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 FidelityFXâ„¢ 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:
-
2:37:09
Roseanne Barr
11 hours agoIs Trump running a clandestine military operation? | The Roseanne Barr Podcast #52
102K409 -
23:16
Alexis Wilkins
13 hours agoBETWEEN THE HEADLINES WITH ALEXIS WILKINS: UKRAINE HIT LIST, HOUTHIS, AG GARLAND, HUNTER BIDEN TRIAL
34K15 -
33:10
The Nima Yamini Show
9 hours agoAlpha King Nima Exposes All on H3 Podcast!
42.8K9 -
27:12
DepressedGinger
1 day ago $0.05 earnedALL 50 US States Election Predictions right now!
51.1K20 -
40:51
Candace Owens
12 hours agoAnother Person Fired For Criticizing Israel?! | Candace Ep. 5
39K120 -
LIVE
Right Side Broadcasting Network
5 days agoLIVE REPLAY: President Trump Celebrates His Birthday at Club 47 - 6/14/24
2,792 watching -
49:57
The StoneZONE with Roger Stone
10 hours agoOwen Shroyer & Roger Stone Together For What Could Be The Last Time On Infowars | The StoneZONE
52.9K20 -
1:05:07
Edge of Wonder
14 hours agoJesus’ Childhood Revealed in Manuscript & Britney Spears Mandela Effect
61.4K47 -
1:52:18
2 MIKES LIVE
12 hours ago2 MIKES LIVE #78 OPEN MIKE FRIDAY!
63.1K9 -
1:01:10
Talk Nerdy 2 Us
10 hours agoConspiracy or Reality? Unpacking Today's Most Controversial Debates on 'Talk Nerdy 2 Us
44.5K2