Digital Foundry's Callisto Protocol's Analysis PS5 vs XBX/S

Darth Vader

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What's ironic is that it's UE5 - a global rendering engine for all platforms. I doubt we'll see this kind of unoptimization across the different platforms using UE5 in the future by other companies using it.

Calisto uses UE 4.27
 
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rofif

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What's ironic is that it's UE5 - a global rendering engine for all platforms. I doubt we'll see this kind of unoptimization across the different platforms using UE5 in the future by other companies using it.
The more I see of Unreal engine games, the more I hope for return of 3rd party engines.
 

KiryuRealty

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Where it’s at.
The more I see of Unreal engine games, the more I hope for return of 3rd party engines.
Seriously, I have to wonder, is there ANYTHING you don't throw a bitch fit about? All I ever see you post here or on GAF is just the most miserable shitting on everything, all the time.

Can't be good for your health.
 

anonpuffs

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What's ironic is that it's UE5 - a global rendering engine for all platforms. I doubt we'll see this kind of unoptimization across the different platforms using UE5 in the future by other companies using it.
What are some of the potential causes of "unoptimization"? Shader occupancy issues?
 

ethomaz

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What's ironic is that it's UE5 - a global rendering engine for all platforms. I doubt we'll see this kind of unoptimization across the different platforms using UE5 in the future by other companies using it.
You see that kind of unoptimization between AMD and nVidia in UE... why not between consoles?

I mean using UE you are just relying on Epic optimization for each platform that could not be the best for your case.
If you research UE development you will find articles talking about using different code path for nVidia and AMD to reach the same result but with best performance on each platform.
 

KiryuRealty

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You see that kind of unoptimization between AMD and nVidia in UE... why not between consoles?

I mean using UE you are just relying on Epic optimization for each platform that could not be the best for your case.
If you research UE development you will find articles talking about using different code path for nVidia and AMD to reach the same result but with best performance on each platform.
Unreal Engine can be HEAVILY tuned and customized by developers. Look at the Batman: Arkham games. The original releases were on a heavily modified UE2, and the remasters to UE4 actually lost features in comparison, because Rocksteady had made so many customizations to the engine that either did things UE4 didn't do by default, or didn't do at all.

Epic allows studios using UE to access the source code of the engine to tune it to suit their needs. It's pretty obvious that the Callisto Protocol devs put their main thrust into the PS4 version of the game, likely due to partnering with Sony for marketing, and it took some bandwidth away from polishing the Series and PC releases. A team only has so many work hours to complete a game, so sometimes things are left for a patch or dropped for some versions.
 
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What are some of the potential causes of "unoptimization"? Shader occupancy issues?
The shader code should be the same. I'm not seeing how both architectures using shaders would slow one platform down over the other. I don't know what they did on the PS that isn't done on the Xbox/PC architectures. Maybe it's not the shaders but how they are implementing algorithms using specific PS API.
 
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You see that kind of unoptimization between AMD and nVidia in UE... why not between consoles?

I mean using UE you are just relying on Epic optimization for each platform that could not be the best for your case.
If you research UE development you will find articles talking about using different code path for nVidia and AMD to reach the same result but with best performance on each platform.
Xbox/PS have the same architecture though.. both have AMD GPUs.
 
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Unreal Engine can be HEAVILY tuned and customized by developers. Look at the Batman: Arkham games. The original releases were on a heavily modified UE2, and the remasters to UE4 actually lost features in comparison, because Rocksteady had made so many customizations to the engine that either did things UE4 didn't do by default, or didn't do at all.
While that's true, at the end of the day you are dealing with bytecode operations to the SMU pipelines. Unless the two architectures are totally different, I don't see how optimizing one completely translates to an unoptimized mess for the other platform. I'm not disagreeing with you, but it's sortof hard to imagine how the codebase became so divergent between the two.

When we look at Ubisoft, for example, they are pretty equal in performance. Same with idTech, REengine and other multiplatform games.
 

Old Gamer

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While that's true, at the end of the day you are dealing with bytecode operations to the SMU pipelines. Unless the two architectures are totally different, I don't see how optimizing one completely translates to an unoptimized mess for the other platform. I'm not disagreeing with you, but it's sortof hard to imagine how the codebase became so divergent between the two.
I think there might still be messed up settings in this case.
 
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rofif

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Seriously, I have to wonder, is there ANYTHING you don't throw a bitch fit about? All I ever see you post here or on GAF is just the most miserable shitting on everything, all the time.

Can't be good for your health.
Being critical =/= bitch fit
I am demanding because this is my hobby. I am doing this my whole life
 
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And PS5 has a unified memory pool, which the Xbox 360 showed us was a huge factor in getting better performance on a console. Perhaps that is the factor making the difference for the PS5 here.
Good post! Yea, memory management would be critical but again, I'm still seeing other studios able to conform to that relatively easily from multiplatform games. I guess we might write it off that these developers had too much hardcode/algorithms tailored to the PS.
 

KiryuRealty

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Good post! Yea, memory management would be critical but again, I'm still seeing other studios able to conform to that relatively easily from multiplatform games. I guess we might write it off that these developers had too much hardcode/algorithms tailored to the PS.
That is exactly what I have been saying. Bespoke code in their lead build that didn't port easily.
 
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KiryuRealty

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Being critical =/= bitch fit
I am demanding because this is my hobby. I am doing this my whole life
Dude, I have been gaming since the early 80s, but I don't explode over every little thing the way you do. Hobbies are meant to make you happy and relax you. You seem to need to let things slide more.
 

KiryuRealty

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They are way different platforms.
If not you should not see big discrepancies in performance... not just in this game but all others games.
You are totally right, using the same chips doesn't mean the whole systems are architected the same way. You don't hire Mark Cerny to be your hardware guru and have him just design SFF PC mainboards for your console. As much as some may laugh or question it, there is some secret sauce in the PS5 and we are going to see more performance deltas as cross-ten development goes away.

Things are going to get interesting.
 
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rofif

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Dude, I have been gaming since the early 80s, but I don't explode over every little thing the way you do. Hobbies are meant to make you happy and relax you. You seem to need to let things slide more.
I don't explode over every little thing.
I've been letting things slide for a long time. At this point these little things are accumulating to wasting a lot of my time and enjoyment you know.
I would just hope some stuff would be better.... and these are often such an easy decisions on dev side... like how could they let x or y slide.