Xbox Series X & PlayStation 5 Games Resolution vs Image Quality



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Xbox Series X & PlayStation 5 Games Resolution vs Image Quality
SOURCE: https://www.youtube.com/watch?v=OxHygZqWG9Q
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17 thoughts on “Xbox Series X & PlayStation 5 Games Resolution vs Image Quality”

  1. every new game we realise how much of suck these consoles are… and it gets worse..and they are gonna add that blurry dlss on top of that n its a game over…they should delay these consoles.

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  2. The whole narrative is shifting now as I kept saying. Xbox graphics fidelity, shadow detail and resolution will keep pulling away and ps5 will consistently show stable frames. Well Untill direct ml is fully embraced then its a wrap for ps5.

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  3. I would be shocked if they took the checkerboarding out. It takes more time and effort by weeks to implement checkerboarding. Red dead redemption 2 still has checkerboarding on ps4 pro/ ps5 because rockstar didn't want to invest time to remove it

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  4. Why was the PS5 version checkerboarded? Why not just lower the resolution and use native? I see checkerboarding as a piss poor gimmick. Good sign for Xbox Series.

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  5. What happened to your post chimera you lying brat?

    What L's.This is a L for pos5 nothing but good news for Xbox and MS for a while now and nothing but L after L for obsessed lying Sony brats. I hope for your sake when you type you lil bs posts you are looking in the mirror

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  6. I noticed when the systems came out XSX had lesser image quality and missing effects now it’s completely turned around, XSX will be simply amazing when they unlock VA especially SFS.

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  7. I'm not watching this video yet, but before I do it's important to know a couple things:
    1) The Xbox has a severely unique method of up-sampling. I would argue the PS5 does too, but it doesn't. It's left up to the developers to 'use their own technology'. This is where and why the same method in the PS5 was utilized in this title.
    2) This title is utilizing proper threading (avx), which is why you don't see the same "last gen stuttering" as you see from other titles.
    3) "Lower resolution" is perfectly fine, if indeed they can mirror the higher resolution. In this specific case, they could and do it without any real issues. It's important to note that they didn't "re-write the engine" entirely to make this happen; Whereas if they wanted to implement "new features", or even utilize the updated instructions (non-legacy), it would require a complete dive into the engine. This was mostly an inclusion of up sampling and adjusted avx instruction.
    4) Basing 'off one game' is never really a good measurement. Adjacent to this, is the point of comparison to the 'multiple' games. As focal as most people may be to hint toward 'one favors resolution the other framerate', it's simply not the case, ever. The games coming out generally take the last gen port, and copy over the same metric of code of the PS5 port (or has up until recent). What you're seeing here is them taking the code from the Xbox One X version, and modifying it ever so slightly (not in depth) to take advantage of some of the newer hardware. Since the underlined code was still based around Polaris, you'll see/notice the same graphical "quality" between the two versions. The difference within resolution and clarity here is due to the upsampling method on the Xbox. See, there's native upsampling support on the hardware on the Xbox. There isn't, at all, on the PS5. The PS5 is designed specifically underneath the developer to decide what to do, the most calculated "PS4 Pro" method is to utilize checkerboard unless you, the developer, designed one to work. This is why I point to Spiderman MM when they ask about "Up sampling technology". The PS5's has been displayed. It's alright, but it's nothing to gawk at. What you're seeing here is a rudimentary implementation tacked on subtly into a title with a 'next gen patch' (barely modifying the code)

    Important note worthy addition:
    The PS5 is nearly identical in instruction to the PS4 Pro. Keeping with the same code gives the PS5 an advantage, as this is "legacy" libraries in the Xbox. Moving toward a newer library gives the xbox an advantage, as it can properly utilize the newer architecture, since it has refined libraries for each. Additional to this is the multiple things the PS5 lacks that allows for overall better performance, visuals, and actual 'look' of each object rendered. Realistically, the further we get into the future, the bigger this gap becomes.
    Queue PS5's actual purpose: First party titles pushed for narrative driven (cinematic / 'blockbuster') with a queue for immersion.

    Queue everyone being called a 'shill and bias, paid by Microsoft' in the next year. At least, I can see this happening unfortunately. This is what happens when you convince people for 12 months that the PS5 is 'rdna3 and has advanced features that are so far advanced, not even AMD has released them yet'. Something that was only 'conspiracized' by the numerous of content creators who influenced this push of 'dlss-like tech in the ps5' (when it's only in the xbox), 'the ps5 has all the same features but they just won't say it because they're not direct x!'. I think my favorite was 'the geometry engine is rdna3 and isnt even close to how weak the xbox's is', when this was directly based upon the VEGA architecture for VR…and the Xbox has a library support for it anyway (just without some…modifications SiE has done).

    There's about a month. So wait till you see Resident Evil Village.

    Reply

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