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curl-6 said:
Chrkeller said:

It can. But still far closer to the ps4.  Digital Foundry had cyber between the ps4 and ps4 pro.  Had ff7 closer to ps4.  It sits in that hardware tier with a few extras.

RT on consoles are a joke, It is RT lite at best.  

Cyberpunk on Switch 2 is actually closer to the PS5 in some ways than PS4 Pro; its textures are more in line with PS5 than PS4 Pro, and where PS4 Pro has big problems with data streaming, with assets often streaming in very late leaving scenes looking completely unfinished, Switch 2 has no such issue and is again closer to PS5 in this respect.

It and FF7 are also both 8th gen titles.

RTGI in something like Star Wars Outlaws is generationally ahead of the rasterized lighting used on PS4; if one were to make a PS4 edition of that game, then the Switch 2 version would almost certainly fall closer to PS5 due to the lighting model being intact. (And PS4 probably needing additional loading screens to make up for its deficit in data streaming)

You are correct that it has several advantages over PS4. Faster data streaming will help for openworlds, more ram should help it have higher resolution textures and DLSS helps it punch above its weight in rasterization. Though I'd still say it's definitely closer to PS4 than PS5, but it can accomplish things the PS4 wouldn't be able to.

It obviously has a big advantage when it comes to RT, though I don't think any of the consoles (other than perhaps PS5 Pro) should be using RT extensively anyway. I didn't use Ray Tracing on my 3060 because the performance impact was way too high, even on my 5060 Ti I think twice. SW2 ray tracing hardware is really weak, even weaker than the PS5's which already was basically entry-level for the tech. Star Wars Outlaws probably would have ran better if they did redo the lighting without RT.