The Witcher III Next Gen Update - Xbox Series S and X

1 year ago
11

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 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 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.

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