• Hey, guest user. Hope you're enjoying NeoGAF! Have you considered registering for an account? Come join us and add your take to the daily discourse.

Digital Foundry: Grounded Tech Review - Problems on PS5 and Switch - All Consoles Tested

Draugoth

Gold Member


00:00 Introduction02:24 PS5/Xbox Series X|S Graphics Comparison09:33 Xbox Series X|S Frame-Rate Test10:48 PS5 Frame-Rate Test12:16 Switch Graphics Comparison15:03 Switch Frame-Rate Test16:21 Verdict

00:00 Introduction

02:24 PS5/Xbox Series X|S Graphics Comparison

09:33 Xbox Series X|S Frame-Rate Test

10:48 PS5 Frame-Rate Test

12:16 Switch Graphics Comparison

15:03 Switch Frame-Rate Test

16:21 Verdict

- All consoles include cross-play

Resolution:

- PS5 DRS 1080p to 1215p
- Series X DRS 1512p to 2160p
- Series S ; DRS to 1080p with minor drops
- Visual features are a match across the three

Effects:

- PS5 has a slightly higher geometry draw distance, followed by SX then SS
- SX has shadows equivalent to PC's high, PS5 is between High and Epic and can look sharper
- However PS5 shadows are more aliased with SX looking more diffused in areas
- In some cases PS5's approach is better, in others SX's
- PS5 has more aliasing on depth of field effects
- PS5 / SX have 4K UI, Series S has 1080p UI

Performance:

- SX has locked 60 FPS with one-off camera judder related drops
- SS is similarly locked and has less one-off camera judder drops
- PS5 is often between 45 to 55 FPS, non-VRR displays will notice big lurches

Switch:

- Docked: 360p to 720p DRS
- Effects and texture resolution are lowered to accommodate
- DoF, volumetric shaft, player self-shadowing is disabled
- Visual presentation takes a drastic hit compared to other consoles
- However it retains all physics, SSR etc.

- Portable: Visuals matched with Docked
- Same DRS window but runs closer to lower more often

- 30 FPS target with frame-pacing issues
- Auto-save stutters are longer compared to other consoles
- Can drop to 20s in stress combat areas

- Between PS5 and SX, DF recommends playing the Xbox version
- On Switch, playing on portable is preferred over Docked
 
Last edited:

adamsapple

Or is it just one of Phil's balls in my throat?
- All consoles include cross-play

Resolution:

- PS5 DRS 1080p to 1215p
- Series X DRS 1512p to 2160p
- Series S ; DRS to 1080p with minor drops
- Visual features are a match across the three

Effects:

- PS5 has a slightly higher geometry draw distance, followed by SX then SS
- SX has shadows equivalent to PC's high, PS5 is between High and Epic and can look sharper
- However PS5 shadows are more aliased with SX looking more diffused in areas
- In some cases PS5's approach is better, in others SX's
- PS5 has more aliasing on depth of field effects
- PS5 / SX have 4K UI, Series S has 1080p UI

Performance:

- SX has locked 60 FPS with one-off camera judder related drops
- SS is similarly locked and has less one-off camera judder drops
- PS5 is often between 45 to 55 FPS, non-VRR displays will notice big lurches

Switch:

- Docked: 360p to 720p DRS
- Effects and texture resolution are lowered to accommodate
- DoF, volumetric shaft, player self-shadowing is disabled
- Visual presentation takes a drastic hit compared to other consoles
- However it retains all physics, SSR etc.

- Portable: Visuals matched with Docked
- Same DRS window but runs closer to lower more often

- 30 FPS target with frame-pacing issues
- Auto-save stutters are longer compared to other consoles
- Can drop to 20s in stress combat areas

- Between PS5 and SX, DF recommends playing the Xbox version
- On Switch, playing on portable is preferred over Docked
 
Last edited:

solidus12

Member
Phil said no more.
There’s a cost

E9pXFov.jpeg
 

Bojji

Gold Member
SoT and Grounded are both last gen games on Unreal Engine 4. I Love how differently they perform.
 
Last edited:

adamsapple

Or is it just one of Phil's balls in my throat?
This doesn't make any sense actually, series s have not much lower resolution than PS5 and yet performs better.

We are talking about 4tf and 10tf machines so logical conclusion is that PS5 version is a shit port.

They'll patch the performance, it's a live service-ish game, probably gets patched every other week.

You will pay for your sins

Post in thread '|OT| Xbox Power King Memes' https://www.neogaf.com/threads/ot-xbox-power-king-memes.1531914/post-261237015


mNhpJJj.png
 
Last edited:

intbal

Member
This game got a lot of patches during Early Access.
In almost every one of them, they mention CPU and memory optimizations. The game is likely highly tuned to the performance characteristics of Xbox consoles (it's a stable 1080p/60fps now on One X, even with garbage Jaguar cores).
They called 1.4 the "Final Update". I assume that means final for Xbox machines and they will now turn their attention to Playstation and Nintendo.
Obsidian has been really good about improving the game over time. No doubt that will continue on the new platforms.
 

Shin-Ra

Junior Member
They should’ve decimated the geometry even more for Switch, not to stabilise performance further but to better achieve the ideal N64 aesthetic!
 

avin

Member
Do we have any idea why? Is this a much smaller studio handling the ports than the one that did Sea of Thieves?

avin
 
Last edited:

JackMcGunns

Member
Nothing much to say. It is a bad port. It happens


I agree completely. So to sum things up, it would be disigenuous to use an old port to measure system performance, where the difference, for better or worse, could be due to code optimization rather than the hardware itself being at fault. 🤔 Seems logical enough, we have modern games with simultanous releases like AW2 for that. I just wanted to hear what OnQ123 had to say on the matter after his conclusion on the Sea of Thieves port.
 

SomeGit

Member
I thing I noticed is that usually these UE4 games have the same difference across PS5 and Xbox, not just the XGS games but even others like Dead Island 2. Is this a preset thing?
I doubt Obsidian looked at the PS5 version and fine tuned it, since the performance isn't really stable here.
 

Topher

Gold Member
I agree completely. So to sum things up, it would be disigenuous to use an old port to measure system performance, where the difference, for better or worse, could be due to code optimization rather than the hardware itself being at fault. 🤔 Seems logical enough, we have modern games with simultanous releases like AW2 for that. I just wanted to hear what OnQ123 had to say on the matter after his conclusion on the Sea of Thieves port.
Awkward Rose Mciver GIF by CBS
 
Top Bottom