Teardown - Stunning Physics & Destruction - PS5/Xbox Series X/S - DF Tech Review

Gamernyc78

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28 Jun 2022
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The voxel physics are just one half of the game's technically distinctive style. The other half is how the rendering is achieved. Teardown's primary visuals are achieved by intensive voxel tracing and very little in the way of standard rasterisation techniques. There are a lot of elements here that have a ray traced quality to them, like reflections for example. The game ray marches specular occlusion to give a kind of darkened reflective look on objects that is very realistic.

This technique - which eschews hardware ray tracing - makes it so that objects rarely ever look like they are glowing and out of place, but to ensure speed, reflections only get colour via screen-space information. Reflections become grey-toned if the objects in them move out of view. This technique applies to direct lighting too, as well as ambient occlusion, though Teardown doesn't deliver full-on global illumination.

That's all about offering up solid performance, where Teardown works very well overall, bar some odd issues on Xbox Series consoles (specifically Series X). In the fidelity mode, Xbox Series X and PlayStation 5 run the game internally at 1620p, targeting 60 frames per second - and based on comparisons to PC, it's running with graphical quality settings maxed out.

By comparison, Series S runs the game with an internal resolution of 864p, with only one rendering mode. The truth is, it looks rather blurry and rough, but at least it targets 60 frames per second and does a creditable job of staying there. PS5 and Series X also have performance modes which run at 1080p internally, which is just about enough to service the game's visual aesthetic. This can run with both 60fps and 120fps targets on the higher-end consoles.

PlayStation 5's fidelity mode is interesting as it's quite performant for a game doing so much tracing, mostly sticking to 60 frames per second. However, frame-rate can buckle when you start getting into more intense destruction or where there's a lot of smoke and fire on-screen, sometimes into the 40s. This can drop still further when using the game's sandbox modes or other gameplay types where you have more extensive access to destructive tools. The 1080p performance mode runs standard gameplay scenarios without issue, which makes sense as the game is cutting the total resolution in half - and that aids performance a lot. However, I find performance mode most interesting in its 120fps configuration, where simpler gameplay delivers full frame-rates, with only greater destruction causing dips beneath to the 90-100fps area. This is totally reasonable bearing in mind the load on the hardware.
 
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Darth Vader

I find your lack of faith disturbing
Founder
20 Jun 2022
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That's all about offering up solid performance, where Teardown works very well overall, bar some odd issues on Xbox Series consoles (specifically Series X). In the fidelity mode, Xbox Series X and PlayStation 5 run the game internally at 1620p, targeting 60 frames per second - and based on comparisons to PC, it's running with graphical quality settings maxed out.
PlayStation 5's fidelity mode is interesting as it's quite performant for a game doing so much tracing, mostly sticking to 60 frames per second. However, frame-rate can buckle when you start getting into more intense destruction or where there's a lot of smoke and fire on-screen, sometimes into the 40s. This can drop still further when using the game's sandbox modes or other gameplay types where you have more extensive access to destructive tools. The 1080p performance mode runs standard gameplay scenarios without issue, which makes sense as the game is cutting the total resolution in half - and that aids performance a lot. However, I find performance mode most interesting in its 120fps configuration, where simpler gameplay delivers full frame-rates, with only greater destruction causing dips beneath to the 90-100fps area.
Xbox Series X has an issue, however, and it's not related to the capabilities of the machine - but rather the developer's choice to swap out PS5's triple-buffer v-sync for double-buffer. Instead of maxing out performance, double-buffer sees performance drop from 120fps to 60fps to 30fps in hard 'jumps' whenever the system is under load. The judder is egregious and not really acceptable. We know it's not a hardware problem simply because turning on system-level variable refresh rate solves the problem completely - but hopefully the developers will introduce triple-buffering to Xbox too as right now, the sudden jerkiness just looks wrong. Series S may well be double-buffering too but it's hard to tell as it does such a good job of adhering to the 60fps target.

Lads don't even question why the developers would swap twiple-buffer v-sync for double-buffer. No, they just assume it's not related to the capabilities of the machine. We've seen the Xbox apparently have issues with Vsync, and yet again VRR is being used as a crutch to try and justify some sort of "bug".
 

Darth Vader

I find your lack of faith disturbing
Founder
20 Jun 2022
7,365
10,933
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