3 days. It also probably commands more handmade optimizations for the devs working on it. I think they need to work on their pipeline from here on, or the distance will only get bigger.

Despite all that, it's very good looking and all the released versions are good, which is the most important. Screw the always online component though, very bad taste for a game that is sold - it's basically shareware.
IDK what's the problem with DRS. Maybe it introduces more input lag?
Reduces image quality when it hits. I'm personally not a fan, against keeping resolution, but it's preferable to framedrops - I'm guessing they could get away with fallbacks to 900p for the most part on ps4, 1440p on PS4 pro and 1800p on PS5. I'm guessing Polyphony Digital doesn't like to do that and doesn't have expertise in image reconstruction techniques, it's not something you turn on, it's something you have to implement.

Seeing they don't keep 60 fps during gameplay at all times (even if it's not a real issue, which it really doesn't seem to be) and don't mitigate the effect kinda takes them out of the "tech" pole position. These are the guys that pulled Gran Turismo at locked 60 fps on PSP, not to mention GT4 on PS2 at 60 fps. GT4 is still god tier in my book.
 
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anthony2690

Banned
I don't know what it is about the ign performance videos, but they don't grab me, the dude speaking sounds bored.

I feel like digitalfoundry tend to have a bit more passion in their videos, especially the DF retro videos.
 

alucard0712_rus

Gold Member
No, it doesn't cause lag at all, it works wonderfully in the games that use it, but not every engine supports it, and that's on the devs, their choice.

Generally speaking I think DRS is great for making the most out of the hardware, but as I said not all devs decide to support it in their engines. Sony's first party studios are some of them, the only Sony fist party game that uses DRS that I Know of is Horizon Forbidden West (and it's the first time Guerrilla uses the technique, since Horizon ZD and Killzone 2 and 3 run at fixed resolution).

Maybe DRS can look a bit messy when combined with some reconstruction techniques like checkerboard, but in a game that runs at native 4K with TAA like GT7 it should work fine and nobody would even notice it.
I agree - if display has fixed then DRS is a great choice, especially in this situation. If you have VRR display - zero problems then.
 

assurdum

Banned
Gotta disagree a bit.

Forza 7 had no problem keeping the locked 60 fps on Xbox One/One S and doing full 1080p - One can argue that GT7 on a comparable spec (so PS4 and PS4 Pro) looks better, and while some of that is subjective some isn't; I do think the LOD scaling is at fault here more than anything else, the funny thing is that if that's so, then they actually needed the lower LOD profile on all platforms, including the flagship.

Forza Horizon, while 30 fps on Xbox One (because Forza Horizon always defaulted to that) never drops a frame and didn't go dynamic res either, this to attest that one engine clearly controls LOD better than the other. Seeing one is god tier, the other suffers by comparison by not keeping the framerate locked on admittedly challenging conditions (Forza 7 allows rainy conditions as well).

It's specially "bad" to consider it also happens on PS5 (making it hard to call a "generational leap" on something so basic as to attest that the same bottlenecks still apply and tax it). Thus I feel the Gran Turismo engine is a bit dated at some points that evidently carry over from the PS3 days. It also probably commands more handmade optimizations for the devs working on it. I think they need to work on their pipeline from here on, or the distance will only get bigger.

Despite all that, it's very good looking and all the released versions are good, which is the most important. Screw the always online component though, very bad taste for a game that is sold - it's basically shareware.

Reduces image quality. I'm guessing Polyphony Digital doesn't like to do that and doesn't have expertise in image reconstruction techniques, it's not something you turn on, it's something you have to implement.

Seeing they don't keep 60 fps during gameplay at all times (even if it's not a real issue, which it really doesn't seem to be) and don't mitigate the effect kinda takes them out of the "tech" pole position. These are the guys that pulled Gran Turismo at locked 60 fps on PSP, not to mention GT4 on PS2 at 60 fps and a HD mode.
GT7 at 60 FPS in 4k with full effects on ps5 is especially bad considered Forza neither support it on XSX? Are you fucking serious?
 
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ethomaz

Banned
That framerate during raining race in Suzuka is pretty terrible. Wonder they won't drop resolution to keep steady 60FPS.
60FPS in that kind of game if pretty crucial.
Nah.

It is just the hypothetical case DF did setting the conditions and choosing to be in the last place at start to force to show 20 cars at same time.

It is only possible at start choosing to be the last place because after the cars start moving you can’t get all of them at screen anymore.
 
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GT7 at 60 FPS on ps5 is especially bad considered Forza neither support 60 FPS in 4k on XSX? Are you fucking serious?
Forza Motorsport 7 runs at native 4K on Xbox One X with 60 fps lock and thus, pulls out the same feat on XSX, what are you talking about? (Forza Horizon 5 can also run 4k60 on XSX)

Regardless, I'm sure Forza 7 looks worse than GT7 does native on PS5. And I also think the GT7 PS4 version can look better than Forza 7 on the Xbox One.

I'm speaking of the engine tech and it's scalability, not the game; don't take it any other way. And I'm not saying their tech is bad (as in some fronts it's clearly the gold standard), I'm saying it can be better/it's dated and not overly scalable on some fronts.
 
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Swift_Star

Banned
Gotta disagree a bit.

Forza 7 had no problem keeping the locked 60 fps on Xbox One/One S and doing full 1080p - One can argue that GT7 on a comparable spec (so PS4 and PS4 Pro) looks better, and while some of that is subjective some isn't; I do think the LOD scaling is at fault here more than anything else, the funny thing is that if that's so, then they actually needed the lower LOD profile on all platforms, including the flagship.

Forza Horizon, while 30 fps on Xbox One (because Forza Horizon always defaulted to that) never drops a frame and didn't go dynamic res either, this to attest that one engine clearly controls LOD better than the other. Seeing one is god tier, the other suffers by comparison by not keeping the framerate locked on admittedly challenging conditions (Forza 7 allows rainy conditions as well).

It's specially "bad" to consider it also happens on PS5 (making it hard to call a "generational leap" on something so basic as to attest that the same bottlenecks still apply and tax it). Thus I feel the Gran Turismo engine is a bit dated at some points that evidently carry over from the PS3 days. It also probably commands more handmade optimizations for the devs working on it. I think they need to work on their pipeline from here on, or the distance will only get bigger.

Despite all that, it's very good looking and all the released versions are good, which is the most important. Screw the always online component though, very bad taste for a game that is sold - it's basically shareware.

Reduces image quality when it hits. I'm personally not a fan, against keeping resolution, but it's preferable to framedrops - I'm guessing they could get away with fallbacks to 900p for the most part on ps4, 1440p on PS4 pro and 1800p on PS5. I'm guessing Polyphony Digital doesn't like to do that and doesn't have expertise in image reconstruction techniques, it's not something you turn on, it's something you have to implement.

Seeing they don't keep 60 fps during gameplay at all times (even if it's not a real issue, which it really doesn't seem to be) and don't mitigate the effect kinda takes them out of the "tech" pole position. These are the guys that pulled Gran Turismo at locked 60 fps on PSP, not to mention GT4 on PS2 at 60 fps. GT4 is still god tier in my book.
What a load of BS.
Some of you are really bad at this and are not even trying.
 

adamsapple

Or is it just one of Phil's balls in my throat?
Love how some are focusing on framerate dips that happen in a stress test that gathers specific conditions and a specific track. *slow claps*

That's ... the whole point of these performance analysis videos. You're not a new user here, come on lol.

Always interesting to see DF, NX and VGTech finding differences between comparisons even though they are seemingly comparing the same stress areas.
 
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What a load of BS.
Some of you are really bad at this and are not even trying.
Bad at what? you think I'm trolling or something? I'm not.

These gangbangs that happen when someone has an opinion on a damn performance thread are just stupid. We can only praise at all times it is that it?

Read what I said, I'm not exactly bashing it. I'm saying the LOD should go lower or dynamic resolution should be implemented and that going forward I think they should work on that. Nowhere I say the game is bad for it or that dipping under special circumstances is a massive problem. It's NOT. Don't misconstrue and label just so you can disregard.

And agree to disagree if you want. If you don't though, then come up with some real arguments.
Love how some are focusing on framerate dips that happen in a stress test that gathers specific conditions and a specific track. *slow claps*
Discussing it is not the issue, I think forums and threads like this are meant to discuss things most people don't and shouldn't care about, and it's good when the implications are minimal in reality, against clusterfucks like Cyberpunk 2077.

Tech decisions a developer takes are really relevant to know their development ethos (what they care about the most) and the limitations they felt when developing the game. It's not a jump to saying a game is crap, and whoever does that is dumb and might have an agenda.

Acting like it's a real problem or a reason to skip a game is dishonest, I agree.
 
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ethomaz

Banned
PD should work in make Trail Mountain locked 60fps. Everything else (the others 35 locations) are perfectly.
 
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adamsapple

Or is it just one of Phil's balls in my throat?
Ol' PS4 Pro looking mighty fine there.

Were I a bigger fan of track based racing games, I'd pick it up there.
 

DJ12

Member
I mean if people actually watch replays, they deserve to be punished anyway.

I will take my rare punishment of a couple of lost frames during gameplay and quietly laugh at those choosing to not disable all replays.
 

ethomaz

Banned
I mean if people actually watch replays, they deserve to be punished anyway.

I will take my rare punishment of a couple of lost frames during gameplay and quietly laugh at those choosing to not disable all replays.
I’m not sure what is your point because watch replay is a common thing in sim racing to understand your own mistakes or learn to archive better times from a better racer.

Tips… try to watch at least the TOP10 fastest replay in a track to see where you can improve.
 
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Again, same thing as DF about the performance.
(PS5) It only drops frames on that extreme situation that will not happen every day. Track full of cars ahead of you on the rain filling the screen with splash effects and on a time where the lights are on casting real time shadows of the cars, and mostly with the internal camera. Even so it drops just to the mid 50s.
On gameplay it's not really an issue, it drops more on replays.


Anyway, I think their engine doesn't have support for DRS, and would be a lot of work to add support to it without ruining the IQ and all that work for just a few cases?
Better spend this time having a chat with Insomniac to learn how to add RT to more scenes.
 
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Elios83

Member
Love how some are focusing on framerate dips that happen in a stress test that gathers specific conditions and a specific track. *slow claps*
It's the usual people, some of them are banned and then they come back to restart from the exact point where they left.
These comments are disingenuous nitpicking to death for trolling/console war purposes.
 
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DJ12

Member
I’m not sure what is your point because watch replay is a common thing in sim racing to understand your own mistakes or learn to archive better times from a better racer.

Tips… try to watch at least the TOP10 fastest replay in a track to see where you can improve.
OK, replays just delay starting another race for me.

I already know mistakes I've made and if I want to learn from 'the best' I will get a ghost from their best lap and do it in a time trail.
 

adamsapple

Or is it just one of Phil's balls in my throat?
The PS5 version looks exactly the same as the PS4 version, except at high resolution.

The immediately noticeable differences are RT in replays (obviously), but in game play the biggest difference is shadow quality and distant LoD better on PS5.

Otherwise, at a glance they look very similar. This is a closer cross-gen comparison than Horizon FW is, minus selective-RT.


165jm8.png


23gkk8.png


30hkwy.png
 
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