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Forums - Gaming - Console gamers, do you like options?

 

It's choice good?

Choice is ALWAYS good 41 57.75%
 
No. Leave that to the PC crowd 24 33.80%
 
You're drunk again, d21lewis 6 8.45%
 
Total:71

I don't really understand your premise. You're talking about performance adjusters as if they were content. You don't "miss out" by optimizing or tweaking the performance of a game to the qualities you feel are most important. So I suppose what I read into this, is that you don't really know what you value most performance wise in any given type of game. Unless of course it's somehow perfect performance across the board.

To answer your question though, yes, options are good. Great in fact. The more the better, as long as they're not made needlessly complicated somehow.



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SvennoJ said:

Ah the mythical sliders. It doesn't work that easily. You don't get stable performance by adjusting a few sliders on PC. You get a range between min and max fps and you try to find a minimum point that's acceptable while leaving some overhead unused. Console games usually get optimized to take advatage of all available resources. Not every effect nor every scene scales the same with sliders, far from it. Different groups of geometry, textures and effects react differently to adjusting some sliders.

The resources that get divided is those of the developers trying to optimize for 3 different modes, instead of concentrating their efforts on getting the most out of a single mode. Having 2 different sku's already adds more work, with extra modes the workload keeps growing. Or you gould get the same situation as on PC where your hardware is never really used to its optimal potential. Which is what we're currently seeing with a lot of pro patches, simple accross the board resolution upgrades to a point where hopefully it still runs as good as in the optimized base version.

You really think it is that big of a deal moving sliders around so they can hit their optimal FPS target? Literally all they do is go into a settings file and change characters around turning effects on/off etc. Just saying it is such a small amount added to their workload making a game.

 



rolltide101x said:
SvennoJ said:

Ah the mythical sliders. It doesn't work that easily. You don't get stable performance by adjusting a few sliders on PC. You get a range between min and max fps and you try to find a minimum point that's acceptable while leaving some overhead unused. Console games usually get optimized to take advatage of all available resources. Not every effect nor every scene scales the same with sliders, far from it. Different groups of geometry, textures and effects react differently to adjusting some sliders.

The resources that get divided is those of the developers trying to optimize for 3 different modes, instead of concentrating their efforts on getting the most out of a single mode. Having 2 different sku's already adds more work, with extra modes the workload keeps growing. Or you gould get the same situation as on PC where your hardware is never really used to its optimal potential. Which is what we're currently seeing with a lot of pro patches, simple accross the board resolution upgrades to a point where hopefully it still runs as good as in the optimized base version.

You really think it is that big of a deal moving sliders around so they can hit their optimal FPS target?.... Just saying it is such a small amount added to their workload making a game.

Yes, because it's a lot more than moving sliders around. If you look at all those DF comparisons over the year there were always extra differences with a bit more detail here, bit more grass in some scenes, bit less transparency effects in other scenes, different shadow resolutions for different objects, differences in reflections and dynamic lighting updates.

You think it's a slider to reduce the trackside detail in DC VR version? They probably removed a lot more than necessary as it is a lot of work to test every section of every track of the game with 8 cars in view, sparks and dust flying to make sure it never dips below 60fps no matter what. To make a proper optimized version would take a lot of effort. Fine tuning each area takes time, at least if you don't want it to look as basic as DC VR does.


Case in point for Tombraider:

Another Pro title that needs a bit of work, but shows huge promise. The base PS4 title is absolutely beautiful, and developer Nixxes has a stunning checkerboard 4K mode that demonstrates just how effective this technique can be. Unfortunately, larger 'hub' areas like the Geothermal Valley and the Soviet Installation can see frame-rate drops beneath the 30fps target.

The unlocked frame-rate mode sees performance touch 60fps in the more linear levels, dropping to around 40fps in the hub areas.

The enriched visual mode retains 1080p image quality (complete with ropey anti-aliasing) but adds improved PureHair tech, better texture filtering, more realistic reflections, higher LODs, sun soft shadows and more dynamic foliage.

Unfortunately, patch 1.05 has nerfed proper frame-pacing on both Pro and base PS4 hardware, giving a jittery presentation that is a huge downgrade compared to the silky smooth consistency we experienced at the Pro's launch with the title in its 1.04 iteration.

http://www.eurogamer.net/articles/digitalfoundry-2016-playstation-4-pro-game-upgrade-guide

So we have 3 modes, none of them work optimally. Perhaps if they had concetrated on a single mode, that mode could have had a locked frame rate with proper frame pacing.



SvennoJ said:
rolltide101x said:

You really think it is that big of a deal moving sliders around so they can hit their optimal FPS target?.... Just saying it is such a small amount added to their workload making a game.

Yes, because it's a lot more than moving sliders around. If you look at all those DF comparisons over the year there were always extra differences with a bit more detail here, bit more grass in some scenes, bit less transparency effects in other scenes, different shadow resolutions for different objects, differences in reflections and dynamic lighting updates.

You think it's a slider to reduce the trackside detail in DC VR version? They probably removed a lot more than necessary as it is a lot of work to test every section of every track of the game with 8 cars in view, sparks and dust flying to make sure it never dips below 60fps no matter what. To make a proper optimized version would take a lot of effort. Fine tuning each area takes time, at least if you don't want it to look as basic as DC VR does.


Case in point for Tombraider:

Another Pro title that needs a bit of work, but shows huge promise. The base PS4 title is absolutely beautiful, and developer Nixxes has a stunning checkerboard 4K mode that demonstrates just how effective this technique can be. Unfortunately, larger 'hub' areas like the Geothermal Valley and the Soviet Installation can see frame-rate drops beneath the 30fps target.

The unlocked frame-rate mode sees performance touch 60fps in the more linear levels, dropping to around 40fps in the hub areas.

The enriched visual mode retains 1080p image quality (complete with ropey anti-aliasing) but adds improved PureHair tech, better texture filtering, more realistic reflections, higher LODs, sun soft shadows and more dynamic foliage.

Unfortunately, patch 1.05 has nerfed proper frame-pacing on both Pro and base PS4 hardware, giving a jittery presentation that is a huge downgrade compared to the silky smooth consistency we experienced at the Pro's launch with the title in its 1.04 iteration.

http://www.eurogamer.net/articles/digitalfoundry-2016-playstation-4-pro-game-upgrade-guide

So we have 3 modes, none of them work optimally. Perhaps if they had concetrated on a single mode, that mode could have had a locked frame rate with proper frame pacing.

Keep posting like this and you're going to have my vote for best VGChartz member. 



I like choice, but I hope it doesn't mean that each individual mode is worse than if the dev had just chosen 1 mode and stuck to optimizing for only that.



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I like options but not the vast majority I'm offered with my PS4 Pro.

I either get a 1080/60 mode that downsamples from a higher resolution with frame drops, or a 1800p/4K mode that runs at 30FPS with drops into the mid 20's.

I wish they would just offer 2 choices: 1080/60 or 1440/30 with ZERO drops.

Hopefully this improves in the future with games developed with PS4 Pro in mind.



BraLoD said:
I like LoD

L-L-Level of Detail?

:P



                  

PC Specs: CPU: 7800X3D || GPU: Strix 4090 || RAM: 32GB DDR5 6000 || Main SSD: WD 2TB SN850

Radek said:
GarlandSteve74 said:
I like options but not the vast majority I'm offered with my PS4 Pro.

I either get a 1080/60 mode that downsamples from a higher resolution with frame drops, or a 1800p/4K mode that runs at 30FPS with drops into the mid 20's.

I wish they would just offer 2 choices: 1080/60 or 1440/30 with ZERO drops.

Hopefully this improves in the future with games developed with PS4 Pro in mind.

Not gonna happen, 95% of games won't have 60 fps option due to weak CPU.

Why won't people understand this already, the GPU power for 1080p 60 fps is there, the CPU isn't there and won't be.

It's sad reality, but resolutions such as 1440p and above make up for it a bit.

There's drops down to 39 in Geothermal Valley in Rise of the Tomb Raider in Unlocked Frame Rate mode, it's CPU bottleneck.

It's a very CPU intensive game, on PC it can even drop frames when using Skylake i5 processor in some demanding areas.

Consoles have been mainly 30 fps machines and most likely will be, unless Scorpio introduces powerful Zen APU it's gonna be the same thing just with higher resolution but still at 30 frames.

I wouldn't be suprised if PS5 was all about True 4K with crazy visual fidelity and 30 fps as well.

Games like MGS5, DooM, Battlefront, Project Cars, Rocket League, Metro: Redux, Killzone SF (MP), Diablo 3, Forza 5+6, Gears of War UE and 4, Halo 5...

These are all examples of great looking games that ran at 60FPS on vanilla PS4/Xbox One hardware.  

I have been a PC gamer for 25+ years and I understand how processors can bottleneck graphics cards in certain games but the reason the vast majority of these developers are opting for higher resolutions instead of frame rates is because of convenience and the 4K buzz.  

When you look at a game like KZ: SF or Gears of War 4 or even Uncharted 4, they all sacrifice resolution for a locked 60FPS in multiplayer.

They could easily do that for enhanced games on the PS4 Pro as well (no, not all, but most) but they choose to increase resolution instead because of the 4K buzz and convenience. 

 

I know it's not going to change but I wish that it would.



I want to put my game in my console and play and worry about nothing else. I don't like a console being like a PC because then a console loses it's point.



Having options is usually the best answer, though when it comes to display options, I don't really care about that. It only matters when playing a horror game, perhaps.



 

              

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