VG Tech
Assassins Creed Valhalla PS5 vs Xbox Series X|S Frame Rate Comparison
updated
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The versions tested were 1.000.001 on PS5, 1.0.0.3 on Xbox and 1.01 on Switch. The Switch footage is captured from the game running in docked mode. These are the latest versions as of the uploading of this video. The Xbox Series X footage for this video was captured at 1440p due to capture card limitations.
Timestamps:
00:00 - PS5
05:54 - Xbox Series X
11:48 - Xbox Series S
17:41 - Switch Xbox Series X
The footage here is from the remastered mode in the game. There is also a classic mode without the remastered graphics which runs at 30fps. This classic mode has frame pacing issues on PS5 and both Xbox Series consoles. No frame pacing issues were found on Switch. Edit: Frame pacing issues on Switch were found after capturing more footage in classic mode.
Xbox Series X runs at 120fps when the console is set to output at 120hz.
PS5 and Xbox Series X render at a native resolution of 3840x2160.
Xbox Series S renders at a native resolution of 2560x1440.
Switch in docked mode renders at a native resolution of 1920x1080. Switch in portable mode renders at a native resolution of 1280x720
The parallax effect used on ladders on PS5 and the Xbox Series consoles doesn't seem to be rendered correctly. This doesn't seem to be a problem on Switch. Here is footage of this on PS5 and Switch as an example youtu.be/LYDQ_AyoSaQ
Stats: bit.ly/3T2ITzu
Frames Pixel Counted: bit.ly/3wlnIzB
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The version tested was 1.000.000.
PS5 in Performance Mode uses a dynamic resolution with the highest resolution found being approximately 2720x1530 and the lowest resolution found being 1920x1080. Pixel counts at or near 2720x1530 seem to be uncommon on PS5 in Performance Mode.
PS5 in Graphics Mode uses a dynamic resolution with the highest resolution found being 3840x2160 and the lowest resolution found being approximately 2880x1620. Pixel counts at or near 2880x1620 seem to be uncommon on PS5 in Graphics Mode.
In both modes some UI elements are rendered at 3840x2160 and some are rendered at 1920x1080.
NPC animations can play further in the distance in Graphics Mode compared to Performance Mode youtu.be/tOrO-_uH2Og?si=LtnFVHKo_x5IDBiQ Graphics mode can also improve NPC draw distance compared to Performance Mode bit.ly/4bAstFs
Stats: bit.ly/3Oz4bBV
Frames Pixel Counted: bit.ly/49mVyma
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The version tested was 2.1.1.0 on both consoles.
Timestamps:
0:00 - Xbox Series X
8:34 - Xbox Series S
Xbox Series X uses a dynamic resolution with the highest resolution found being 3840x2160 and the lowest resolution found being 1920x1080. Pixel counts at 1920x1080 seem to be rare and pixel counts at 3840x2160 seem to be very rare. Xbox Series X appears to be using FSR 1 to upscale to 3840x2160.
It seems that Xbox Series X tends to render at a higher resolution than PS5. As an example, during one scene PS5 rendered at approximately 2418x1360 and Xbox Series X rendered at approximately 2581x1452. However, there were also a few scenes where they were rendering at approximately the same resolution.
Xbox Series S uses a dynamic resolution with the highest resolution found being 1920x1080 and the lowest resolution found being approximately 1152x648. Pixel counts at 1152x648 seem to be rare. Xbox Series S appears to be using FSR 1 to upscale to 1920x1080.
Series S has some graphical cutbacks compared to Series X in areas such as: texture quality, scene detail, shadow quality and effects quality bit.ly/4b7ojFc Depth of field is also missing in some scenes on Xbox Series S.
Stats: bit.ly/3NsCzht
Frames Pixel Counted: bit.ly/3tnZVho
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PS5 uses a dynamic resolution with the highest resolution found being 3840x2160 and the lowest resolution found being 1920x1080. Pixel counts at 3840x2160 seem to be very rare. PS5 appears to be using FSR 1 to upscale to 3840x2160.
During regular matches the resolution seems to usually be closer to 2880x1620 than either the upper or lower bounds. Story mode in the demo is more demanding than regular matches and the resolution tends to be lower than in regular matches.
Stats: bit.ly/41rMvxB
Frames Pixel Counted: bit.ly/3Riq0X6
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The version tested was 1.000.012 on PS5 and 1.0.0.12 on Xbox.
Timestamps:
0:00 - Quality Mode and Xbox Series S
6:42 - Performance Mode
PS5 and Xbox Series X in Quality Mode render at a resolution of approximately 2259x1270 and appear to use FSR 2 to reconstruct a 3840x2160 resolution.
Xbox Series S renders at a resolution of approximately 1280x720 and appears to use FSR 2 to reconstruct a 2560x1440 resolution.
PS5 and Xbox Series X in Performance Mode render at a resolution of approximately 1506x847 and appear to use FSR 2 to reconstruct a 2560x1440 resolution.
Quality Mode has visual improvements compared to Performance Mode in areas such as: foliage, shadows, environmental detail, volumetric lighting and LOD. Xbox Series S doesn't have any selectable graphics modes and the visual settings on Series S are similar to Performance Mode on the other two consoles bit.ly/4128Gdo
Stats: bit.ly/3QHk4I2
Frames Pixel Counted: bit.ly/3tYViu8
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The version tested was 2.003.000 on PS5 and 1.0.67.3868 on the Xbox consoles. Default video settings were used for this test.
Timestamps:
00:00 - Performance Mode
11:50 - Quality Mode
PS5 and Xbox Series X in Performance Mode render at a resolution of 1920x1080 and use a form of temporal upsampling to reconstruct a 3840x2160 resolution.
PS5 and Xbox Series X in Quality Mode render at a resolution of 2560x1440 and use a form of temporal upsampling to reconstruct a 3840x2160 resolution.
Xbox Series S in Performance Mode renders at a resolution of 1600x900 and uses a form of temporal upsampling to reconstruct a 2560x1440 resolution.
Xbox Series S in Quality Mode renders at a resolution of 1920x1080 and uses a form of temporal upsampling to reconstruct a 2560x1440 resolution.
Cutscenes are letterboxed which results in a lower effective resolution during these scenes.
There appears to be a difference in sharpening and/or the temporal upsampling used between Performance Mode and Quality Mode where Performance Mode can produce a sharper but noisier image. This applies to all three consoles bit.ly/3G3oT8u
PS5 and Xbox Series X in Quality Mode appear to be using Lumen which doesn't seem to be used in Performance Mode or on Xbox Series S. Quality Mode has improvements to foliage and shadow quality compared to Performance Mode on all three consoles bit.ly/3ujm3d3
PS5 and Xbox Series X have improvements to foliage and shadow quality compared to Xbox Series S in both modes.
There appears to be a bug where the texture quality on Xbox Series X is worse than the other two consoles on the Desolate Island map which can be seen at 23 minutes and 7 seconds.
Stats: bit.ly/3QzH0rg
Frames Pixel Counted: bit.ly/47nk19Q
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The version tested was 1.494.4196.0 and 1.488.4138.0.
Timestamps:
0:00 - Xbox Series X
8:28 - Xbox Series S
Xbox Series X in Visuals Mode uses a dynamic resolution with the highest resolution found being 3840x2160 and the lowest resolution found being 2560x1440. Xbox Series X in Visuals Mode seems to typically render at 3840x2160.
Xbox Series X in Performance Mode uses a dynamic resolution with the highest resolution found being 3840x2160 and the lowest resolution found being 2560x1440. Xbox Series X in Performance Mode seems to typically render at 3840x2160.
Xbox Series X in Performance RT Mode uses a dynamic resolution with the highest resolution found being 3840x2160 and the lowest resolution found being approximately 1920x1080. Performance RT Mode renders at 3840x2160 less often than the other two modes on Xbox Series X.
Xbox Series X in all three modes uses a form of temporal upsampling to reconstruct a 3840x2160 resolution when rendering below this resolution.
Xbox Series S in Visuals Mode uses a dynamic resolution with the highest resolution found being 2560x1440 and the lowest resolution found being approximately 1706x960. In Visuals Mode Xbox Series S seems to typically render at 2560x1440. Xbox Series S in Visuals Mode uses a form of temporal upsampling to reconstruct a 2560x1440 resolution when rendering below this resolution.
Xbox Series S in Performance Mode uses a dynamic resolution with the highest resolution found being 1920x1080 and the lowest resolution found being 1280x720. In Performance Mode Xbox Series S seems to typically render at 1920x1080. Xbox Series S in Performance Mode uses a form of temporal upsampling to reconstruct a 1920x1080 resolution when rendering below this resolution.
Xbox Series X in Visuals Mode and Performance RT Mode features ray traced reflections between cars and a form of ray traced ambient occlusion. Visuals Mode on Xbox Series X additionally has trackside ray traced reflections. Xbox Series S doesn't feature any form of ray tracing in either mode during gameplay.
Xbox Series X has improvements to texture quality compared to Xbox Series S bit.ly/3Sa2CNm
The Performance Mode on Xbox Series S seems to have some cutbacks compared to the Visuals Mode on Series S in areas such as: shadows, reflections and foliage bit.ly/45FDjpO
The Visuals Mode on both consoles can have additional trackside objects compared to the Performance Modes bit.ly/3tECznj
Instances of pixelation were seen on both consoles which seem to be the result of VRS. This pixelation was seen most often on Series S in Performance Mode and Series X in both Performance Mode and Visuals Mode. This pixelation was found the least often on Series X in Performance RT Mode bit.ly/45P1u4V
Stats: bit.ly/404dcaX
Frames Pixel Counted: bit.ly/45GCkFE
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The version tested was 1.0.2. There may be time of day variance in some clips. Game codes were provided by Ubisoft.
Timestamps:
0:00 - PS4 vs Xbox One S
8:04 - PS4 Pro vs Xbox One X
PS4 uses a dynamic resolution with the highest resolution found being 1920x1080 and the lowest resolution found being approximately 1600x900. PS4 uses a form of temporal upsampling that can reconstruct a 1920x1080 resolution when rendering below this resolution.
Xbox One S uses a dynamic resolution with the highest resolution found being 1600x900 and the lowest resolution found being approximately 1344x756. Xbox One S uses a form of temporal upsampling that can reconstruct a 1600x900 resolution when rendering below this resolution.
PS4 Pro uses a dynamic resolution with the highest resolution found being 2560x1440 and the lowest resolution found being approximately 2160x1215. PS4 Pro uses a form of temporal upsampling that can reconstruct a 2560x1440 resolution when rendering below this resolution.
Xbox One X uses a dynamic resolution with the highest resolution found being 3840x2160 and the lowest resolution found being approximately 2560x1440. Xbox One X seems to very rarely render natively at 3840x2160. Xbox One X uses a form of temporal upsampling that can reconstruct a 3840x2160 resolution when rendering below this resolution.
Xbox One X has improvements to level of detail and draw distance compared to Xbox One S and the PS4 consoles. Comparing Xbox Series X in Performance Mode to Xbox One X, Xbox Series X has improvements to shadows, textures and additional ground clutter bit.ly/45qHIwJ
Stats: bit.ly/3Q0toqg
Frames Pixel Counted: bit.ly/46osn0u
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The version tested was 1.0.2. There may be some time of day and weather variance in some clips. Game codes were provided by Ubisoft.
Timestamps:
0:00 - Performance Mode
8:04 - Quality Mode
PS5 and Xbox Series X in Performance Mode use a dynamic resolution with the highest resolution found being 3840x2160 and the lowest resolution found being approximately 2432x1368. PS5 and Xbox Series X very rarely render natively at 3840x2160 in Performance Mode. PS5 and Xbox Series X in Performance Mode use a form of temporal upsampling that can reconstruct a 3840x2160 resolution when rendering below this resolution.
In some scenes the PS5 and Xbox Series X render at the same or a similar resolution in Performance Mode. However, there were some scenes found where Xbox Series X had a resolution advantage over PS5. As an example, in one scene PS5 rendered at approximately 2588x1456 and Xbox Series X rendered at approximately 2716x1528. In another scene, PS5 rendered at approximately 2588x1456 and Xbox Series X rendered at approximately 2858x1608.
The only resolution found on PS5 and Xbox Series X in Quality Mode was 3840x2160.
Xbox Series S in Performance Mode uses a dynamic resolution with the highest resolution found being 1920x1080 and the lowest resolution found being approximately 1360x765. Xbox Series S in Performance Mode uses a form of temporal upsampling that can reconstruct a 1920x1080 resolution when rendering below this resolution.
Xbox Series S in Quality Mode uses a dynamic resolution with the highest resolution found being 2880x1620 and the lowest resolution found being approximately 2560x1440. Xbox Series S in Quality Mode uses a form of temporal upsampling that can reconstruct a 2880x1620 resolution when rendering below this resolution.
Fire effects appear pixelated on PS5 in performance mode bit.ly/3tmzmJ4
Xbox Series S has reduced shadow quality compared to PS5 and Xbox Series X in both modes.
Quality mode improves shadow quality on all three consoles. PS5 and Xbox Series X also get improvements to level of detail and draw distance bit.ly/3Q9KQIY
Stats: bit.ly/3rB2w6F
Frames Pixel Counted: bit.ly/3ZAvCQl
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The version tested was 1.7.29.0.
Xbox Series X renders at a resolution of 2560x1440 and uses FSR 2 to reconstruct a 3840x2160 resolution.
Xbox Series S renders at a resolution of 1600x900 and uses FSR 2 to reconstruct a 2560x1440 resolution.
Both consoles appear to be using VRS.
Both consoles can occasionally experience large frame time spikes bit.ly/48kM7Ul
Xbox Series X has improved reflection quality and an improved draw distance compared to Xbox Series S bit.ly/44ZNdCj
Stats: bit.ly/3rgWub9
Frames Pixel Counted: bit.ly/3raWRUT
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Timestamps:
00:00 - Performance Mode
12:36 - Quality Mode
Patch 7 has disabled Ray Tracing in performance mode.
Performance mode in Patch 7 has additional foliage and an improved LOD transition distance compared to performance mode in Patch 4 which can be seen at 3:57 and 0:32 respectively.
Comparing Patch 7 and Patch 4 on Xbox Series X, the resolution in performance mode has been improved and the dynamic resolution upper bounds is now 1706x960 compared to 1621x912 in Patch 4. The reconstructed resolution via FSR 2 has also been increased from 2432x1368 to 2560x1440.
With Patch 7 the UI resolution has been lowered in performance mode and now renders at 2560x1440 instead of 3840x2160.
Stats: bit.ly/465UyBa
Frames Pixel Counted: bit.ly/44UAaSq
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Timestamps:
00:00 - Performance Mode
12:36 - Quality Mode
Patch 7 has disabled Ray Tracing in performance mode.
Performance mode in Patch 7 has additional foliage and an improved LOD transition distance compared to performance mode in Patch 4 which can be seen at 3:57 and 0:32 respectively.
Comparing Patch 7 and Patch 4, the resolution in performance mode has been improved and the dynamic resolution upper bounds is now 1706x960 compared to 1536x864 in Patch 4. The reconstructed resolution via FSR 2 has also been increased from 2304x1296 to 2560x1440.
With Patch 7 the UI resolution has been lowered in performance mode and now renders at 2560x1440 instead of 3840x2160.
Stats: bit.ly/3P8r92t
Frames Pixel Counted: bit.ly/48acc8x
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This mod requires a jailbreakable PlayStation 5.
Bloodborne renders at a native resolution of 1920x1080.
Stats: bit.ly/3PcO91p
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The version tested was 1.000.002.
In combat frame rate mode uses a dynamic resolution with the highest resolution found being 1728x972 and the lowest resolution found being 1344x756. During combat the resolution seems to often be 1344x756 in frame rate mode. Outside of combat, frame rate mode renders at 1920x1080.
Graphics mode uses a dynamic resolution with the highest resolution found being 3072x1728 and the lowest resolution found being 1920x1080. The resolution seems to often be below 3072x1728 in graphics mode.
Both modes appear to be using FSR 1 to upscale the image to 3840x2160. The UI is rendered at 3840x2160 in both modes.
Frame rate mode switches to the rendering setup used by graphics mode for the high quality real-time cutscenes. An example of these high quality real-time cutscenes can be seen at 4:27.
Graphics mode has improved shadow quality compared to frame rate mode.
Stats: bit.ly/3CrDWal
Frames Pixel Counted: bit.ly/3PhDLpx
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Timestamps:
00:00 - PS4
09:39 - Xbox One S
19:18 - PS4 Pro
28:57 - Xbox One X
PS4 renders at a resolution of 1280x720 and seems to use FSR 2 to reconstruct a 1920x1080 resolution.
Xbox One S uses a dynamic resolution with the highest rendering resolution found being 1280x720 and the lowest resolution found being approximately 1120x630. Xbox One S seems to use FSR 2 to reconstruct a 1920x1080 resolution. Xbox One S appears to often render internally at 1280x720.
PS4 Pro and Xbox One X render at a resolution of 1506x847 and seem to use FSR 2 to reconstruct a 2560x1440 resolution.
There are some graphical cutbacks on the last-gen consoles compared to the current-gen consoles. Comparing Xbox One X to Xbox Series X as an example, Xbox One X has cutbacks to texture quality, shadow quality, geometric detail and ambient occlusion bit.ly/3NcDly4
When running the PS4 using an SSD the drop to 0fps at 4:01 didn't happen youtu.be/iY9LwjGzX2w Given this, the hard drive performance of each console may influence how the game runs during this scene. There was also some run-to-run variance during the clip at 4:01 on all four consoles.
Stats: bit.ly/3C5XRLD
Frames Pixel Counted: bit.ly/45IsAfc
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Timestamps:
00:00 - PS5
09:39 - Xbox Series X
19:18 - Xbox Series S
PS5 and Xbox Series X render at a resolution of approximately 2259x1270 and use FSR 2 to reconstruct a 3840x2160 resolution.
Xbox Series S renders at a resolution of approximately 1506x847 and uses FSR 2 to reconstruct a 2560x1440 resolution. Edit: After further testing it does seem to be the case that Xbox Series S uses a dynamic resolution as a lower rendering resolution of approximately 1422x800 was found.
Most cutscenes seem to be capped at 30fps. However, there are some cutscenes that aren't capped at 30fps bit.ly/3qCAYgm
PS5 and Xbox Series X have some graphical improvements compared to Xbox Series S in areas such as: texture quality, shadow quality and ambient occlusion bit.ly/43wy5ME
Stats: bit.ly/42nBpbr
Frames Pixel Counted: bit.ly/3ISwsRb
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Footage is from version 1.09 and 1.09.1 on all three consoles.
Timestamps:
00:00 - Ray Tracing Mode
10:02 - 1.09 Prioritize Frame Rate Mode (Performance Mode)
18:06 - 1.09 Prioritize Quality Mode
The ray tracing mode on PS5 and Xbox Series X features ray traced shadows and ray traced ambient occlusion. Xbox Series S doesn't have a ray tracing mode.
PS5 and Xbox Series X in ray tracing mode use a dynamic resolution with the highest resolution found being 2880x1620 and the lowest resolution found being 1536x864. Pixel counts at or below 1920x1080 seem to be uncommon on both consoles. PS5 can have a resolution advantage over Xbox Series X such as here bit.ly/3MJkfiJ where PS5 renders at 2880x1620 and Xbox Series X renders at approximately 2560x1440. There are areas where both consoles render at the same resolution though such as here bit.ly/3MIZBPT where both PS5 and Xbox Series X render at 2880x1620.
The time of day can noticeably affect performance in the ray tracing mode. This can be seen when comparing 0:10 to 8:36. The dynamic resolution at 9:00 and 9:40 on Xbox Series X gets stuck at the lower bounds for some reason and this gives the Xbox Series X a frame rate advantage over the PS5 in these parts of the video.
The frame rate drop on Xbox Series X at 5:40 in ray tracing mode wasn't seen in other modes or on other consoles.
Performance on version 1.09 has improved compared to the version 1.02 test here: youtu.be/jTXnCVC3aEE except for PS5 in prioritize frame rate mode (performance mode) which performs similarly with 1.09 compared to 1.02. The resolution bounds on all three consoles with 1.09 are unchanged compared to 1.02. The performance improvements seen in 1.09 may have been from an earlier patch.
In performance mode on 1.09 the average frame rate stat for PS5 and Xbox Series X is similar. However, the performance between these two consoles varies per scene, with PS5 having a higher frame rate in some scenes and Xbox Series X having a higher frame rate in other scenes.
Stats: bit.ly/424GzcG
Frames Pixel Counted: bit.ly/43cFNLH
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The version tested was 1.1.1. Footage is from the game running in docked mode on a Mariko Switch.
Docked mode uses a dynamic resolution with the highest resolution found being 1600x900 and the lowest resolution found being 1280x720.
Portable mode uses a dynamic resolution with the highest resolution found being 1280x720 and the lowest resolution found being 1024x576.
Portable mode doesn't seem to be using any anti-aliasing and docked mode appears to be using a form of post-process anti-aliasing.
Stats: bit.ly/3orn14c
Frames Pixel Counted: bit.ly/3NX533P
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Footage is from update 3 and update 4.
Timestamps:
00:00 - Resolution Mode (Performance Mode Disabled) and Xbox Series S
15:12 - PS5 and Xbox Series X Performance Mode Enabled
PS5 in performance mode uses a dynamic resolution with the highest rendering resolution found being 1536x864 and the lowest resolution found being 1152x648. PS5 in performance mode uses FSR 2 to reconstruct a 2304x1296 resolution.
Xbox Series X in performance mode uses a dynamic resolution with the highest rendering resolution found being 1621x912 and the lowest resolution found being 1216x684. Xbox Series X in performance mode uses FSR 2 to reconstruct a 2432x1368 resolution.
PS5 in resolution mode (performance mode disabled) uses a dynamic resolution with the highest rendering resolution found being 2346x1320 and the lowest resolution found being 1728x972. PS5 in resolution mode uses FSR 2 to reconstruct a 3840x2160 resolution.
Xbox Series X in resolution mode (performance mode disabled) uses a dynamic resolution with the highest rendering resolution found being 2560x1440 and the lowest resolution found being 1728x972. Xbox Series X in resolution mode uses FSR 2 to reconstruct a 3840x2160 resolution.
Xbox Series S uses a dynamic resolution with the highest rendering resolution found being 1600x900 and the lowest resolution found being approximately 1312x738. Pixel counts at 1312x738 were rare on Xbox Series S. Xbox Series S uses FSR 2 to reconstruct a 1920x1080 resolution.
In both modes PS5 and Xbox Series X render the UI at 3840x2160. Xbox Series S renders the UI at 1920x1080.
Cutscenes are letterboxed which results in a lower effective resolution during these scenes.
Cutscenes weren't included in the performance mode footage because PS5 and Xbox Series X turn performance mode off during cutscenes.
PS5 and Xbox Series X in both modes use ray-traced reflections and seem to use a form of ray-traced global illumination. Xbox Series S doesn't have a performance mode and doesn't seem to feature any ray-tracing.
PS5 and Xbox Series X in resolution mode have additional foliage and an improved LOD transition distance compared to performance mode and Xbox Series S.
Instances of camera and animation stutter was seen on Xbox Series S and in resolution mode on the other two consoles.
Performance can vary run-to-run. Performance degradation was seen during an extended play session bit.ly/3Wmys9R
Stats: bit.ly/3Nj2ngS
Frames Pixel Counted: bit.ly/3Vd6oFo
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The versions tested were 1.02 on PS5 and 1.0.23.0 on Xbox Series X|S.
The only resolution found on PS5 was 1920x1080.
The only resolution found on Xbox Series S was 1600x900.
Xbox Series X uses a dynamic resolution with the highest resolution found being 3840x2160 and the lowest resolution found being approximately 2737x1540. Pixel counts at 2737x1540 seem to be rare on Xbox Series X. Xbox Series X has 4K HUD elements and the other two consoles do not.
PS5 and Xbox Series X have extra foliage in some scenes and a longer draw distance for some objects than Xbox Series S. Xbox Series X has a Depth of Field effect that doesn't appear to be present on the other consoles. PS5 seems to have SSAO enabled which doesn't appear to be enabled on the other consoles. Xbox Series S has lower quality shadows than the other consoles and Xbox Series X has higher quality shadows than PS5 bit.ly/3JaJbzx
A form of camera stuttering is seen on the Xbox consoles. This camera stuttering wasn't found on Xbox Series S when it reaches 60fps. This stuttering doesn't appear to be just caused by an uneven frame delivery.
Stats: bit.ly/3Ha7Rpv
Frames Pixel Counted: bit.ly/3wzGNuB
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Timestamps:
00:00 - PS5 120fps Mode Prioritize Frame Rate
14:33 - PS5 120fps Mode Prioritize Resolution
Patch 1.31 for Gran Turismo 7 introduces four new graphical modes based on the 120 Hz output toggle, the graphics priority option and whether or not the PS5 has VRR enabled. Footage for the VRR modes isn't included in the video or stats due to capture card limitations. Some offscreen capture images of the VRR resolution mode using a refresh rate counter are here: bit.ly/3nUwG2H
The footage in this video is from gameplay and not from a replay. The races tested may be slightly different from the video here: youtu.be/87vG9FQi2pI
With 120 Hz output enabled, graphics priority set to frame rate and VRR disabled, PS5 renders at a resolution of 2240x1260 using a form of checkerboard rendering.
With 120 Hz output enabled, graphics priority set to resolution and VRR disabled, PS5 renders at a resolution of 2560x1440 during gameplay using a form of checkerboard rendering. This mode renders the replays using the trackside camera view at a resolution of 3840x2160 using a form of checkerboard rendering.
With 120 Hz output enabled, graphics priority set to frame rate and VRR enabled, PS5 renders at a resolution of 2560x1440 using a form of checkerboard rendering.
With 120 Hz output enabled, graphics priority set to resolution and VRR enabled, PS5 renders at a resolution of 3840x2160 using a form of checkerboard rendering.
With 120 Hz output disabled (60fps mode), PS5 renders at a native resolution of 3840x2160 during gameplay. When set to prioritize frame rate, the replays using the trackside camera view use a form of checkerboard rendering to render at 3840x2160. When set to prioritize resolution/ray tracing, these trackside replays are capped at 30fps, render at a native resolution of 3840x2160 and feature ray traced reflections.
With 120 Hz output enabled and VRR disabled, motion blur is disabled during gameplay. Grass draw distance and density varies between modes bit.ly/3mfsSso
The scene at 7:32 is a stress test and is not representative of general gameplay. Replays using the trackside camera view run worse than normal gameplay bit.ly/41cMlJ4
Stats: bit.ly/41aNj8M
Frames Pixel Counted: http://bit.ly/3zgF3rw
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The versions tested were 1.000.001 on PS5 and 1.0.1.0 on Xbox consoles.
Timestamps:
00:00 - Perf Mode (Prioritise Frame Rate Mode) Without Ray Tracing
08:23 - Res Mode (Prioritise Resolution Mode) With Ray Tracing
16:45 - Res Mode (Prioritise Resolution Mode) Without Ray Tracing
25:08 - Perf Mode (Prioritise Frame Rate Mode) With Ray Tracing
Lens distortion and chromatic aberration were disabled for this test. These effects resolve to half horizontal resolution on PlayStation consoles using checkerboard rendering which results in noticeably degraded image quality.
All three consoles have the option to either prioritise frame rate or resolution which are labelled as perf mode and res mode in the video.
PS5 and Xbox Series X have two additional options which are a toggle for ray tracing and a toggle for hair strands. The ray tracing toggle turns on ray traced reflections. The hair strands toggle enables improved hair rendering. The improved hair rendering reduces performance and at times it can look strangely bright http://bit.ly/3YQhAIm All of the performance data in the video and stats is with the hair strands option disabled.
Xbox Series S doesn't have the option to toggle ray tracing on and off. Despite this, it does seem that Xbox Series S is using ray traced reflections in Prioritise Resolution Mode, but not in Prioritise Frame Rate Mode. The ray traced reflections seem to be lower quality on Xbox Series S than the other consoles.
All three consoles in all modes appear to be using checkerboard rendering to reach their stated resolutions. Despite the resolutions that the consoles are rendering at, the image quality on PS5 can look softer and less stable than Xbox Series X. This seems like it could be caused by differences in the checkerboard rendering and anti-aliasing between the consoles. Based on how edges appear on both consoles, it also seems like Xbox Series X has a degree of sharpening not present on PS5 bit.ly/3ngZbag
PS5 in Prioritise Frame Rate Mode renders at a resolution of approximately 3435x1932.
Xbox Series X in Prioritise Frame Rate Mode renders at a resolution of approximately 3214x1808.
Xbox Series S in Prioritise Frame Rate Mode renders at a resolution of 1920x1080.
PS5 and Xbox Series X in Prioritise Resolution Mode render at a resolution of 3840x2160.
Xbox Series S in Prioritise Resolution Mode renders at a resolution of 2560x1440.
PS5 and Xbox Series X in both modes render the UI at 3840x2160 and Xbox Series S renders the UI at 2560x1440 in both modes.
PS5 and Xbox Series X have improvements to texture quality and an improved LOD transition distance compared Xbox Series S. PS5 and Series X also feature terrain tessellation which wasn't seen on Series S.
The Xbox versions of the game currently have a problem with the camera controls which can make aiming difficult.
Stats: bit.ly/3FcaAyl
Frames Pixel Counted: bit.ly/3Jo5TUH
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The versions tested were 1.000.001 on PS5 and 1.01 on PS4 consoles.
Timestamps:
00:00 - Performance Mode (Prioritise Frame Rate Mode) and PS4
08:23 - Resolution Mode (Prioritise Resolution Mode)
Lens distortion and chromatic aberration were disabled for this test. These effects resolve to half horizontal resolution on PlayStation consoles using checkerboard rendering which results in noticeably degraded image quality.
PS5 and PS4 Pro have the option to either prioritise frame rate or resolution which are labelled as perf mode and res mode in the video.
PS5 has two additional options which are a toggle for ray tracing and a toggle for hair strands. The ray tracing toggle turns on ray traced reflections. The hair strands toggle enables improved hair rendering. The improved hair rendering reduces performance and at times it can look strangely bright http://bit.ly/3YQhAIm All of the performance data in the video and stats is with the hair strands option disabled.
PS5 in Prioritise Frame Rate Mode renders at a resolution of approximately 3435x1932 using what appears to be a form of checkerboard rendering.
PS4 Pro in Prioritise Frame Rate Mode renders at a native resolution of approximately 1717x966.
PS4 renders at a native resolution of 1600x900.
PS5 in Prioritise Resolution Mode renders at a resolution of 3840x2160 using what appears to be a form of checkerboard rendering.
PS4 Pro in Prioritise Resolution Mode renders at a resolution of 3840x2160 using what appears to be a form of checkerboard rendering.
PS5 and PS4 Pro in all modes render the UI at 3840x2160.
PS5 has some graphical improvements over the PS4 consoles such as: improvements to mesh quality, improved volumetric lighting quality, improvements to texture quality and additional dynamic shadows. PS5 also seems to have subsurface scattering, destructible small objects and terrain tessellation all of which don't appear to be present on the PS4 systems. On the PS4 consoles enemies can have a reduced animation rate which wasn't seen on PS5.
Stats: bit.ly/41WmAxN
Frames Pixel Counted: bit.ly/3mFY7N6
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00:00 - PS5 RT Mode 4.01 vs 4.00
07:54 - Xbox Series X RT Mode 4.01 vs 4.00
Patch 4.01 improves the performance of the Ray Tracing Mode on PS5 and Xbox Series X.
On version 4.01 both consoles are still targeting 3200x1800 via FSR 2 and use a dynamic resolution with the lowest internal resolution found on both consoles still being 1920x1080.
There may be some time of day variance in these clips. The missing shadow at the beginning of the video for PS5 version 4.00 can sometimes be missing on 4.01 too http://bit.ly/3RQWPKA
The quality of screen space reflections has been improved with patch 4.01.
Stats: bit.ly/3jKQoMr
Frames Pixel Counted: bit.ly/3YDZSIe
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The version tested was 1.03 on the Xbox Series consoles. PS5 was tested using version 1.03 and 1.04. Patch 1.03 seems to have removed VRS from the console versions of the game.
Timestamps:
0:00 - Quality Mode (Performance Mode Disabled) and Xbox Series S
5:17 - Performance Mode Enabled
PS5 and Xbox Series X in quality mode (performance mode disabled) use a dynamic resolution with the highest rendering resolution found being 2259x1270 and the lowest resolution found being approximately 2204x1240. PS5 and Xbox Series X seem to often render at 2259x1270 in quality mode. PS5 and Xbox Series X in quality mode use FSR 2 to reconstruct a 3840x2160 resolution.
Xbox Series S uses a dynamic resolution with the highest rendering resolution found being 1600x900 and the lowest resolution found being approximately 1280x720. Xbox Series S seems to often render at 1600x900. Xbox Series S uses FSR 2 to reconstruct a 2400x1350 resolution.
PS5 and Xbox Series X in performance mode use a dynamic resolution with the highest rendering resolution found being 1706x960 and the lowest resolution found being 1422x800. PS5 and Xbox Series X seem to often render at 1706x960 in performance mode. PS5 and Xbox Series X in performance mode use FSR 2 to reconstruct a 2560x1440 resolution.
PS5 and Xbox Series X in quality mode use a form of ray-traced ambient occlusion. Xbox Series S doesn't have a performance mode and doesn't use ray-traced ambient occlusion.
Stats: http://bit.ly/3kEPiSw
Frames Pixel Counted: http://bit.ly/407xM9V
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The versions tested were 1.11 on PS3 and 1.11 on PS4.
PS3 renders at a native resolution of 1280x720 and PS4 renders at a native resolution of 1920x1080.
PS4 has some graphical improvements compared to PS3 in areas such as: texture quality, texture filtering, shadow quality and effects quality.
Stats: bit.ly/3XJBzrW
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The versions tested were 1.0.5.53243 on the Xbox Series consoles and 1.000.005 on PS5.
PS5 uses a dynamic resolution with the highest resolution found being 3840x2160 and the lowest resolution found being approximately 2844x1600. Pixel counts at 2844x1600 seem to be uncommon on PS5.
Xbox Series X uses a dynamic resolution with the highest resolution found being 3840x2160 and the lowest resolution found being 3072x1728. The resolution seems to rarely drop to 3072x1728 on Xbox Series X. Pixel counts at 3840x2160 were found more often on Xbox Series X than on PS5.
Xbox Series S uses a dynamic resolution with the highest resolution found being 2560x1440 and the lowest resolution found being approximately 1728x972. Pixel counts at 1728x972 seem to be uncommon on Xbox Series S. The resolution seems to usually be below 2560x1440 on Xbox Series S outside of the cutscene mentioned below.
The resolution on Xbox Series S seems to be fixed at 2560x1440 during the cutscene at 3:00
All three consoles appear to be using a form of checkerboard rendering to reach their stated resolutions.
PS5 and Xbox Series X are using an improved geometry detail setting compared to Xbox Series S http://bit.ly/3XFaWo4
Stats: http://bit.ly/3W7VL5r
Frames Pixel Counted: http://bit.ly/3XzQiWu
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The PS5 HFR performance mode and PS5 40fps quality mode footage was captured at 1440p due to capture card limitations.
Timestamps:
00:00 - PS5 HFR Performance Mode
10:05 - PS5 60fps Performance Mode
20:09 - PS5 40fps Quality Mode
30:13 - PS5 30fps Quality Mode
40:17 - PS4 Pro Performance Mode
50:21 - PS4 Pro Quality Mode
1:00:25 - PS4
PS5 in the High-Frame Rate (HFR) performance mode renders natively at 2560x1440 and uses a form of temporal upsampling to reconstruct a 3840x2160 resolution.
PS5 in the 60fps performance mode uses a dynamic resolution with the highest resolution found being 3840x2160 and the lowest resolution found being 2688x1512. On PS5 in the 60fps performance mode it seems to be uncommon for the native rendering resolution to reach 3840x2160 or 2688x1512. PS5 in the 60fps performance mode uses a form of temporal upsampling to reconstruct a 3840x2160 resolution when rendering natively below this resolution.
PS5 in the 40fps quality mode uses a dynamic resolution with the highest resolution found being 3840x2160 and the lowest resolution found being 3200x1800. PS5 in the 40fps quality mode uses a form of temporal upsampling to reconstruct a 3840x2160 resolution when rendering natively below this resolution.
PS5 in the 30fps quality mode renders at a native resolution of 3840x2160.
PS4 Pro in performance mode uses a dynamic resolution with the highest resolution found being approximately 2304x1296 and the lowest resolution found being 1920x1080. The PS4 Pro in performance mode seems to often render at 1920x1080. PS4 Pro in performance mode uses a form of temporal upsampling to reconstruct a 3840x2160 resolution. Running the PS4 Pro performance mode on PS5 sees the dynamic resolution reach 2944x1656.
PS4 Pro in quality mode uses a dynamic resolution with the highest native rendering resolution found being 2944x1656 and the lowest resolution found being 2560x1440. PS4 Pro in quality mode uses a form of temporal upsampling to reconstruct a 3840x2160 resolution.
PS4 renders at a native resolution of 1920x1080.
PS5 in quality mode has some visual improvements compared to performance mode in areas such as: lod transition distance, draw distance, shadows and reflections. bit.ly/3vM2hUU On PS5 there is some pixelation present in quality mode that wasn't seen in performance mode.
PS5 has some graphical improvements compared to PS4. Comparing PS5 in performance mode against PS4 Pro in quality mode, some of the differences are that PS5 has improved ambient occlusion, added tessellation and increased scene detail in some scenes bit.ly/3CvUUEF
Stats: http://bit.ly/3EAL1Hi
Frames Pixel Counted: http://bit.ly/3O9kkfW
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The version tested was 4.00. Default video options were used.
00:00 - Ray Tracing Mode and Xbox Series S Quality Mode
07:54 - Performance Mode
Xbox Series S in quality mode uses a dynamic resolution with the highest resolution found being 2560x1440 and the lowest resolution found being approximately 1536x864. Pixel counts at 1536x864 appear to be rare. Xbox Series S in quality mode seems to be using FSR 2.1 to reconstruct a 2560x1440 resolution when rendering below this resolution.
PS5 in raytracing mode uses a dynamic resolution with the highest resolution found being approximately 2880x1620 and the lowest resolution found being 1920x1080. PS5 appears to often render at or near 1920x1080 in raytracing mode. PS5 in raytracing mode seems to be using FSR 2.1 to reconstruct a 3200x1800 resolution.
Xbox Series X in raytracing mode uses a dynamic resolution with the highest resolution found being 3200x1800 and the lowest resolution found being 1920x1080. Xbox Series X in raytracing mode appears to render at 1920x1080 less often than PS5 does and the native rendering resolution seems to rarely reach 3200x1800. Xbox Series X in raytracing mode seems to be using FSR 2.1 to reconstruct a 3200x1800 resolution when rendering below this resolution.
Xbox Series S in performance mode uses a dynamic resolution with the highest resolution found being 1920x1080 and the lowest resolution found being 1600x900. Xbox Series S in performance mode seems to be using a form of temporal upsampling to reconstruct a 2560x1440 resolution. The temporal upsampling used in performance mode isn't as effective as FSR 2.1 used in quality mode.
PS5 in performance mode uses a dynamic resolution with the highest resolution found being 3200x1800 and the lowest resolution found being 2048x1152. PS5 in performance mode seems to be using FSR 2.1 to reconstruct a 3200x1800 resolution when rendering below this resolution.
Xbox Series X in performance mode uses a dynamic resolution with the highest resolution found being 3200x1800 and the lowest resolution found being 2048x1152. Xbox Series X in performance mode appears to render at 3200x1800 more often than PS5 does. Xbox Series X in performance mode seems to be using FSR 2.1 to reconstruct a 3200x1800 resolution when rendering below this resolution.
Ray Tracing Mode adds a form of ray traced global illumination and ray traced ambient occlusion. Ray tracing mode also has an improved form of screen space reflections.
Xbox Series S in performance mode has a reduced foliage visibility range compared to quality mode and the other two consoles. Some trees in the very far distance aren't visible on PS5 even though they are visible on the Xbox Series consoles in both modes bit.ly/3GilF1N After completing this comparison and playing the Xbox One X version, the trees in the far distance also disappeared from the Xbox Series version of the game bit.ly/3GhUnZh
The current gen versions of The Witcher 3 have some graphical improvements compared to the last gen consoles. Comparing PS5 in performance mode to PS4 Pro, PS5 has improvements to: foliage, shadows, anti-aliasing, LOD, NPC density and texture quality bit.ly/3YSjDNk
There is a bug on Xbox Series X where the foliage visibility range gets set to the setting used on Series S in performance mode bit.ly/3C0FYya To fix this, start the game on Xbox Series S and switch the graphics mode to quality mode.
Performance seems to degrade during an extended play session and performance can vary somewhat run-to-run.
The scenes tested here aren't exactly the same as previous tests of The Witcher 3.
Stats: bit.ly/3uLYari
Frames Pixel Counted: bit.ly/3YgH6qV
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The version tested was 1.000.000. Motion blur was enabled.
Timestamps:
00:00 - Performance Mode
12:00 - 40fps Quality Mode
24:00 - 40fps Ray Tracing Mode
36:00 - 30fps Quality Mode
48:00 - 30fps Ray Tracing Mode
PS5 in performance mode uses a dynamic resolution with the highest resolution found being 2560x1440 and the lowest resolution found being 1280x720. In performance mode PS5 seems to usually render below 1920x1080. PS5 in performance mode seems to be using FSR 2 to reconstruct a 2560x1440 resolution when rendering below this resolution.
PS5 in the 30fps quality mode uses a dynamic resolution with the highest resolution found being 3840x2160 and the lowest resolution found being 1920x1080. The rendering resolution changes often in the 30fps quality mode and seems to rarely reach 3840x2160. PS5 in quality mode seems to be using FSR 2 to reconstruct a 3840x2160 resolution when rendering below this resolution.
PS5 in the 40fps quality mode seems to have the same resolution setup as the 30fps quality mode but the average rendering resolution is lower as the DRS system is targeting 40fps. The 40fps quality mode seems to render at 1920x1080 much more often than the 30fps quality mode does.
PS5 in the 30fps ray tracing mode uses a dynamic resolution with the highest resolution found being 2880x1620 and the lowest resolution found being 1472x828. The rendering resolution changes often in the 30fps ray tracing mode and seems to rarely reach 2880x1620 and rarely drop to 1472x828. PS5 in the ray tracing mode seems to be using FSR 2 to reconstruct a 3840x2160 resolution.
PS5 in the 40fps ray tracing mode has the same resolution setup as the 30fps ray tracing mode but the average rendering resolution is lower as the DRS system is targeting 40fps. The resolution drops to 1472x828 more often in the 40fps ray tracing mode than in the 30fps ray tracing mode.
The 40fps modes are accessed by enabling 120 Hz Display Mode in the game's display settings. Note that the 40fps mode footage had to be captured at 1440p due to capture card limitations and as a consequence will look worse than it will on a 4K 120Hz display.
Quality mode has some improvements to draw distance compared to the other two modes bit.ly/3hit0Vr
Ray tracing mode seems to add hybrid ray traced shadows (more info here youtu.be/MlTohmB4Gh4?t=1005 ) and improves ambient occlusion bit.ly/3hgmMFt
Stats: bit.ly/3Blp7G8
Frames Pixel Counted: bit.ly/3W0UL3B
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Footage is from version 1.10 and 1.11. Motion blur, film grain and depth of field were enabled. Default FOV settings were used.
Timestamps:
00:00 - PS4
09:46 - Xbox One S
19:31 - PS4 Pro
29:16 - Xbox One X
PS4 uses a dynamic resolution with the highest resolution found being 1920x1080 and the lowest resolution found being 960x1080. PS4 uses a form of temporal upsampling that can reconstruct a 1920x1080 resolution when rendering below this resolution.
Xbox One S uses a dynamic resolution with the highest resolution found being 1600x900 and the lowest resolution found being 800x900. Xbox One S seems to rarely render at a resolution of 1600x900. Xbox One S uses a form of temporal upsampling that can reconstruct a 1600x900 resolution when rendering below this resolution. Xbox One S renders the UI at 1920x1080.
PS4 Pro uses a dynamic resolution with the highest resolution found being approximately 2730x1536 and the lowest resolution found being approximately 1365x1536. PS4 Pro uses a form of temporal upsampling that can reconstruct an approximately 2730x1536 resolution when rendering below this resolution. PS4 Pro renders the UI at 3840x2160.
Xbox One X uses a dynamic resolution with the highest resolution found being 3840x2160 and the lowest resolution found being 1920x2160. Xbox One X renders at 3840x2160 much less often than PS5 and Xbox Series X do in their 60fps mode. Xbox One X uses a form of temporal upsampling that can reconstruct a 3840x2160 resolution when rendering below this resolution.
All consoles appear to be using a form of Variable Rate Shading. Temporal upsampling is used that seems to be able to reconstruct parts of the frame with a reduced shading rate from VRS.
There are some graphical differences between the current and last generation of consoles. Comparing the 60fps Mode on Xbox Series X and Xbox One X, some of the differences are that the Series X has improvements to shadow quality, improvements to LOD, added tessellation, improvements to grass, improved ambient occlusion, increased scene detail and screen space shadows are used for the entire scene on Xbox Series X with these shadows only appearing on the viewmodel on Xbox One X. There are also some instances of improved texture quality on Xbox Series X bit.ly/3Forn1C
Low quality textures were seen more often on PS4 than the other last gen consoles and least often on Xbox One X. Note that texture streaming performance may vary between consoles due to hard drive differences.
Stats: bit.ly/3XVyjdL
Frames Pixel Counted: bit.ly/3VvpJ3Y
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Footage is from version 1.10 and 1.11. World motion blur, weapon motion blur, film grain and depth of field were enabled. Default FOV settings were used. Increasing the FOV can reduce the frame rate http://bit.ly/3OFgL1m
Timestamps:
00:00 - PS5 120hz Mode
09:46 - Xbox Series X 120hz Mode
19:31 - Xbox Series S 120hz Mode
29:16 - PS5 60hz Mode
39:01 - Xbox Series X 60hz Mode
48:46 - Xbox Series S 60hz Mode
PS5 and Xbox Series X in the 60hz mode use a dynamic resolution with the highest resolution found being 3840x2160 and the lowest resolution found being 1920x2160. PS5 and Xbox Series X in the 60hz mode seem to often render at 3840x2160. PS5 and Xbox Series X in the 60hz mode use a form of temporal upsampling that can reconstruct a 3840x2160 resolution when rendering below this resolution.
Xbox Series S in the 60hz mode uses a dynamic resolution with the highest resolution found being 2560x1440 and the lowest resolution found being 1280x1440. Xbox Series S in the 60hz mode uses a form of temporal upsampling that can reconstruct a 2560x1440 resolution when rendering below this resolution.
Xbox Series S in the 120hz mode uses a dynamic resolution with the highest resolution found being 1920x1080 and the lowest resolution found being 960x1080. Xbox Series S in the 120hz mode seems to usually render at 960x1080 and very rarely renders internally at 1920x1080. Xbox Series S in the 120hz mode uses a form of temporal upsampling that can reconstruct a 1920x1080 resolution when rendering below this resolution.
PS5 and Xbox Series X in the 120hz mode use a dynamic resolution with the highest resolution found being approximately 2730x1536 and the lowest resolution found being approximately 1365x1536. PS5 and Xbox Series X in the 120hz mode use a form of temporal upsampling that can reconstruct an approximately 2730x1536 resolution when rendering below this resolution.
PS5 and Xbox Series X render the UI at 3840x2160 in both modes.
All three consoles in all modes appear to be using a form of Variable Rate Shading. Temporal upsampling is used that seems to be able reconstruct parts of the frame with a reduced shading rate from VRS.
PS5 and Xbox Series X has some graphical improvements compared to Xbox Series S in areas such as: LOD, shadow quality, grass density, draw distance and in some cases texture quality http://bit.ly/3VwEgfh
PS5 and Xbox Series X in the 60hz mode seem to have improvements to LOD and grass density compared to the 120hz mode http://bit.ly/3U72s6Y
Stats: http://bit.ly/3gGMy5A
Frames Pixel Counted: http://bit.ly/3OJdsGr
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Timestamps:
00:00 PS4 vs Xbox One S
09:48 PS4 Pro vs Xbox One X
PS4 uses a dynamic resolution with the highest resolution found being 1920x1080 and the lowest resolution found being 960x1080. PS4 uses a form of temporal upsampling that can reconstruct a 1920x1080 resolution when rendering below this resolution.
Xbox One S uses a dynamic resolution with the highest resolution found being 1600x900 and the lowest resolution found being 800x900. Xbox One S seems to usually render at a resolution of 800x900. Xbox One S uses a form of temporal upsampling that can reconstruct a 1600x900 resolution when rendering below this resolution. Xbox One S renders the UI at 1920x1080.
PS4 Pro uses a dynamic resolution with the highest resolution found being approximately 2730x1536 and the lowest resolution found being approximately 1365x1536. PS4 Pro uses a form of temporal upsampling that can reconstruct an approximately 2730x1536 resolution when rendering below this resolution. PS4 Pro renders the UI at 3840x2160.
Xbox One X uses a dynamic resolution with the highest resolution found being 3840x2160 and the lowest resolution found being 1920x2160. Xbox One X renders at 3840x2160 much less often than PS5 and Xbox Series X do in their 60fps mode. Xbox One X uses a form of temporal upsampling that can reconstruct a 3840x2160 resolution when rendering below this resolution.
All consoles appear to be using a form of Variable Rate Shading. Temporal upsampling is used that seems to reconstruct the parts of the frame with a reduced shading rate from VRS.
Cutscenes are letterboxed which results in a lower effective resolution during these scenes.
There are some graphical differences between the current and last generation of consoles. Comparing the 60fps Mode on Xbox Series X and Xbox One X, some of the differences are that the Series X has improvements to LOD, increased scene detail, improvements to shadow quality, added tessellation and screen space shadows are used for the entire scene on Xbox Series X with these shadows only appearing on the viewmodel on Xbox One X. There are also some instances of improved texture quality on Xbox Series X http://bit.ly/3Tw4blO
High quality models can take longer to appear on PS4 after a camera cut than on Xbox One S.
Stats: http://bit.ly/3UrzQ9y
Frames Pixel Counted: http://bit.ly/3A5E2nb
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Timestamps:
00:00 120fps Mode
09:49 60fps Mode
PS5 and Xbox Series X in the 60fps mode use a dynamic resolution with the highest resolution found being 3840x2160 and the lowest resolution found being 1920x2160. PS5 and Xbox Series X in the 60fps mode seem to often render at 3840x2160 and appear to rarely drop down to 1920x2160. On PS5 and Xbox Series X in the 60fps mode a form of temporal upsampling is used that can reconstruct a 3840x2160 resolution when rendering below this resolution.
Xbox Series S in the 60fps mode uses a dynamic resolution with the highest resolution found being 2560x1440 and the lowest resolution found being 1280x1440. On Xbox Series S in the 60fps mode a form of temporal upsampling is used that can reconstruct a 2560x1440 resolution when rendering below this resolution.
Xbox Series S in the 120fps mode uses a dynamic resolution with the highest resolution found being 1920x1080 and the lowest resolution found being 960x1080. Xbox Series S in the 120fps mode seems to often render at 1920x1080 and appears to rarely drop down to 960x1080. On Xbox Series S in the 120fps mode a form of temporal upsampling is used that can reconstruct a 1920x1080 resolution when rendering below this resolution.
PS5 and Xbox Series X in the 120fps mode render at a resolution of approximately 2730x1536.
PS5 and Xbox Series X render the UI at 3840x2160 in both modes.
All three consoles in all modes all appear to be using a form of Variable Rate Shading. Temporal upsampling is used that seems to reconstruct the parts of the frame with a reduced shading rate from VRS.
Cutscenes are letterboxed which results in a lower effective resolution during these scenes.
PS5 and Xbox Series X have improvements to draw distance compared to Xbox Series S.
Stats: bit.ly/3gyvTko
Frames Pixel Counted: bit.ly/3VRHwmk
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The version tested was 1.1.0. Footage is from the game running in docked mode.
Docked mode uses a dynamic resolution with the highest resolution found being 1440x816 and the lowest resolution found being 1024x576.
Portable mode uses a dynamic resolution with the highest resolution found being 896x496 and the lowest resolution found being 640x368.
The dynamic resolution system doesn't seem to be based on GPU load or some sort of performance target. This can be seen emulated on PC with Ryujinx where the dynamic resolution seems to change to the same resolutions as the Switch does natively. Dropping the GPU clocks on a modded Switch also doesn't appear to trigger a change in resolution. Effects appearing on screen seems to trigger a drop in resolution.
Stats: bit.ly/3fdtn2I
Frames Pixel Counted: bit.ly/3SNljDd
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The versions tested were 1.2.0.0 on the Xbox Series consoles and 1.002.000 on PS5. 120hz footage was captured at 1440p on PS5 and Series X.
Timestamps:
00:00 - 40fps Mode
15:44 - 30fps Mode
PS5 and Xbox Series X in both modes render at a resolution of 2560x1440 and use a form of temporal upsampling to reconstruct a 3840x2160 resolution.
Xbox Series S in both modes renders at a resolution of 1600x900 and use a form of temporal upsampling to reconstruct a 1920x1080 resolution.
PS5 and Xbox Series X have some graphical improvements compared to Xbox Series S in areas such as: draw distance, ambient occlusion, shadow quality and SSR quality.
The 40fps mode is enabled by starting the game while outputting at 120hz on the Xbox consoles. On PS5 the 40fps mode is run by enabling 120hz in the PS5 video settings and then running the game on a compatible 120hz display.
Stats: bit.ly/3MBGaYJ
Frames Pixel Counted: bit.ly/3gb5tVu
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The version tested was 1.1.5.0.
Xbox Series X renders at a resolution of 2560x1440 and appears to use FSR 2 to reconstruct a 3840x2160 resolution.
Xbox Series S uses a dynamic resolution with the highest native resolution found being 1920x1080 and the lowest resolution found being approximately 1280x720. Pixel counts at 1280x720 seem to be rare. Xbox Series S appears to be using Unreal Engine's temporal upsampling to reconstruct a 1920x1080 resolution when rendering natively below this resolution.
Xbox Series X uses film grain and Xbox Series S does not.
Xbox Series X appears to be using an improved shadows setting compared to Xbox Series S which can be seen at 1:04.
Stats: bit.ly/3TjrLm8
Frames Pixel Counted: bit.ly/3VlKlvP
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The version tested was 1.06 on PS4 and 1.0.2 on Switch. The Switch footage here is from docked mode.
Switch in docked mode uses a dynamic resolution with the highest resolution found being 1920x1080 and the lowest resolution found being 1600x900.
Switch in portable mode uses a dynamic resolution with the highest resolution found being 1280x720 and the lowest resolution found being approximately 1066x600.
Switch in portable mode seems to drop below 30fps less often than docked mode.
PS4 renders at a native resolution of 1600x900.
Switch has some graphical cutbacks compared to PS4 in areas such as: foliage, lighting, shadows, texture quality and scene detail. Switch uses a form of anti-aliasing and PS4 doesn't appear to use any anti-aliasing. The Switch version exhibits stippling artifacts not seen in the PS4 version.
Stats: bit.ly/3Mx5EGZ
Frames Pixel Counted: bit.ly/3ymQSN1
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The version tested was 1.11.
Timestamps:
00:00 - PS4 Pro 1800p Mode vs PS4 1080p 60fps Mode
14:48 - PS4 Pro 1800p Mode vs PS4 Pro 2160p Mode
29:36 - PS4 Pro 1800p Mode vs PS4 Pro 1080p 60fps Mode
PS4 Pro has four modes:
Checkerboard 3200x1800 targeting 60fps.
Checkerboard 3840x2160 with higher quality shadows at 30fps.
Native 1920x1080 with higher quality shadows at 60fps.
Native 1920x1080 with higher quality shadows at 30fps.
PS4 has two modes:
Native 1920x1080 targeting 60fps.
Native 1920x1080 with higher quality shadows at 30fps.
The 30fps native 1080p modes weren't included in this video.
Stats: bit.ly/3BVKflI
Frames Pixel Counted: bit.ly/3rlsCqH
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The version tested was 1.002.000. The footage was captured at 1440p due to capture card limitations.
PS5 in the 40fps fidelity mode added in patch 1.002.000 renders at a native resolution of 3840x2160.
On a VRR display it is now possible to unlock the performance and fidelity modes which allows the framerate to go above 60fps and 40fps respectively. This isn't shown in the video here due to capture card limitations.
Stats: bit.ly/3DJHCpD
Frames Pixel Counted: bit.ly/3SjfrBO
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The version tested was 1.002.000 on PS5 and 1.02 on PS4/Pro. The default graphics settings were used for this test. PS5 120fps footage was captured at 1440p.
Timestamps
00:00 PS5 120fps Mode
06:02 PS5 60fps Mode
12:01 PS4 Pro
18:03 PS4
PS4 uses a dynamic resolution with the highest resolution found being 1920x1080 and the lowest resolution found being 960x1080. On PS4 a form of temporal upsampling is used that can reconstruct a 1920x1080 resolution when rendering below this resolution.
PS4 Pro uses a dynamic resolution with the highest resolution found being approximately 2730x1536 and the lowest resolution found being approximately 1365x1536. On PS4 Pro a form of temporal upsampling is used that can reconstruct a 2730x1536 resolution when rendering below this resolution.
PS5 in the 60fps mode uses a dynamic resolution with the highest resolution found being 3840x2160 and the lowest resolution found being 1920x2160. PS5 in the 60fps mode seem to often render at 3840x2160. On PS5 in the 60fps mode a form of temporal upsampling is used that can reconstruct a 3840x2160 resolution when rendering below this resolution.
PS5 in the 120fps mode uses a dynamic resolution with the highest resolution found being approximately 2730x1536 and the lowest resolution found being approximately 1365x1536. On PS5 in the 120fps mode a form of temporal upsampling is used that can reconstruct a 2730x1536 resolution when rendering below this resolution.
PS4, PS4 Pro and PS5 in both modes all appear to be using a form of Variable Rate Shading. The temporal upsampling used also seems to reconstruct the parts of the frame with a reduced shading rate from VRS.
PS5 in both modes and PS4 Pro render the UI at 3840x2160.
PS5 has screen space shadows which aren't present on the PS4 consoles. PS5 also has improvements to LOD and texture quality compared to the PS4 consoles bit.ly/3LvQ6CQ
There seems to be some visual bugs on PS5 such as missing spotlight shadows and strange aliasing that can occur in some indoor scenes bit.ly/3eXuEdv
Stats: bit.ly/3Dw2znX
Frames Pixel Counted: bit.ly/3By1Uj0
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The version tested was 1.001.000. The 40fps mode footage was captured at 1080p due to capture card limitations.
Timestamps:
00:00 - Performance Mode
15:07 - 40fps Fidelity Mode
30:16 - 30fps Fidelity Mode
PS5 in performance mode renders at a native resolution of 2560x1440.
PS5 in both fidelity modes renders at a native resolution of 3840x2160.
On a VRR display it is possible to unlock the performance and fidelity modes which allows the framerate to go above 60fps and 40fps respectively. This isn't shown in the video here due to capture card limitations.
Stats: bit.ly/3Ky1b5z
Frames Pixel Counted: bit.ly/3Tr0VJM
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The version tested was 1.6.0.0. The graphics options such as Depth of Field and Motion Blur were enabled for the footage in this video.
Xbox Series S performance mode uses a dynamic resolution with the highest resolution found being 1920x1080 and the lowest resolution found being approximately 1422x800. FSR 1.0 appears to be used to upscale the image to 1920x1080. Xbox Series S also seems to be using Variable Rate Shading.
Xbox Series S in performance mode has some graphical cutbacks compared to Xbox Series X in performance mode such as: reduced texture quality (this applies to both modes), shadow quality and crowd density bit.ly/3RIME9C
Stats: bit.ly/3ARvKPr
Frames Pixel Counted: bit.ly/3euaurs
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The version tested was 1.02 on the PS4 consoles and 1.002.000 on PS5.
Timestamps:
00:00 - PS5
10:01 - PS4 Pro
20:02 - PS4
PS5 can run the game in a 60fps mode and a 120fps mode. To run the game in the 120fps mode, start the game with the PS5 connected to a 120hz screen and with 120hz enabled in the PS5 Screen and Video settings. PS5 renders the game at 3840x2160 in both the 60fps and the 120fps mode. The PS5 footage here is only from the 120fps mode and was captured at 1080p due to capture card limitations.
PS4 Pro renders at a native resolution of 3840x2160
PS4 renders at a native resolution of 1920x1080.
PS5 has improved shadow quality and improved LOD transition distance compared to PS4 Pro bit.ly/3PE4lpj
Stats: bit.ly/3ApJ4LW
Frames Pixel Counted: bit.ly/3bXzqGR
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#Rollerdrome
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The versions tested were 1.04 on the PS4 consoles and 1.0.0.6 on the Xbox One consoles. Performance can vary run-to-run.
Timestamps:
00:00 - PS4 vs Xbox One S
14:25 - PS4 Pro vs Xbox One X
PS4 and Xbox One S use a dynamic resolution with the highest native resolution found being 1600x900 (letterboxed to approximately 1600x666) and the lowest resolution found being approximately 1120x630 (letterboxed to approximately 1120x466). PS4 and Xbox One S use temporal upsampling to reconstruct a 1600x900 (letterboxed to approximately 1600x666) resolution when rendering natively below this resolution. The native rendering resolution seems to rarely reach 1600x900 on Xbox One S and is at 1120x630 more often than the PS4 is.
PS4 Pro uses a dynamic resolution with the highest native resolution found being 2560x1440 (letterboxed to approximately 2560x1066) and the lowest resolution found being approximately 1792x1008 (letterboxed to approximately 1792x746). PS4 Pro uses temporal upsampling to reconstruct a 2560x1440 (letterboxed to approximately 2560x1066) when rendering natively below this resolution.
Xbox One X uses a dynamic resolution with the highest native resolution found being 3840x2160 (letterboxed to 3840x1600) and the lowest resolution found being approximately 2304x1296 (letterboxed to 2304x960). The native rendering resolution seems to very rarely reach a resolution at or near 3840x2160 on Xbox One X. Xbox One X uses temporal upsampling to reconstruct a 3840x2160 (letterboxed to 3840x1600) when rendering natively below this resolution.
The last gen consoles have some graphical settings reduced compared to the current gen consoles. As an example, Xbox Series S has improved foliage and shadows compared to Xbox One X. Occasionally texture quality is worse on Xbox Series S than the last gen consoles bit.ly/3peUHim
Stats: bit.ly/3aJmEL0
Frames Pixel Counted: bit.ly/3MC7nJb
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The versions tested were 1.000.004 on PS5 and 1.0.0.6 on the Xbox Series consoles. This is the latest version on both platforms as of the time of uploading.
Timestamps:
00:00 - PS5 vs Xbox Series X
13:58 - Xbox Series X vs Xbox Series S
PS5 uses a dynamic resolution with the highest native resolution found being 3840x2160 (letterboxed to 3840x1600) and the lowest resolution found being 2560x1440 (letterboxed to approximately 2560x1066). PS5 uses temporal upsampling to reconstruct a 3840x2160 resolution (letterboxed to 3840x1600) when rendering natively below this resolution.
Xbox Series X uses a dynamic resolution with the highest native resolution found being 3840x2160 (letterboxed to 3840x1600) and the lowest resolution found being approximately 2738x1540 (letterboxed to approximately 2738x1140). Xbox Series X uses temporal upsampling to reconstruct a 3840x2160 resolution (letterboxed to 3840x1600) when rendering natively below this resolution.
Xbox Series S uses a dynamic resolution with the highest native resolution found being approximately 2133x1200 (letterboxed to approximately 2133x888) and the lowest resolution found being 1600x900 (letterboxed to approximately 1600x666). Xbox Series S uses temporal upsampling to reconstruct a 2133x1200 resolution (letterboxed to approximately 2133x888) when rendering natively below this resolution.
PS5 and Xbox Series X render the UI at 3840x2160 and Xbox Series S renders the UI at approximately 2560x1440.
Xbox Series S has some graphical reductions compared to the other two consoles such as: reduced grass coverage, reduced texture quality, reduced depth of field quality and reduced shadow quality.
High quality textures occasionally stream in slower on Xbox Series X than on PS5.
Stats: bit.ly/3zTe0DM
Additional Links: bit.ly/3QhIjtg
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The version tested was 1.02 on PS4 consoles, 1.0.0.5 on Xbox One consoles and 1.0.1 on Switch. Switch footage is from docked mode.
Timestamps:
00:00 - PS4
06:34 - PS4 Pro
13:08 - Switch
19:42 - Xbox One S
26:16 - Xbox One X
On all consoles there's noticeable stutter caused by the camera updating inconsistently.
PS4 Pro renders at a resolution of 1920x1080.
PS4, Xbox One S and Xbox One X all render at a resolution of 1280x720.
Switch in both docked mode and in portable mode renders at a resolution of 1280x720.
Switch in portable mode is still capped at 60fps but runs at a lower average framerate than docked mode. The difference in performance between docked mode and portable mode varies per scene and in some scenes performance seems to be similar.
Switch has a bug where switching from docked to portable mode and then back to docked mode causes the game to render at 1920x1080. When rendering at 1920x1080, Switch generally has degraded performance compared to when rendering at 1280x720, but it does vary per scene bit.ly/3cCKdpU
Switch has graphical reductions compared to PS4 such as: simplified lighting, reduced texture quality, reduced texture filtering, reduced shadow quality, removed motion blur, removed depth of field, removed film grain and removed antialiasing.
The PS4 consoles appear darker and have posterisation not seen to the same extent on the Xbox One consoles. PS4 consoles have improved texture filtering compared to the Xbox One consoles bit.ly/3ovIbuk
Cutscenes are letterboxed which results in a lower effective resolution during these scenes.
The pre-rendered cutscenes run at 30fps and exhibit frame pacing issues bit.ly/3vjdbl2 These frame pacing issues occurred much less often on the PS4 consoles.
Pre-rendered cutscene playback is very poor on Switch in portable mode.
There are graphical cutbacks on the last gen consoles compared to the current gen. An example of this can be seen when comparing the Main Hall area on PS4 Pro and Xbox Series S where the lighting and shadows are significantly parred back on PS4 Pro bit.ly/3z6Rk1e The differences can be less pronounced in other areas.
Stats: bit.ly/3uYnZoN
Frames Pixel Counted: bit.ly/3zfciMF
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#TormentedSouls
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The version tested was 1.02 on the PS4 consoles and 1.003.000 on PS5. Performance can vary run-to-run.
Timestamps:
00:00 - PS5
08:39 - PS4 Pro
17:17 - PS4
PS5 uses a dynamic resolution with the highest native resolution found being 3840x2160 and the lowest resolution found being approximately 2304x1296. PS5 uses a form of temporal upsampling to reconstruct a 3840x2160 resolution when rendering natively below this resolution. Pixel counts at or near 2304x1296 were only found in parts of the opening chapter and this chapter seems to be particularly demanding.
PS4 Pro renders at a native resolution of 1920x1080.
PS4 uses a dynamic resolution with the highest native resolution found being 1920x1080 and the lowest resolution found being approximately 1280x720. PS4 uses a form of temporal upsampling to reconstruct a 1920x1080 resolution when rendering natively below this resolution. PS4 seems to often render at a native resolution of 1920x1080 outside of the demanding opening chapter.
Cutscenes are letterboxed which results in a lower effective resolution during these scenes.
There are pre-rendered cutscenes that run at 30fps on all three consoles. These pre-rendered cutscenes can exhibit frame pacing issues on PS5 that weren't seen on the PS4 consoles bit.ly/3PBDknl Pre-rendered cutscenes seem to be rarely used in the game.
Stats: bit.ly/3BaOX05
Frames Pixel Counted: bit.ly/3zq690t
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The versions tested were 1.007.000 on PS5 and 1.0.0.13 on the Xbox Series consoles.
Timestamps:
00:00 - PS5
06:35 - Xbox Series X
13:10 - Xbox Series S
On all consoles there's noticeable stutter caused by the camera updating inconsistently.
All three consoles render at a resolution of 1920x1080.
Cutscenes are letterboxed which results in a lower effective resolution during these scenes.
The Xbox Series consoles appear to be missing a bloom effect present on PS5. Edit: Shadow Quality is also lower on the Xbox Series consoles compared to PS5.
Edit: The pre-rendered cutscenes run at 30fps and exhibit frame pacing issues bit.ly/3OUtlZn These frame pacing issues occurred less often on PS5.
Stats: bit.ly/3OduXNt
Frames Pixel Counted: bit.ly/3PtGZTK
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#tormentedsouls
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The versions tested were 1.000.001 on PS5 and 2.0.0.0 on the Xbox Series consoles. The 120fps footage here was captured at 1080p.
Timestamps:
00:00 - High Frame Rate Mode Off, Ray Tracing On
08:26 - High Frame Rate Mode On, Ray Tracing Off
16:52 - High Frame Rate Mode Off, Ray Tracing Off
Resident Evil 3 on PS5 and the Xbox Series consoles has two graphical settings: High Frame Rate Mode and Ray Tracing. The High Frame Rate Mode and Ray Tracing can't be enabled at the same time, so there are three different modes available.
All three consoles in all modes appear to use a form of checkerboard rendering to reach their stated resolutions.
PS5 and Xbox Series X in all modes render at a resolution of 3840x2160.
Xbox Series S in all modes renders at a resolution of approximately 2240x1260.
The High Frame Rate Mode disables ambient occlusion on all three consoles bit.ly/3NNb9QQ
The ray tracing used here seems to be a form of RT GI and RT Reflections.
Stats: bit.ly/3OX2gVE
Frames Pixel Counted: bit.ly/3tyxxWC
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