Atomic Heart Analysis on Xbox Series X/S and PS5 - 4K
Analysis of performance and image quality of Atomic Heart on Xbox Series X/S and PS5.
Index:
Intro 00:00
Frame Rate Analysis 00:41
Resolution Xbox SS Analysis 02:41
Resolution Xbox SX Analysis 03:06
Resolution PS5 Analysis 03:31
Reflections Xbox SS Analysis 03:56
Reflections Xbox SX Analysis 04:14
Reflections PS5 Analysis 04:33
Shadows Xbox SS Analysis 04:51
Shadows Xbox SX Analysis 05:09
Shadows PS5 Analysis 05:28
Textures Xbox SS Analysis 05:46
Textures Xbox SX Analysis 06:04
Textures PS5 Analysis 06:23
Loading Analysis 06:41
Frame Rate Analysis 07:14
Resolution Xbox SS Analysis 09:14
Resolution Xbox SX Analysis 09:39
Resolution PS5 Analysis 10:04
Reflections Xbox SS Analysis 10:29
Reflections Xbox SX Analysis 10:48
Reflections PS5 Analysis 11:06
Shadows Xbox SS Analysis 11:24
Shadows Xbox SX Analysis 11:43
Shadows PS5 Analysis 12:01
Textures Xbox SS Analysis 12:19
Textures Xbox SX Analysis 12:38
Textures PS5 Analysis 12:56
Loading Analysis 13:14
Technical dictionary:
- AMD FidelityFX™ Super Resolution (FSR):
FidelityFX Super Resolution (FSR) is used to upsample an input image into a higher resolution. There are two versions of FSR with distinctive upscaling technique and image quality.
FSR 1 is a spatial upscaler based on the Lanczos algorithm* requiring an anti aliased lower resolution image.
FSR 2 and 2.1 is a temporal upscaler based on a modified Lanczos* requiring an aliased lower resolution image and utilising the temporal data (such as motion vectors and frame history) and then applies its own anti aliasing pass which replaces the game's temporal anti-aliasing solution.
Quality Preset Scale Factor Render Scale
Performance 2.0x 50.0% (e.g. for 4k: 1080p upscale to 2160p with FSR)
Balanced 1.7x 58.8% (e.g. for 4k: 1270p upscale to 2160p with FSR)
Quality 1.5x 66.6% (e.g. for 4k: 1440p upscale to 2160p with FSR)
* The Lanczos algorithm is an iterative algorithm invented by Cornelius Lanczos that is an adaptation of power methods to find eigenvalues and eigenvectors of a square matrix or the singular value decomposition of a rectangular matrix. It is particularly useful for finding decompositions of very large sparse matrices.
- Cube Mapping Reflections:
A Cubemap is a collection of six square textures that represent the reflections on an environment. The six squares form the faces of an imaginary cube that surrounds an object; each face represents the view along the directions of the world axes (up, down, left, right, forward and back). Cubemaps are often used to capture reflections or “surroundings” of objects; for example skyboxes and environment reflections often use cubemaps.
- Screen Space Reflections (SSR):
Screen space reflections (SSR): a more expensive technique that traces reflection rays in screen space (as opposed to world space in e.g. ray tracing). This is done for each rendered pixel of the reflected surface, using the surface normal and scene depth.
The disadvantage is that objects not captured in the rendered frame cannot appear in the reflections, which results in unresolved intersections and incomplete reflection image.
- Ray-Traced Reflections
Ray-Traced Reflections is a more accurate ray-traced solution to Screen Space Reflection technique (that traces reflection rays in screen space), ray tracing traces reflection rays in world space.
The disadvantage of the technique using ray tracing is the need for a dedicated hardware for accelerating the calculations needed to perform the feature.
- Shadow Mapping
Shadow mapping or shadowing projection is a process by which shadows are added to 3D computer graphics. This concept was introduced by Lance Williams in 1978, in a paper entitled "Casting curved shadows on curved surfaces."[1] Since then, it has been used both in pre-rendered and realtime scenes in many console and PC games. Shadows are created by testing whether a pixel is visible from the light source, by comparing the pixel to a z-buffer or depth image of the light source's view, stored in the form of a texture.
- Simple Shadow Mapping
Simplest possible implementation of Shadow Mapping, without any smoothing or additional features.
- Soft Shadows Mapping
Soft shadows are typically rendered in games by using shadow mapping and Percentage Closer Filtering with a uniform kernel size. The Percentage-Closer Soft Shadows (PCSS) algorithm computes a variable kernel size based on the distance between the relative position of the receiver point, an approximation of the blocker, and the area light.
- Ray-traced Shadows
Ray-traced shadows are generated by tracing the path of rays sampled from a light source. Ray-traced shadows are more accurate than shadow-mapped shadows. All ray-traced shadows are world space shadows.
Facebook Group:
https://m.facebook.com/groups/14589692844998
88
views
Dead Space Remake Analysis on Xbox Series X/S and PS5 (and face-off with X360) - 4K
Analysis of performance and image quality of Dead Space Remake on Xbox Series X/S and PS5 (and face-off with X360).
Index:
Intro 00:00
Frame Rate Analysis 00:49
Resolution Analysis 06:51
Shadows Analysis 09:21
Reflections Analysis 11:11
Textures Analysis 13:01
Loading Analysis 14:51
Frame Rate Analysis 15:18
Resolution Analysis 21:20
Shadows Analysis 23:50
Reflections Analysis 25:40
Textures Analysis 27:30
Loading Analysis 29:20
Technical dictionary for this analysis:
- AMD FidelityFX™ Super Resolution (FSR):
FidelityFX Super Resolution (FSR) is used to upsample an input image into a higher resolution. There are two versions of FSR with distinctive upscaling technique and image quality.
FSR 1 is a spatial upscaler based on the Lanczos algorithm* requiring an anti aliased lower resolution image.
FSR 2 and 2.1 is a temporal upscaler based on a modified Lanczos* requiring an aliased lower resolution image and utilising the temporal data (such as motion vectors and frame history) and then applies its own anti aliasing pass which replaces the game's temporal anti-aliasing solution.
Quality Preset Scale Factor Render Scale
Performance 2.0x 50.0% (e.g. for 4k: 1080p upscale to 2160p with FSR)
Balanced 1.7x 58.8% (e.g. for 4k: 1270p upscale to 2160p with FSR)
Quality 1.5x 66.6% (e.g. for 4k: 1440p upscale to 2160p with FSR)
* The Lanczos algorithm is an iterative algorithm invented by Cornelius Lanczos that is an adaptation of power methods to find eigenvalues and eigenvectors of a square matrix or the singular value decomposition of a rectangular matrix. It is particularly useful for finding decompositions of very large sparse matrices.
- Cube Mapping Reflections:
A Cubemap is a collection of six square textures that represent the reflections on an environment. The six squares form the faces of an imaginary cube that surrounds an object; each face represents the view along the directions of the world axes (up, down, left, right, forward and back). Cubemaps are often used to capture reflections or “surroundings” of objects; for example skyboxes and environment reflections often use cubemaps.
- Screen Space Reflections (SSR):
Screen space reflections (SSR): a more expensive technique that traces reflection rays in screen space (as opposed to world space in e.g. ray tracing). This is done for each rendered pixel of the reflected surface, using the surface normal and scene depth.
The disadvantage is that objects not captured in the rendered frame cannot appear in the reflections, which results in unresolved intersections and incomplete reflection image.
- Ray-Traced Reflections
Ray-Traced Reflections is a more accurate ray-traced solution to Screen Space Reflection technique (that traces reflection rays in screen space), ray tracing traces reflection rays in world space.
The disadvantage of the technique using ray tracing is the need for a dedicated hardware for accelerating the calculations needed to perform the feature.
- Shadow Mapping
Shadow mapping or shadowing projection is a process by which shadows are added to 3D computer graphics. This concept was introduced by Lance Williams in 1978, in a paper entitled "Casting curved shadows on curved surfaces."[1] Since then, it has been used both in pre-rendered and realtime scenes in many console and PC games. Shadows are created by testing whether a pixel is visible from the light source, by comparing the pixel to a z-buffer or depth image of the light source's view, stored in the form of a texture.
- Simple Shadow Mapping
Simplest possible implementation of Shadow Mapping, without any smoothing or additional features.
- Soft Shadows Mapping
Soft shadows are typically rendered in games by using shadow mapping and Percentage Closer Filtering with a uniform kernel size. The Percentage-Closer Soft Shadows (PCSS) algorithm computes a variable kernel size based on the distance between the relative position of the receiver point, an approximation of the blocker, and the area light.
- Ray-traced Shadows
Ray-traced shadows are generated by tracing the path of rays sampled from a light source. Ray-traced shadows are more accurate than shadow-mapped shadows. All ray-traced shadows are world space shadows.
My Specs:
- Ryzen 5 5600
- 16 GB DDR4 3200
- Galax GTX 1080 Sniper White
- Elgato 4k60 Pro Mk.2
Facebook Group:
https://m.facebook.com/groups/14589692844998
44
views
Hi-Fi Rush - Analysis on Xbox Series S and Series X - 4K
Analysis of performance and image quality of Hi-Fi Rush on Xbox Series S and Series X.
Index:
Intro 00:00
Frame Rate Analysis 00:33
Resolution Analysis 02:34
Shadows Analysis 03:24
Reflections Analysis 04:00
Textures Analysis 04:37
Loading Analysis 05:14
Frame Rate Analysis 05:40
Resolution Analysis 07:41
Shadows Analysis 08:31
Reflections Analysis 09:08
Textures Analysis 09:44
Loading Analysis 10:21
Technical dictionary for this analysis:
- AMD FidelityFX™ Super Resolution (FSR):
FidelityFX Super Resolution (FSR) is used to upsample an input image into a higher resolution. There are two versions of FSR with distinctive upscaling technique and image quality.
FSR 1 is a spatial upscaler based on the Lanczos algorithm* requiring an anti aliased lower resolution image.
FSR 2 and 2.1 is a temporal upscaler based on a modified Lanczos* requiring an aliased lower resolution image and utilising the temporal data (such as motion vectors and frame history) and then applies its own anti aliasing pass which replaces the game's temporal anti-aliasing solution.
Quality Preset Scale Factor Render Scale
Performance 2.0x 50.0% (e.g. for 4k: 1080p upscale to 2160p with FSR)
Balanced 1.7x 58.8% (e.g. for 4k: 1270p upscale to 2160p with FSR)
Quality 1.5x 66.6% (e.g. for 4k: 1440p upscale to 2160p with FSR)
* The Lanczos algorithm is an iterative algorithm invented by Cornelius Lanczos that is an adaptation of power methods to find eigenvalues and eigenvectors of a square matrix or the singular value decomposition of a rectangular matrix. It is particularly useful for finding decompositions of very large sparse matrices.
- Cube Mapping Reflections:
A Cubemap is a collection of six square textures that represent the reflections on an environment. The six squares form the faces of an imaginary cube that surrounds an object; each face represents the view along the directions of the world axes (up, down, left, right, forward and back). Cubemaps are often used to capture reflections or “surroundings” of objects; for example skyboxes and environment reflections often use cubemaps.
- Screen Space Reflections (SSR):
Screen space reflections (SSR): a more expensive technique that traces reflection rays in screen space (as opposed to world space in e.g. ray tracing). This is done for each rendered pixel of the reflected surface, using the surface normal and scene depth.
The disadvantage is that objects not captured in the rendered frame cannot appear in the reflections, which results in unresolved intersections and incomplete reflection image.
- Ray-Traced Reflections
Ray-Traced Reflections is a more accurate ray-traced solution to Screen Space Reflection technique (that traces reflection rays in screen space), ray tracing traces reflection rays in world space.
The disadvantage of the technique using ray tracing is the need for a dedicated hardware for accelerating the calculations needed to perform the feature.
- Shadow Mapping
Shadow mapping or shadowing projection is a process by which shadows are added to 3D computer graphics. This concept was introduced by Lance Williams in 1978, in a paper entitled "Casting curved shadows on curved surfaces."[1] Since then, it has been used both in pre-rendered and realtime scenes in many console and PC games. Shadows are created by testing whether a pixel is visible from the light source, by comparing the pixel to a z-buffer or depth image of the light source's view, stored in the form of a texture.
- Simple Shadow Mapping
Simplest possible implementation of Shadow Mapping, without any smoothing or additional features.
- Soft Shadows Mapping
Soft shadows are typically rendered in games by using shadow mapping and Percentage Closer Filtering with a uniform kernel size. The Percentage-Closer Soft Shadows (PCSS) algorithm computes a variable kernel size based on the distance between the relative position of the receiver point, an approximation of the blocker, and the area light.
- Ray-traced Shadows
Ray-traced shadows are generated by tracing the path of rays sampled from a light source. Ray-traced shadows are more accurate than shadow-mapped shadows. All ray-traced shadows are world space shadows.
My Specs:
- Ryzen 5 5600
- 16 GB DDR4 3200
- Galax GTX 1080 Sniper White
- Elgato 4k60 Pro Mk.2
Facebook Group:
https://m.facebook.com/groups/14589692844998
45
views
MONSTER HUNTER RISE - 4K
Analysis of performance and image quality of MONSTER HUNTER RISE on PS5, Nintendo Switch, Series S and X.
https://youtu.be/Svd-fU05H1k
2
views
MONSTER HUNTER RISE - Tech Analysis on N. Switch, Series S, Series X and PS5
Analysis of performance and image quality of MONSTER HUNTER RISE on PS5, Nintendo Switch, Series S and X.
Index:
Intro 00:00
Frame Rate Analysis - Switch / Xbox SS 00:49
Resolution Analysis 02:49
Frame Rate Analysis - Xbox SS / Xbox SX / PS5 - Framerate Mode 06:59
Reflections Analysis 09:00
Frame Rate Analysis - Xbox SS / Xbox SX / PS5 - Default Mode 12:03
Shadows Analysis 14:05
Frame Rate Analysis - Xbox SS / Xbox SX / PS5 - Graphics Mode 17:08
Textures Analysis 19:10
Loading Analysis 22:13
Technical dictionary for this analysis:
- AMD FidelityFX™ Super Resolution (FSR):
FidelityFX Super Resolution (FSR) is used to upsample an input image into a higher resolution. There are two versions of FSR with distinctive upscaling technique and image quality.
FSR 1 is a spatial upscaler based on the Lanczos algorithm* requiring an anti aliased lower resolution image.
FSR 2 and 2.1 is a temporal upscaler based on a modified Lanczos* requiring an aliased lower resolution image and utilising the temporal data (such as motion vectors and frame history) and then applies its own anti aliasing pass which replaces the game's temporal anti-aliasing solution.
Quality Preset Scale Factor Render Scale
Performance 2.0x 50.0% (e.g. for 4k: 1080p upscale to 2160p with FSR)
Balanced 1.7x 58.8% (e.g. for 4k: 1270p upscale to 2160p with FSR)
Quality 1.5x 66.6% (e.g. for 4k: 1440p upscale to 2160p with FSR)
* The Lanczos algorithm is an iterative algorithm invented by Cornelius Lanczos that is an adaptation of power methods to find eigenvalues and eigenvectors of a square matrix or the singular value decomposition of a rectangular matrix. It is particularly useful for finding decompositions of very large sparse matrices.
- Cube Mapping Reflections:
A Cubemap is a collection of six square textures that represent the reflections on an environment. The six squares form the faces of an imaginary cube that surrounds an object; each face represents the view along the directions of the world axes (up, down, left, right, forward and back). Cubemaps are often used to capture reflections or “surroundings” of objects; for example skyboxes and environment reflections often use cubemaps.
- Screen Space Reflections (SSR):
Screen space reflections (SSR): a more expensive technique that traces reflection rays in screen space (as opposed to world space in e.g. ray tracing). This is done for each rendered pixel of the reflected surface, using the surface normal and scene depth.
The disadvantage is that objects not captured in the rendered frame cannot appear in the reflections, which results in unresolved intersections and incomplete reflection image.
- Ray-Traced Reflections
Ray-Traced Reflections is a more accurate ray-traced solution to Screen Space Reflection technique (that traces reflection rays in screen space), ray tracing traces reflection rays in world space.
The disadvantage of the technique using ray tracing is the need for a dedicated hardware for accelerating the calculations needed to perform the feature.
- Shadow Mapping
Shadow mapping or shadowing projection is a process by which shadows are added to 3D computer graphics. This concept was introduced by Lance Williams in 1978, in a paper entitled "Casting curved shadows on curved surfaces."[1] Since then, it has been used both in pre-rendered and realtime scenes in many console and PC games. Shadows are created by testing whether a pixel is visible from the light source, by comparing the pixel to a z-buffer or depth image of the light source's view, stored in the form of a texture.
- Simple Shadow Mapping
Simplest possible implementation of Shadow Mapping, without any smoothing or additional features.
- Soft Shadows Mapping
Soft shadows are typically rendered in games by using shadow mapping and Percentage Closer Filtering with a uniform kernel size. The Percentage-Closer Soft Shadows (PCSS) algorithm computes a variable kernel size based on the distance between the relative position of the receiver point, an approximation of the blocker, and the area light.
- Ray-traced Shadows
Ray-traced shadows are generated by tracing the path of rays sampled from a light source. Ray-traced shadows are more accurate than shadow-mapped shadows. All ray-traced shadows are world space shadows.
My Specs:
- Ryzen 5 5600
- 16 GB DDR4 3200
- Galax GTX 1080 Sniper White
- Elgato 4k60 Pro Mk.2
Facebook Group:
https://m.facebook.com/groups/14589692844998
41
views
Crisis Core Final Fantasy 7 Reunion Analysis on PSP (2007 version), PS5, N. Switch, Series S and X.
Analysis of performance and image quality of Crisis Core Final Fantasy 7 Reunion on PSP (2007 version), PS5, Nintendo Switch, Series S and X.
Index:
Intro 00:00
Frame Rate Analysis 00:57
Resolution Analysis 04:55
Reflections Analysis 07:00
Shadows Analysis 08:32
Textures Analysis 10:03
Loading Analysis 11:35
Frame Rate Analysis 12:22
Resolution Analysis 16:14
Reflections Analysis 18:19
Shadows Analysis 19:50
Textures Analysis 21:22
Loading Analysis 22:54
Technical dictionary for this analysis:
- AMD FidelityFX™ Super Resolution (FSR):
FidelityFX Super Resolution (FSR) is used to upsample an input image into a higher resolution. There are two versions of FSR with distinctive upscaling technique and image quality.
FSR 1 is a spatial upscaler based on the Lanczos algorithm* requiring an anti aliased lower resolution image.
FSR 2 and 2.1 is a temporal upscaler based on a modified Lanczos* requiring an aliased lower resolution image and utilising the temporal data (such as motion vectors and frame history) and then applies its own anti aliasing pass which replaces the game's temporal anti-aliasing solution.
Quality Preset Scale Factor Render Scale
Performance 2.0x 50.0% (e.g. for 4k: 1080p upscale to 2160p with FSR)
Balanced 1.7x 58.8% (e.g. for 4k: 1270p upscale to 2160p with FSR)
Quality 1.5x 66.6% (e.g. for 4k: 1440p upscale to 2160p with FSR)
* The Lanczos algorithm is an iterative algorithm invented by Cornelius Lanczos that is an adaptation of power methods to find eigenvalues and eigenvectors of a square matrix or the singular value decomposition of a rectangular matrix. It is particularly useful for finding decompositions of very large sparse matrices.
- Cube Mapping Reflections:
A Cubemap is a collection of six square textures that represent the reflections on an environment. The six squares form the faces of an imaginary cube that surrounds an object; each face represents the view along the directions of the world axes (up, down, left, right, forward and back). Cubemaps are often used to capture reflections or “surroundings” of objects; for example skyboxes and environment reflections often use cubemaps.
- Screen Space Reflections (SSR):
Screen space reflections (SSR): a more expensive technique that traces reflection rays in screen space (as opposed to world space in e.g. ray tracing). This is done for each rendered pixel of the reflected surface, using the surface normal and scene depth.
The disadvantage is that objects not captured in the rendered frame cannot appear in the reflections, which results in unresolved intersections and incomplete reflection image.
- Ray-Traced Reflections
Ray-Traced Reflections is a more accurate ray-traced solution to Screen Space Reflection technique (that traces reflection rays in screen space), ray tracing traces reflection rays in world space.
The disadvantage of the technique using ray tracing is the need for a dedicated hardware for accelerating the calculations needed to perform the feature.
- Shadow Mapping
Shadow mapping or shadowing projection is a process by which shadows are added to 3D computer graphics. This concept was introduced by Lance Williams in 1978, in a paper entitled "Casting curved shadows on curved surfaces."[1] Since then, it has been used both in pre-rendered and realtime scenes in many console and PC games. Shadows are created by testing whether a pixel is visible from the light source, by comparing the pixel to a z-buffer or depth image of the light source's view, stored in the form of a texture.
- Simple Shadow Mapping
Simplest possible implementation of Shadow Mapping, without any smoothing or additional features.
- Soft Shadows Mapping
Soft shadows are typically rendered in games by using shadow mapping and Percentage Closer Filtering with a uniform kernel size. The Percentage-Closer Soft Shadows (PCSS) algorithm computes a variable kernel size based on the distance between the relative position of the receiver point, an approximation of the blocker, and the area light.
- Ray-traced Shadows
Ray-traced shadows are generated by tracing the path of rays sampled from a light source. Ray-traced shadows are more accurate than shadow-mapped shadows. All ray-traced shadows are world space shadows.
My Specs:
- Ryzen 5 5600
- 16 GB DDR4 3200
- Galax GTX 1080 Sniper White
- Elgato 4k60 Pro Mk.2
Facebook Group:
https://m.facebook.com/groups/14589692844998
11
views
Forspoken Demo Analysis on PS5 - 4K and Ray Tracing
Analysis of performance and image quality of Forspoken on PS5.
Index:
Intro 00:00
Frame Rate Analysis 00:37
Resolution Analysis 02:29
Reflections Analysis 03:44
Shadows Analysis 04:39
Textures Analysis 05:34
Loading Analysis 06:29
Frame Rate Analysis 06:49
Resolution Analysis 08:49
Reflections Analysis 10:04
Shadows Analysis 10:59
Textures Analysis 11:54
Loading Analysis 12:49
Technical dictionary for this analysis:
- AMD FidelityFX™ Super Resolution (FSR):
FidelityFX Super Resolution (FSR) is used to upsample an input image into a higher resolution. There are two versions of FSR with distinctive upscaling technique and image quality.
FSR 1 is a spatial upscaler based on the Lanczos algorithm* requiring an anti aliased lower resolution image.
FSR 2 and 2.1 is a temporal upscaler based on a modified Lanczos* requiring an aliased lower resolution image and utilising the temporal data (such as motion vectors and frame history) and then applies its own anti aliasing pass which replaces the game's temporal anti-aliasing solution.
Quality Preset Scale Factor Render Scale
Performance 2.0x 50.0% (e.g. for 4k: 1080p upscale to 2160p with FSR)
Balanced 1.7x 58.8% (e.g. for 4k: 1270p upscale to 2160p with FSR)
Quality 1.5x 66.6% (e.g. for 4k: 1440p upscale to 2160p with FSR)
* The Lanczos algorithm is an iterative algorithm invented by Cornelius Lanczos that is an adaptation of power methods to find eigenvalues and eigenvectors of a square matrix or the singular value decomposition of a rectangular matrix. It is particularly useful for finding decompositions of very large sparse matrices.
- Screen Space Reflections (SSR):
Screen space reflections (SSR): a more expensive technique that traces reflection rays in screen space (as opposed to world space in e.g. ray tracing). This is done for each rendered pixel of the reflected surface, using the surface normal and scene depth.
The disadvantage is that objects not captured in the rendered frame cannot appear in the reflections, which results in unresolved intersections and incomplete reflection image.
- Ray-Traced Reflections
Ray-Traced Reflections is a more accurate ray-traced solution to Screen Space Reflection technique (that traces reflection rays in screen space), ray tracing traces reflection rays in world space.
The disadvantage of the technique using ray tracing is the need for a dedicated hardware for accelerating the calculations needed to perform the feature.
- Soft Shadows Mapping
Soft shadows are typically rendered in games by using shadow mapping and Percentage Closer Filtering with a uniform kernel size. The Percentage-Closer Soft Shadows (PCSS) algorithm computes a variable kernel size based on the distance between the relative position of the receiver point, an approximation of the blocker, and the area light.
- Ray-traced Shadows
Ray-traced shadows are generated by tracing the path of rays sampled from a light source. Ray-traced shadows are more accurate than shadow-mapped shadows. All ray-traced shadows are world space shadows.
My Specs:
- Ryzen 5 5600
- 16 GB DDR4 3200
- Galax GTX 1080 Sniper White
- Elgato 4k60 Pro Mk.2
Facebook Group:
https://m.facebook.com/groups/14589692844998
18
views
The Witcher III Next Gen Update - Xbox Series S and X
Analysis of performance and image quality of The Witcher III Next Gen Update on Xbox Series S and Series X.
If you're interested in getting to know the game better, watch this video on a partner channel and see a little more running in the Xbox Series S:
Meu Series S - The Witcher 3 Next Gen Update gameplay:
youtu.be/HZdOigbmixI
Meu Series S:
www.youtube.com/channel/UCuBhVq_PSwob5H5l9k7LXDg
Index:
Intro 00:00
Frame Rate Analysis 00:37
Resolution Analysis 04:37
Reflections Analysis 06:20
Shadows Analysis 06:33
Textures Analysis 08:47
Loading Analysis 10:00
Frame Rate Analysis 10:33
Resolution Analysis 14:36
Reflections Analysis 16:16
Shadows Analysis 17:29
Textures Analysis 18:43
Loading Analysis 19:56
Technical dictionary for this analysis:
- AMD FidelityFX™ Super Resolution (FSR):
FidelityFX Super Resolution (FSR) is used to upsample an input image into a higher resolution. There are two versions of FSR with distinctive upscaling technique and image quality.
FSR 1 is a spatial upscaler based on the Lanczos algorithm* requiring an anti aliased lower resolution image.
FSR 2 and 2.1 is a temporal upscaler based on a modified Lanczos* requiring an aliased lower resolution image and utilising the temporal data (such as motion vectors and frame history) and then applies its own anti aliasing pass which replaces the game's temporal anti-aliasing solution.
Quality Preset Scale Factor Render Scale
Performance 2.0x 50.0% (e.g. for 4k: 1080p upscale to 2160p with FSR)
Balanced 1.7x 58.8% (e.g. for 4k: 1270p upscale to 2160p with FSR)
Quality 1.5x 66.6% (e.g. for 4k: 1440p upscale to 2160p with FSR)
* The Lanczos algorithm is an iterative algorithm invented by Cornelius Lanczos that is an adaptation of power methods to find eigenvalues and eigenvectors of a square matrix or the singular value decomposition of a rectangular matrix. It is particularly useful for finding decompositions of very large sparse matrices.
- Screen Space Reflections (SSR):
Screen space reflections (SSR): a more expensive technique that traces reflection rays in screen space (as opposed to world space in e.g. ray tracing). This is done for each rendered pixel of the reflected surface, using the surface normal and scene depth.
The disadvantage is that objects not captured in the rendered frame cannot appear in the reflections, which results in unresolved intersections and incomplete reflection image.
- Ray-Traced Reflections
Ray-Traced Reflections is a more accurate ray-traced solution to Screen Space Reflection technique (that traces reflection rays in screen space), ray tracing traces reflection rays in world space.
The disadvantage of the technique using ray tracing is the need for a dedicated hardware for accelerating the calculations needed to perform the feature.
- Soft Shadows Mapping
Soft shadows are typically rendered in games by using shadow mapping and Percentage Closer Filtering with a uniform kernel size. The Percentage-Closer Soft Shadows (PCSS) algorithm computes a variable kernel size based on the distance between the relative position of the receiver point, an approximation of the blocker, and the area light.
- Ray-traced Shadows
Ray-traced shadows are generated by tracing the path of rays sampled from a light source. Ray-traced shadows are more accurate than shadow-mapped shadows. All ray-traced shadows are world space shadows.
My Specs:
- Ryzen 5 5600
- 16 GB DDR4 3200
- Galax GTX 1080 Sniper White
- Elgato 4k60 Pro Mk.2
Facebook Group:
https://m.facebook.com/groups/14589692844998
15
views
The Callisto Protocol - Performance and Reflections Analysis - Xbox SX (Patch 1.6.0.0 - 12 09 2022)
Performance and Reflections Analysis of The Callisto Protocol on Xbox Series X, Patch 1.6.0.0 - 12 09 2022.
Index:
Intro 00:00
Reflections Analysis 00:37
Frame Rate Analysis 01:32
Reflections Analysis 04:19
Frame Rate Analysis 05:14
Technical dictionary for this analysis:
- AMD FidelityFX™ Super Resolution (FSR):
FidelityFX Super Resolution (FSR) is used to upsample an input image into a higher resolution. There are two versions of FSR with distinctive upscaling technique and image quality.
FSR 1 is a spatial upscaler based on the Lanczos algorithm* requiring an anti aliased lower resolution image.
FSR 2 is a temporal upscaler based on a modified Lanczos* requiring an aliased lower resolution image and utilising the temporal data (such as motion vectors and frame history) and then applies its own anti aliasing pass which replaces the game's temporal anti-aliasing solution.
Quality Preset Scale Factor Render Scale
Performance 2.0x 50.0% (e.g. for 4k: 1080p upscale to 2160p with FSR)
Balanced 1.7x 58.8% (e.g. for 4k: 1270p upscale to 2160p with FSR)
Quality 1.5x 66.6% (e.g. for 4k: 1440p upscale to 2160p with FSR)
* The Lanczos algorithm is an iterative algorithm invented by Cornelius Lanczos that is an adaptation of power methods to find eigenvalues and eigenvectors of a square matrix or the singular value decomposition of a rectangular matrix. It is particularly useful for finding decompositions of very large sparse matrices.
- Screen Space Reflections (SSR):
Screen space reflections (SSR): a more expensive technique that traces reflection rays in screen space (as opposed to world space in e.g. ray tracing). This is done for each rendered pixel of the reflected surface, using the surface normal and scene depth.
The disadvantage is that objects not captured in the rendered frame cannot appear in the reflections, which results in unresolved intersections and incomplete reflection image.
- Ray-Traced Reflections
Ray-Traced Reflections is a more accurate ray-traced solution to Screen Space Reflection technique (that traces reflection rays in screen space), ray tracing traces reflection rays in world space.
The disadvantage of the technique using ray tracing is the need for a dedicated hardware for accelerating the calculations needed to perform the feature.
- Soft Shadows Mapping
Soft shadows are typically rendered in games by using shadow mapping and Percentage Closer Filtering with a uniform kernel size. The Percentage-Closer Soft Shadows (PCSS) algorithm computes a variable kernel size based on the distance between the relative position of the receiver point, an approximation of the blocker, and the area light.
- Ray-traced Shadows
Ray-traced shadows are generated by tracing the path of rays sampled from a light source. Ray-traced shadows are more accurate than shadow-mapped shadows. All ray-traced shadows are world space shadows.
My Specs:
- Ryzen 5 5600
- 16 GB DDR4 3200
- Galax GTX 1080 Sniper White
- Elgato 4k60 Pro Mk.2
Facebook Group:
https://m.facebook.com/groups/14589692844998
3
views
The Callisto Protocol (Day One Patch) - Xbox Series S and X
Analysis of performance and image quality of The Callisto Protocol (Day One Patch) on Xbox Series S and Series X.
For "unknown" reasons, the Xbox Series X version don’t have reflections made by ray tracing.
Do we really not know why?!
Index:
Intro 00:00
Frame Rate Analysis 00:37
Resolution Analysis 03:57
Shadows Analysis 05:12
Textures Analysis 06:07
Reflections Analysis 07:02
Loading Analysis 07:57
Frame Rate Analysis 08:24
Resolution Analysis 10:24
Shadows Analysis 11:39
Textures Analysis 12:34
Reflections Analysis 13:29
Loading Analysis 14:24
Technical dictionary for this analysis:
- AMD FidelityFX™ Super Resolution (FSR):
FidelityFX Super Resolution (FSR) is used to upsample an input image into a higher resolution. There are two versions of FSR with distinctive upscaling technique and image quality.
FSR 1 is a spatial upscaler based on the Lanczos algorithm* requiring an anti aliased lower resolution image.
FSR 2 is a temporal upscaler based on a modified Lanczos* requiring an aliased lower resolution image and utilising the temporal data (such as motion vectors and frame history) and then applies its own anti aliasing pass which replaces the game's temporal anti-aliasing solution.
Quality Preset Scale Factor Render Scale
Performance 2.0x 50.0% (e.g. for 4k: 1080p upscale to 2160p with FSR)
Balanced 1.7x 58.8% (e.g. for 4k: 1270p upscale to 2160p with FSR)
Quality 1.5x 66.6% (e.g. for 4k: 1440p upscale to 2160p with FSR)
* The Lanczos algorithm is an iterative algorithm invented by Cornelius Lanczos that is an adaptation of power methods to find eigenvalues and eigenvectors of a square matrix or the singular value decomposition of a rectangular matrix. It is particularly useful for finding decompositions of very large sparse matrices.
- Screen Space Reflections (SSR):
Screen space reflections (SSR): a more expensive technique that traces reflection rays in screen space (as opposed to world space in e.g. ray tracing). This is done for each rendered pixel of the reflected surface, using the surface normal and scene depth.
The disadvantage is that objects not captured in the rendered frame cannot appear in the reflections, which results in unresolved intersections and incomplete reflection image.
- Ray-Traced Reflections
Ray-Traced Reflections is a more accurate ray-traced solution to Screen Space Reflection technique (that traces reflection rays in screen space), ray tracing traces reflection rays in world space.
The disadvantage of the technique using ray tracing is the need for a dedicated hardware for accelerating the calculations needed to perform the feature.
- Soft Shadows Mapping
Soft shadows are typically rendered in games by using shadow mapping and Percentage Closer Filtering with a uniform kernel size. The Percentage-Closer Soft Shadows (PCSS) algorithm computes a variable kernel size based on the distance between the relative position of the receiver point, an approximation of the blocker, and the area light.
- Ray-traced Shadows
Ray-traced shadows are generated by tracing the path of rays sampled from a light source. Ray-traced shadows are more accurate than shadow-mapped shadows. All ray-traced shadows are world space shadows.
My Specs:
- Ryzen 5 5600
- 16 GB DDR4 3200
- Galax GTX 1080 Sniper White
- Elgato 4k60 Pro Mk.2
Facebook Group:
https://m.facebook.com/groups/14589692844998
3
views
Sonic Frontiers on Xbox Series S Performance Mode (60 FPS!!!!) - Quick Benchmark
Frame rate analysis of Sonic Frontiers on Xbox Series S Performance Mode.
If you're interested in getting to know the game better, watch this video on a partner channel and see a little more running in the Xbox Series S:
Meu Series S - Sonic Frontiers Performance Mode gameplay:
youtu.be/HZdOigbmixI
Meu Series S:
www.youtube.com/channel/UCuBhVq_PSwob5H5l9k7LXDg
Index:
Intro 00:00
Open World (Part 01) Bench 00:27
Cyber Space Bench 02:30
Open World (Part 02) Bench 03:22
My Specs:
- Ryzen 5 5600
- 16 GB DDR4 3200
- Galax GTX 1080 Sniper White
- Elgato 4k60 Pro Mk.2
Facebook Group:
https://m.facebook.com/groups/1458969284499849/?ref=group_browse
Tech Analysis of EVIL WEST on Xbox Series S and X (tech features mentioned in the analysis in descr)
Analysis of performance and image quality of Evil West on Xbox Series S and Series X.
Index:
Intro 00:00
Frame Rate Analysis 00:37
Resolution Analysis 01:39
Reflections Analysis 02:54
Shadows Analysis 03:49
Textures Analysis 04:44
Loading Analysis 05:39
Frame Rate Analysis 06:09
Resolution Analysis 07:11
Reflections Analysis 08:26
Shadows Analysis 09:21
Textures Analysis 10:16
Loading Analysis 11:11
Technical dictionary for this analysis:
- AMD FidelityFX™ Super Resolution (FSR):
FidelityFX Super Resolution (FSR) is used to upsample an input image into a higher resolution. There are two versions of FSR with distinctive upscaling technique and image quality.
FSR 1 is a spatial upscaler based on the Lanczos algorithm* requiring an anti aliased lower resolution image.
FSR 2 is a temporal upscaler based on a modified Lanczos* requiring an aliased lower resolution image and utilising the temporal data (such as motion vectors and frame history) and then applies its own anti aliasing pass which replaces the game's temporal anti-aliasing solution.
Quality Preset Scale Factor Render Scale
Performance 2.0x 50.0% (e.g. for 4k: 1080p upscale to 2160p with FSR)
Balanced 1.7x 58.8% (e.g. for 4k: 1270p upscale to 2160p with FSR)
Quality 1.5x 66.6% (e.g. for 4k: 1440p upscale to 2160p with FSR)
* The Lanczos algorithm is an iterative algorithm invented by Cornelius Lanczos that is an adaptation of power methods to find eigenvalues and eigenvectors of a square matrix or the singular value decomposition of a rectangular matrix. It is particularly useful for finding decompositions of very large sparse matrices.
- Screen Space Reflections (SSR):
Screen space reflections (SSR): a more expensive technique that traces reflection rays in screen space (as opposed to world space in e.g. ray tracing). This is done for each rendered pixel of the reflected surface, using the surface normal and scene depth.
The disadvantage is that objects not captured in the rendered frame cannot appear in the reflections, which results in unresolved intersections and incomplete reflection image.
- Soft Shadows Mapping
Soft shadows are typically rendered in games by using shadow mapping and Percentage Closer Filtering with a uniform kernel size. The Percentage-Closer Soft Shadows (PCSS) algorithm computes a variable kernel size based on the distance between the relative position of the receiver point, an approximation of the blocker, and the area light.
My Specs:
- Ryzen 5 5600
- 16 GB DDR4 3200
- Galax GTX 1080 Sniper White
- Elgato 4k60 Pro Mk.2
Facebook Group:
https://m.facebook.com/groups/1458969284499849/
9
views
Tech Analysis of Sonic Frontiers on Xbox Series S/X and Nintendo Switch (+ mClassic)
Analysis of performance and image quality of Sonic Frontiers on Xbox Series S/X and Nintendo Switch (+ mClassic).
Index:
Intro 00:00
Frame Rate Analysis 00:57
Resolution Analysis 04:50
Reflections Analysis 06:55
Shadows Analysis 08:27
Textures Analysis 09:58
Loading Analysis 11:30
Frame Rate Analysis 11:59
Resolution Analysis 15:53
Reflections Analysis 17:58
Shadows Analysis 19:29
Textures Analysis 21:01
Loading Analysis 22:33
My Specs:
- Ryzen 5 5600
- 16 GB DDR4 3200
- Galax GTX 1080 Sniper White
- Elgato 4k60 Pro Mk.2
Facebook Group:
https://m.facebook.com/groups/1458969284499849/?ref=group_browse
2
views
Tech Analysis of Call of Duty: Modern Warfare II (2022) on Xbox Series S and X
Analysis of performance and image quality of Call of Duty: Modern Warfare II on Xbox Series S and Series X.
Index:
Intro 00:00
Frame Rate Analysis 00:37
Resolution Analysis 02:48
Reflections Analysis 03:38
Shadows Analysis 04:14
Textures Analysis 04:51
Loading Analysis 05:28
Frame Rate Analysis 05:57
Resolution Analysis 08:19
Reflections Analysis 09:09
Shadows Analysis 09:46
Textures Analysis 10:22
Loading Analysis 10:59
My Specs:
- Ryzen 5 5600
- 16 GB DDR4 3200
- Galax GTX 1080 Sniper White
- Elgato 4k60 Pro Mk.2
Facebook Group:
https://m.facebook.com/groups/1458969284499849/?ref=group_browse
4
views
Tech Analysis of Gotham Knights on Xbox Series S and X - 4K Ray Tracing
Analysis of performance and image quality of Gotham Knights on Xbox Series S and Series X.
Index:
Intro 00:00
Frame Rate Analysis 00:37
Resolution Analysis 02:33
Reflections Analysis 03:23
Shadows Analysis 04:00
Textures Analysis 04:37
Loading Analysis 05:13
Frame Rate Analysis 05:43
Resolution Analysis 07:39
Reflections Analysis 08:29
Shadows Analysis 09:06
Textures Analysis 09:43
Loading Analysis 10:19
My Specs:
- Ryzen 5 5600
- 16 GB DDR4 3200
- Galax GTX 1080 Sniper White
- Elgato 4k60 Pro Mk.2
Facebook Group:
https://m.facebook.com/groups/1458969284499849/?ref=group_browse
2
views
Subscribe to the channel and see the full analysis of A Plague Tale: Requiem (Xbox SS/SX and PC) ;-)
Analysis of performance and image quality of A Plague Tale: Requiem on Xbox Series S and Series X.
https://youtu.be/-X0OWm-dW4k
17
views
Tech Analysis of A Plague Tale: Requiem on Xbox Series S, Series X and PC (GTX 1080)
Analysis of performance and image quality of A Plague Tale: Requiem on Xbox Series S and Series X.
Index:
Intro 00:00
Frame Rate Analysis 00:47
Resolution Analysis 02:47
Reflections Analysis 03:58
Shadows Analysis 04:53
Textures Analysis 05:48
Loading Analysis 06:43
Frame Rate Analysis 07:23
Resolution Analysis 09:20
Reflections Analysis 10:35
Shadows Analysis 11:30
Textures Analysis 12:25
Loading Analysis 13:20
My Specs:
- Ryzen 5 5600
- 16 GB DDR4 3200
- Galax GTX 1080 Sniper White
- Elgato 4k60 Pro Mk.2
Facebook Group:
https://m.facebook.com/groups/1458969284499849/?ref=group_browse
3
views
Tech Analysis of Scorn on Xbox Series S, Series X and PC (GTX 1080) 4K FSR2.0
Analysis of performance and image quality of Shadow of The Tomb Raider on Xbox Series S and Series X.
Index:
Intro 00:00
Frame Rate Analysis 00:47
Resolution Analysis 03:17
Shadows Analysis 04:32
Textures Analysis 05:27
Loading Analysis 06:22
Frame Rate Analysis 06:47
Resolution Analysis 09:17
Shadows Analysis 10:32
Textures Analysis 11:27
Loading Analysis 12:22
My Specs:
- Ryzen 5 5600X
- 24 GB DDR4 3200
- Galax GTX 1080 Sniper White
- Elgato 4k60 Pro Mk.2
Facebook Group:
https://m.facebook.com/groups/1458969284499849/?ref=group_browse
2
views
Tech Analysis of Shadow of The Tomb Raider (next-gen patch) on Xbox Series S and Series X
Analysis of performance and image quality of Shadow of The Tomb Raider on Xbox Series S and Series X.
Index:
Intro 00:00
Frame Rate Analysis 00:37
Resolution Analysis 03:57
Shadows Analysis 05:12
Reflections Analysis 06:07
Textures Analysis 07:02
Loading Analysis 07:57
Frame Rate Analysis 08:22
Resolution Analysis 10:33
Shadows Analysis 11:48
Reflections Analysis 12:43
Textures Analysis 13:38
Loading Analysis 14:33
My Specs:
- Ryzen 5 5600X
- 24 GB DDR4 3200
- Galax GTX 1080 Sniper White
- Elgato 4k60 Pro Mk.2
Facebook Group:
https://m.facebook.com/groups/1458969284499849/?ref=group_browse
4
views
Don't miss the Lens of Truth channel reviews.
Watch full technical analysis:
https://youtu.be/aTgLixbEm_o
TKS!
Tech Analysis of FIFA 23 on Xbox Series S and Series X
Watch full technical analysis:
https://youtu.be/cifstrvpmxY
TKS!
1
view
Tech Analysis of FIFA 23 on Xbox Series S and Series X
Analysis of performance and image quality of FIFA 23 on Xbox Series S and Series X.
Index:
Intro 00:00
Frame Rate Analysis 00:37
Resolution Analysis 05:03
Shadows Analysis 05:53
Textures Analysis 06:30
Loading Analysis 07:07
Frame Rate Analysis 07:33
Resolution Analysis 12:00
Shadows Analysis 12:50
Textures Analysis 13:27
Loading Analysis 14:03
My Specs:
- Ryzen 5 5600X
- 16 GB DDR4 3200
- Galax GTX 1080 Sniper White
- Elgato 4k60 Pro Mk.2
Facebook Group:
https://m.facebook.com/groups/1458969284499849/?ref=group_brows
6
views
Tech Analysis of DEATHLOOP on Xbox Series S and Series X (Ray Tracing and FSR)
Analysis of performance and image quality of Deathloop on Xbox Series S and Series X (Ray Tracing and FSR technologies).
Index:
Intro 00:00
Frame Rate Analysis 00:37
Resolution Analysis 02:50
Shadows Analysis 05:25
Reflections Analysis 07:15
Textures Analysis 09:05
Loading Analysis 10:55
Frame Rate Analysis 11:18
Resolution Analysis 12:25
Shadows Analysis 16:07
Reflections Analysis 17:57
Textures Analysis 19:47
Loading Analysis 21:37
My Specs:
- Ryzen 5 5600X
- 16 GB DDR4 3200
- Galax GTX 1080 Sniper White
- Elgato 4k60 Pro Mk.2
Facebook Group:
https://m.facebook.com/groups/1458969284499849/?ref=group_browse
2
views
Tech Analysis of CYBERPUNK 2077 PATCH 1.6 on Xbox Series S and Series X (Ray Tracing)
Analysis of performance and image quality of Cyberpunk 2077 Patch 1.6 on Xbox Series S and Series X (Ray Tracing technology).
Index:
Intro 00:00
Frame Rate Analysis 00:37
Resolution Analysis 02:48
Shadows Analysis 04:28
Reflections Analysis 05:42
Textures Analysis 06:55
Loading Analysis 08:08
Frame Rate Analysis 08:35
Resolution Analysis 10:47
Shadows Analysis 12:27
Reflections Analysis 13:40
Textures Analysis 14:53
Loading Analysis 16:07
My Specs:
- Ryzen 5 5600X
- 16 GB DDR4 3200
- Galax GTX 1080 Sniper White
- Elgato 4k60 Pro Mk.2
Facebook Group:
https://m.facebook.com/groups/1458969284499849/?ref=group_browse
2
views