Home https://server7.kproxy.com/servlet/redirect.srv/sruj/smyrwpoii/p2/ Technology https://server7.kproxy.com/servlet/redirect.srv/sruj/smyrwpoii/p2/ big boost for PS4 Pro, but what about the other consoles? • Eurogamer.net

big boost for PS4 Pro, but what about the other consoles? • Eurogamer.net

The Cyberpunk 2077 1.2 patch arrived last week, accompanied by an absolutely gigantic list of bug fixes, tweaks and upgrades. Specialized players should see addressed errors in the game, but is the game basically fixed on consoles? Can we now recommend purchasing the title of the latest generation systems? To begin the chase, there is good news for PlayStation 4 Pro owners, but there is still a long, long way to go in terms of performance and stability.

What the adjustment notes aren’t described in much detail is some specific impetus to optimize the experience for the PS4 and Xbox One, although there is a long list of engine-specific optimizations that should theoretically improve the experience for all users. There are also promised improvements to the controversial anti-aliasing solution, plus improved reflections of screen space. Xbox One is also dedicated to memory management optimizations ̵

1; but it was the streaming optimizations that caught our attention, as this seems to be the key to dramatic improvements in the title of the PlayStation 4 Pro.

It’s all about background streaming technology – the way assets such as geometry and textures are imported from storage, decompressed, and then displayed on the screen. We’ve noticed the change in the PS4, PS4 Pro and Xbox One, but curiously, the Xbox One X doesn’t seem to have changed much since version 1.1. Simply put, it makes sense that streaming can run at a lower priority than before, focusing on frame rate improvements at the expense of resolving details. Environmental assets take longer to load, a pop-up window is already available More ▼ of a problem than it was before. It can be said that there are delays in the streaming, but details right rendering in the end, given time. However, in dense urban areas while driving fast, some aspects of the environment now fail to recharge before they pass you by.

Digital Foundry tests all versions of the latest generation console of Cyberpunk 2077 patch 1.2.

You can see in the video how this affects the overall presentation, especially the PlayStation 4 Pro, but the result is that there are clear performance benefits. Sony’s advanced console has always performed best, even beating the more powerful Xbox One X. It’s even better now, spending much of its time at the target of 30 frames per second. Penetrating a crowded market, frame rates could reach lows in the mid-20s on the PS4 Pro. With the new patch installed, the game ran at almost flawless 30fps – albeit with the reduction (or rather the delay), in the details I’ve already talked about. Sometimes, in similar scenarios – such as moving quickly through the market – performance is improved by up to 8 frames per second for the Pro patch 1.2, a remarkable upgrade for a title of 30 frames per second. It’s more streamlined, and while it may take a visual sacrifice to get there, I’d say it’s worth it for pure play. The pop-up appears in fast-moving scenes anyway, and so in practice it often happens that it flutters in blur while working.

I think the most remarkable thing about the tests is seeing the scandalous alley shootout in play. This is a stress test I created when the game started – on the way to Ripperdoc, we drive at night through Night City, and then, instead of parking in that slot, we essentially embark on a deadly riot. The combination of battle, multiple NPCs and dense urban detail leads to a drop in performance across all systems – and is still seen on the PS4 Pro, but apparently still improved over version 1.1. There are still some problems – with later shouts against Maelstromers, my console started to fold quite badly in the 1920s, before I experienced a complete breakdown in the dashboard. So, obviously there is still a lot of room for improvement and despite the big gains from the PS4 Pro in frame rate, it’s hard to give the game a patch of 1.2 when the crash is still a problem.

We launched the computer version of Cyberpunk 2077 on a system based on the Xbox One processor and the results were fascinating.

By comparison, the Xbox One X still has major issues. There have been some improvements in performance, now the market is running in the mid-20s, not teens, while the initial entry into Night City after the first mission has also improved. The problem is that many of the legacy problems persist: the Xbox One X continues to suffer from delays – large game interruptions – causing large churches up to 0fps. This is current, but it is still a problem that is more common on Xbox One machines. Unlike the PS4 consoles, I did not fail in my tests. Overall, the improvement to the One X is less impressive, and it’s still possible to see a drop in performance below 20 frames per second, simply by moving in a dense environment at speed – an area where the PS4 Pro sees dramatic improvements. The alley stress test seems to work just as badly as in version 1.1. Overall there is an improvement, but it’s not as effective as the PS4 Pro – a strange state of affairs.

As for the vanilla PS4 and Xbox One, they worked consistently poorly with patch 1.1, and while the new patch makes some scenes play a little better, the 2fps to 3fps advantage makes little chance when you’re still so far from the 30fps target . Curiously, the PS4 doesn’t show anything like the improved level demonstrated by the Pro – it’s still largely a 20-30fps shooting experience (or worse), full of jokes and falls. It’s hard to even aim properly with this release during any game. I also experienced a crash in the Ps4 system menu – just like the Pro. The PS4 as a whole is still a bad experience: the crash is still there and base performance is still far from the goal.

Here’s what Digital Foundry did from Cyberpunk 2077’s patch 1.1 in January.

Meanwhile, the Xbox One is still extremely difficult to recommend. Streaming optimizations based on reversible frames compared to patch 1.1 to 1.2 are included, but performance improvements are the smallest – and too small to register in most scenes where the frame rate shows only a difference in error. Where you really need a good, consistent level of performance, the Xbox One continues to disappoint, and perhaps inevitably remains the worst version of Cyberpunk out there.

After all, there is good news and bad news here. PlayStation 4 Pro is not bad. Assuming that the game, obviously and obviously designed for the next generation of hardware, will compete with the latest generation of machines, the idea of ​​playing Cyberpunk 2077 at 30 frames per second for much of the experience suggests that the introduction of the game in the form of inherited hardware it is not completely impossible. Based on this, I will be fascinated to see how this improves the situation for the PlayStation 5, which runs on the same code base. That said, the fact that the PS4 and Pro crashed into the system menus within two hours of play is a pretty brutal reminder that a lot of work is still needed on this game.

And that’s a mood that applies even more to the PS4, Xbox One and Xbox One X. Four months after the launch, it seems that only baby steps have been taken to improve the basic gameplay performance of these three. Based on the notes on the corrections, it seems that the bug fixes have taken precedence – and rightly so – but we hope that the CDPR will continue to push for optimization. What we see in patch 1.2 is progress, but it’s weird that in my tests only the PS4 Pro saw overall improvements. Cross fingers that this spreads to all systems when the next major patch arrives.

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