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Home / Technology / Control Ultimate Editions photo mode also serves as a reference point for beam tracking • Eurogamer.net

Control Ultimate Editions photo mode also serves as a reference point for beam tracking • Eurogamer.net



PS5 and Series X are undergoing their steps.

Just when we thought our coverage of Remedy’s Control for next-generation consoles was complete, we received a curveball. Twitter user Another LED pointed out that the game’s photo mode also serves to unlock the frame rate, eliminating the 30 frames per second cap in graphics mode and opening the door for direct comparison of beam tracking performance between Xbox Series X and PlayStation 5. The results are exciting, but perhaps somewhat academic.

To put it simply, you dive into Control̵

7;s photo mode, freeze the current game scene and allow yourself to navigate around with a free camera, so you can choose your best photo at your leisure. No changes are made to the game’s playback settings in the transition from the gameplay, and these settings are also the same between PlayStation 5 and Xbox Series X. So, basically, to unlock the frame rate and ensure that none of them hit 60 frames per second (which effectively covers performance) opens the door to a kind of benchmark – a like-for-like, no-limit look at how Sony’s and Microsoft’s new consoles drive through some exceptionally demanding workloads, rendered by one of the most forward-looking and technically impressive engines on the market.

Photo mode as a yardstick? Check it out.

So, what do the results show? Apparently, the engine is well balanced to deliver smooth 30 frames per second in graphics mode for both systems. We can see this by looking at our now infamous PC reference sequence: Corridor of Doom. We are not entirely sure Why this is so demanding on system resources but it is definitely problematic on pc and its challenging properties are transferred to the consoles. Series X renders it at 33 frames per second, PlayStation 5 at 32. This fits the story we have seen from most of the platform titles we have seen to date – that the two machines are very closely related. More specifically, when it comes to Control, if it is still overhead beyond 30 frames per second in this most challenging area, it means that we should comfortably go through the vast majority of the game’s content locked to the target frame – probably the effect that Remedy intended .

However, driving unlocked shows varying degrees of overhead and based on over 20 matched scenarios, Series X has a rendering advantage, which gives an average of 16 percent lead over PlayStation 5. We go through these scenarios in the built-in video on this. page and the variation from test to test is significant – so we should emphasize that the figure of 16 percent is really an average. Some tests show an even larger margin, others see the situation approaching significantly. In the video, we discuss some of the ramifications when we look at the results, but there are some tempting possibilities – CPU tests on the PC version seem to suggest that locking to 60 frames per second can not be a problem for the Zen 2 clusters in the new consoles and that the limit we see in our tests is GPU-based. So with that in mind, could it be an option to reduce the resolution and improve the frame rate while retaining RT effects?

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

The concept of stacking additional game options – all of which need to be developed and tested – can add too much to a smaller developer’s workload, but an advanced menu with appropriate user warnings about stability can open up some level of PC-style flexibility that will benefit experimental gamers in several ways. First and foremost, trading pixels for frames can potentially provide a high frame rate RT experience to console gamers, which is just the preserve of PC users here and now. Second, a configurable frame rate cap or full unlock (with selectable 60 / 120Hz display outputs) can also allow users with HDMI 2.1 displays to enhance the RT experience, whether via variable refresh rate or a 40 fps cap in a 120Hz update. And finally, there is the notion of forward-looking compatibility – offering alternatives that may not be very desirable here and now, but which may prove to be very beneficial when Control is revised on tomorrow’s hardware. We have seen a number of games with rendering options that did not make much sense at launch, but which have proven to be transformative when visited on more modern console hardware.

However, in the here and now, the results seen here are largely academic – unlocking frame rate demonstrates more raw horsepower on the Xbox side in control tracking scenarios within Control, but even if deployed in the game, it would not address occasional issues with stuttering displayed on the Microsoft platform, which is the only noticeable difference we could see between the two systems in our first tests. Nevertheless, there are some interesting results in the photo mode ‘benchmark’ even though it is 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 it’s just getting good software out the door in the current environment. challenging enough as it is. Take a look at photo mode – freezing the framing of the game and examining the scene in more detail is a great way to appreciate the control and visual performance of the remarkable Northlight engine.




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