Control Ultimate Edition photo mode can also serve as a benchmark for ray detection • Eurogamer.net

PS5 and Series X have done their part.

Just when we think our coverage of Remedy’s Control is complete for the next generation of consoles, we receive a curveball. Twitter user Another LED pointed out that the game’s photo mode also unlocks the frame rate, eliminating the 30 frames per second of graphics mode and opening the door for direct comparisons of the performance of ray detection between Xbox Series X and PlayStation 5. The results are intriguing, though perhaps somewhat academic.

To put it simply, freeze the current scene in Control’s photo mode and allow you to navigate around with a free camera, so you can choose the best shot at your convenience. No changes are made to the version settings of the game during the transition of the game, and the settings are the same between PlayStation 5 and Xbox Series X. So, if you unlock the frame rate, you ensure that none of them 60 frames per second (which effectively covers performance) opens the door to a benchmark of sorts – a similar, unobtrusive look at how Sony and Microsoft’s new consoles are used through extremely demanding workloads, delivered by one of the most forward-looking and technically impressive engines on the market.

Photo mode as a benchmark? Look at that.

So, what do the results show? On the face of it, the engine is well balanced to deliver a constant 30 frames per second in graphical mode for both systems. We can see this by looking at our now infamous computer sequence: the Corridor of Doom. We are not quite sure why this one is so demanding for system resources but it is definitely problematic on the computer and its challenging features are transferred to the consoles. Series X delivers it at 33 frames per second, PlayStation 5 at 32. It fits with the narrative we’ve seen from the majority of the platforming platforms we’ve seen so far – that the two machines are very similar. More specifically, in the case of Control, if there’s still above 30fps in this most challenging area, it means we’ll have to comfortably lay out the vast majority of the game’s content at the target frame rate – probably the effect Remedy intended. .

Unlocked running, however, shows varying degrees of overhead and based on more than 20 similar scenarios, Series X does have a delivery advantage, which averages a 16 percent lead on PlayStation 5. We go through the scenarios in the included video on this. page and the variation from test to test is significant – so we need to emphasize that the figure of 16 percent is indeed an average. Some tests show an even larger margin, others see that the situation is significantly close. In the video, we discuss some consequences as we look at the results, but there are some tempting possibilities – CPU tests on the computer version seem to suggest that closing 60 fps may not be a problem for the Zen 2- clusters in the new are not consoles and that the limit we see in our tests is based on GPU. So could there be an option to lower the resolution and improve the frame rate while maintaining RT effects?

A look at how PS5, Series X and Series S consoles compare.

The idea of ​​building extra game options – all of which need to be developed and tested – may contribute too much to the workload of a smaller developer, but an advanced menu with appropriate user alerts on stability can provide some flexibility in the PC style open. it will benefit experimental players in different ways. First of all, trading pixels for frames can potentially comfort a high frame rate RT experience for gamers, something that is just keeping computer users in the here and now. Second, a configurable frame-rate cap or full unlock (with selectable 60 / 120Hz display outputs) can also enable users with HDMI 2.1 monitors to enhance their RT experience, whether via variable refresh rate or a 40 fps cap in a 120Hz refresh. And finally, there’s the idea of ​​forward compatibility – offering options that may not be very desirable here and now, but which can be extremely beneficial when Control comes back to tomorrow’s hardware. We saw a number of games with versioning options that did not make much sense at launch, but which turned out to be transformative when viewed on a more modern console hardware.

In the here and now, the results seen here are indeed largely academic – the unlocking of frame rate shows more raw horsepower on the Xbox side in jet tracking scenarios within Control, but even if used in the game, it will not pay attention not the occasional stutter problems exhibited on the Microsoft platform is the only noticeable difference we could see in our initial tests between the two systems. Still, there are some interesting results in photo mode ‘benchmark’, even if it’s still early days. And it’s important to keep in mind how early it is in the current console generation: game makers are still finding their feet with the new consoles, development tools are far from mature and just getting good software out the door in the current environment is challenging. enough as it is. Take a look at photo mode – freezing the game and exploring the scene in more detail is a great way to appreciate control and the visual performance of the remarkable Northlight engine.

Source