On paper, the Xbox Sequence X is a significantly extra highly effective piece of {hardware} than PlayStation 5, so why are we taking a look at a console technology the place the Sony and Microsoft machines usually ship like-for-like outcomes? It is a puzzle that has confounded many over the previous couple of years and after discussions with a number of sources, together with a number of the highest profile triple-A builders within the enterprise, we lastly have some solutions – and it is all specified by this week’s version of DF Direct Weekly.
When it comes to technical specs, Xbox Sequence X is undoubtedly probably the most highly effective console available on the market – at the very least till the mooted PlayStation 5 Professional arrives. Its GPU hits 12 teraflops, augmented by a good-looking quantity of reminiscence bandwidth: a max of 560GB/s. PlayStation 5? 10.23TF of GPU compute is on the market, fed by 448GB/s of bandwidth. It is a clear divide then. If we have been to see that spec comparability within the PC area, you’d anticipate to see the previous handily outperform the latter.
Besides that hasn’t occurred this technology. By and huge, it is the closest console technology we have ever seen and within the bulk of multi-platform releases, the variations are pretty minimal. One machine could outperform the opposite, or vice versa. Generally the place there are variations, it comes right down to variances in dynamic decision scaling – which regularly seems invisible in A to B comparisons. It is a far cry from the Xbox One X vs PS4 Professional face-off, the place the Microsoft machine commanded an apparent benefit – or the PS4 vs Xbox One comparability, the place Sony sometimes held a equally noticeable lead.
- 0:00:00 Introduction
- 0:02:00 Information 01: FSR 3.1 first look!
- 0:10:56 Information 02: Useless Rising remake in growth
- 0:22:55 Information 03: Dragon’s Dogma 2 patched
- 0:30:12 Information 04: Mission Keystone particulars revealed
- 0:38:16 Information 05: Forza Horizon 4 to be delisted
- 0:49:38 Information 06: SGSSAA seems in new recreation
- 0:58:46 Information 07: Unity 50Hz physics challenge returns
- 1:07:55 Supporter Q1: Why haven’t extra reviewers famous the problems with Elden Ring? And is it actually truthful to pile a lot technical criticism on From Software program?
- 1:27:03 Supporter Q2: What ought to our expectations be for a possible PS3 emulator on PS5?
- 1:36:05 Supporter Q3: Why is the Sequence X nonetheless generally outperformed by the PS5 in cross-platform video games?
- 1:45:54 Supporter This autumn: Might one thing like Auto SR be carried out on consoles for backwards appropriate video games?
- 1:50:00 Supporter Q5: Why do low settings in video games look quite a bit higher than they used to?
So, after a couple of years of conversations with builders, what is the clarification? How can a much less succesful machine outperform the extra highly effective one? As seen lately in our Elden Ring: Shadow of the Erdtree protection, the frame-rate distinction in favour of PS5 is stunning, taking into account it is apparently the much less succesful machine.
We have heard some fascinating theories over time – akin to how Xbox Sequence X’s split-memory set-up (560GB/s of bandwidth on ‘quick’ reminiscence, 336GB/s on ‘gradual’ reminiscence) could also be impacting efficiency, however the primary cause we have heard from builders issues the character of Sony’s growth surroundings. A couple of key triple-A developer tells us that the PlayStation GPU compiler is considerably extra environment friendly than the Microsoft various, that means that there is higher utilisation of the graphics {hardware}. Generally, we perceive that the decrease degree API entry afforded to PlayStation growth means recreation makers get extra from the {hardware}.
The second most typical clarification we have acquired from builders issues the character of the GPU itself. Mark Cerny himself mentioned this fashion again in March 2020 when he revealed the technical specs of the PlayStation 5. Whereas the console could have fewer compute items than Xbox Sequence X – 36 vs 52 – the whole GPU runs sooner, that means that sure duties will full sooner, higher suiting sure recreation engine designs. The extent of this benefit was at all times an unknown as PS5 operates with a lift clock on each CPU and GPU – most clock speeds shall be restricted by an influence restrict on the processor.
Nonetheless, we have but to listen to any complaints from builders concerning the enhance clock unduly impacting GPU efficiency. And when it comes to uncooked numbers, there’s an fascinating titbit from the lately leaked PlayStation 5 Professional developer documentation: partaking the CPU enhance choice, which will increase clock speeds by ten p.c, solely sees GPU efficiency drop by one p.c – successfully negligible then.
So, based mostly on our conversations, the mix of a extra environment friendly GPU compiler, lower-level APIs and better clock speeds permits PlayStation 5 to match and even exceed the outputs of Xbox Sequence X in some situations. That mentioned, in fact there may be worth within the strategy Microsoft has taken: by standardising on DirectX 12 and the DXR ray tracing API, there’s a commonality with PC growth that clearly helps recreation makers. And naturally, Xbox does nonetheless have extra compute throughput – so recreation engines that faucet into that can see benefits. Moreover, there are conditions the place the Xbox ecosystem and have set yields dividends. For instance, whereas Elden Ring could run sooner on PlayStation 5, Sony’s restricted implementation of variable refresh charge help means that we might a lot quite play the sport on Xbox Sequence X – it is only a smoother and extra constant expertise.
At this level, having heard the identical set of factors from a variety of solely unrelated builders means it is successfully case closed on this specific matter – and we anticipate to see an analogous scenario play out throughout the remainder of the technology. PlayStation 5 Professional? That is going to be fascinating. We might anticipate it to lean into the identical strengths that made PS5 aggressive and transcend – PSSR machine learning-based upscaling ought to act as an efficient ‘multiplier’ of types on its elevated GPU efficiency.
This dialogue is only one small a part of DF Direct Weekly #169, the place we’ve first impressions on the brand new Dragon’s Dogma 2 patch and AMD’s FSR 3.1 spatial upscaling revision (anticipate extra in-depth protection on each quickly), plus feedback on the brand new Useless Rising remake. I hope you benefit from the present – and keep in mind that backers of the DF Supporter Program not solely get early entry to every episode, however also can contribute to the present. Have an incredible week!