[Nick930] Direct Comparison Marvels Spider-Man PC vs PS5

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arvfab

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Exactly. Especially after waiting 4 years, what's a second more or less.
Well if the game was a must have, wouldn't we have all played it 4 years ago? Not sure what kinda gotcha that was supposed to be?
I don't think the 1 second goes to RT quality lol
It goes to better image quality, lol
 
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rofif

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Well if the game was a must have, wouldn't we have all played it 4 years ago? Not sure what kinda gotcha that was supposed to be?

It goes to better image quality, lol
better what? have you seen Nick930 video?
The games are identical aside from RT. At least in fidelity mode
 
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From me playing the game for several hours:

* Some textures are missed from the LOD frustum and therefore are loading in lower res MIP maps. If you force anisotropic filtering to 16x, a lot of this gets remedied. I think it's a bug.

* There is something wrong with their RT reflections on certain objects indoors. The reflections tend to have blocks and move in a vertical fashion. Also a bug.

* The GPU usage in this game is significantly lower than 99% showing it's not fully taken advantage of (70-80% usage). I suspect they may optimize this further over time.

* PC pipeline is a native 4k (if you set it to that) and everything just looks crisper and sharper while in motion than the PS5 version.
 
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ethomaz

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Anybody found loading times comparison with 7GB/s SSD? The Alex video uses 3.5GB/s SSD and the loading difference is around 3 seconds.

gRx7PNy.jpg
 
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From me playing the game for several hours:

* Some textures are missed from the LOD frustum and therefore are loading in lower res MIP maps. If you force anisotropic filtering to 16x, a lot of this gets remedied. I think it's a bug.

* There is something wrong with their RT reflections on certain objects indoors. The reflections tend to have blocks and move in a vertical fashion. Also a bug.

* The GPU usage in this game is significantly lower than 99% showing it's not fully taken advantage of (70-80% usage). I suspect they may optimize this further over time.

* PC pipeline is a native 4k (if you set it to that) and everything just looks crisper and sharper while in motion than the PS5 version.
Exactly. I'm not sure why so many are hell bent trying to say this random video disproves everything already proven. This is the ultimate version, a single second faster loading times doesn't negate anything at all. I'm sure they will have the bug fixes soon, I'm sure they are more than competent.
 

Remij

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Anybody found loading times comparison with 7GB/s SSD? The Alex video uses 3.5GB/s SSD and the loading difference is around 3 seconds.

gRx7PNy.jpg
I have. They're largely the exact same as the 3.5GB/s drive. I can get it down to 2.7 seconds on my PC. That's as fast as I can possibly get it to load the initial cutscene at PS5 settings.

Spider-Man's loading speeds is tied to framerate. For the most optimal loading on PC you need to turn Vsync off and not limit FPS in any way.

We need to wait until DirectStorage and GPU based decompression is adopted to be able to compete with PS5 pertaining to games exclusively coded for PS5. It's extremely close already though, despite everything.
 
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We need to wait until DirectStorage and GPU based decompression is adopted to be able to compete with PS5 pertaining to games exclusively coded for PS5. It's extremely close already though, despite everything.
Yea, I agree. Saving a couple of seconds of load time isn't really interesting to me. I'd rather have the visuals so I can wait on DirectStorage.

I am a little bummed that the GPU isn't being utilized to it's full potential. The less it's utilized the more the drop in FPS. That's one thing about the UE that I do like is that it will (by default) utilize all of the GPU unless a developer toys with the engine for their own custom needs.
 

Remij

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Yea, I agree. Saving a couple of seconds of load time isn't really interesting to me. I'd rather have the visuals so I can wait on DirectStorage.

I am a little bummed that the GPU isn't being utilized to it's full potential. The less it's utilized the more the drop in FPS. That's one thing about the UE that I do like is that it will (by default) utilize all of the GPU unless a developer toys with the engine for their own custom needs.
Nixxes have stated that they intend to do more optimization regarding RT and CPU utilization which should help. RT BVH updating, and on the fly background shader compilation put a lot more stress on the CPU on PC than they do on the console during typical gameplay. Add to that upping the view distance, crowd distance, and it will exponentially increase the demands of the CPU for RT.

GPU based decompression on PC will be a big deal in the future.

Anyway, I'm not going to think too hard about comparisons until after Nixxes release a few patches.
 
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Nixxes have stated that they intend to do more optimization regarding RT and CPU utilization which should help. RT BVH updating, and on the fly background shader compilation put a lot more stress on the CPU on PC than they do on the console during typical gameplay. Add to that upping the view distance, crowd distance, and it will exponentially increase the demands of the CPU for RT.
Yea, from what I can see there is unoptimization in how they render multiple animated objects on screen. The more objects on screen, the more the FPS dips. Swinging very close to the ground in the rain and at night takes the worse hit.
 

Remij

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Yea, from what I can see there is unoptimization in how they render multiple animated objects on screen. The more objects on screen, the more the FPS dips. Swinging very close to the ground in the rain and at night takes the worse hit.
Yeah. You have RT reflections happening in the windows, with large amounts of moving vehicles and crowds walking about.. that puts a lot of stress on the CPU. Updating that at high framerates is a challenge, and stresses CPU to GPU bandwidth as well.

These games were never designed to come to PC. They were specifically designed around unified memory architectures and CPUs which have a far more streamlined operating environment designed specifically for that singular purpose... not to mention superior development and profiling tools.

The work Nixxes has already done is extremely commendable. This is basically the worst case scenario for a port as a developer. Bringing a high quality AAA title designed specifically around console architectures with no intention of ever releasing anywhere else to PC. If this game was developed for PC, or with a PC port in mind from the beginning, then smarter design philosophies would have dramatically impacted the outcome for the better.

That's why they're going to continue to work on it and improve it. Doing that work simply takes time.
 
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Sharinghack

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Yea, I agree. Saving a couple of seconds of load time isn't really interesting to me. I'd rather have the visuals so I can wait on DirectStorage.

I am a little bummed that the GPU isn't being utilized to it's full potential. The less it's utilized the more the drop in FPS. That's one thing about the UE that I do like is that it will (by default) utilize all of the GPU unless a developer toys with the engine for their own custom needs.
Thats is weird, on my 3090 if I unlock the framerate my GPU is 100% in utilization. Unfortunately the fan noise becomes unbearable so I locked it to 60hz so that the GPU isn't maxed out all the time.
 

ethomaz

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Yea, I agree. Saving a couple of seconds of load time isn't really interesting to me. I'd rather have the visuals so I can wait on DirectStorage.

I am a little bummed that the GPU isn't being utilized to it's full potential. The less it's utilized the more the drop in FPS. That's one thing about the UE that I do like is that it will (by default) utilize all of the GPU unless a developer toys with the engine for their own custom needs.
That seems to be CPU limiting GPU case.
The GPU can’t go more because the CPU is already stressed.

I guess based in your “less it is utilized the more the drop fps”… it is probably waiting CPU tasks and so GPU utilization drops… framerate drops.
 
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