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Topic: PS5 Pro as DF Video lead platform

Posts 1 to 15 of 15

Kneecap

Obviously this call out is related to Crimson desert specifically but it's a real issue in general.

The PS5 Pro is perhaps 10 percent of the PS player base. The experience that the vast majority of the players will have is not represented by the videos that have been out out thus far.

This has been a clear manipulation by the publisher, frankly I even understand it, but DF are journalists and you have got to call it out.

Good will, naïevite, call it what you will but obvious obfuscation by the pub, clearly had a reason behind it. Hell the whole story of the hand delivered PS5 Pro...come on guys.

I am interested in playing Crimson Desert; the game seems kind of a mess, in a good way a lot of the time, but I simply can't play a 30 or even 40 fps game on an OLED display. Instant pixel response destroys fluidity at low fps, before even getting to input lag.

With VRR I don't even need a locked 60. 50 to 60 with non migraine inducing blur/ghosting would be fine enough. But I'm still not clear from reports online what it's actually like on base PS5 despite releasing days ago.

Equally it's supposed to have highly laggy controls, another reason this needs to be part of standard suite of testing, if laggy at 60 they must feel underwater at 30/40 fps.

The vast majority of gamers play on a base PS5 or on PCs specced LOWER, than a base PS5 you've got to represent the real world experience and not just best case scenario.

[Edited by Kneecap]

Kneecap

Snorlaxcat

PS5 Pro should be the lead platform

Snorlaxcat

Mystic-Micro

DF covers the state of the art in graphics. In the console space, it’s currently the PS5 Pro. It makes sense to lead with that as over the lesser/amateur machines.

DF’s remit is not for the vast majority, but what the technology can be at its best. It’s not a review site on the game, just how it performs Techincallu.

Of course, they have PC as well, but that’s covered in parallel.

Mystic-Micro

Kneecap

The point being they were manipulated by Pearl Abyss, who hid the vanilla PS5 version from all media pre launch

Kneecap

Frosh

Kneecap wrote:

The PS5 Pro is perhaps 10 percent of the PS player base. The experience that the vast majority of the players will have is not represented by the videos that have been out out thus far.

Pray, what percentage of PC players according to the Steam hardware survey is represented by the typical PC configurations in DF's PC coverage?

[Edited by Frosh]

Frosh

Switch Friend Code: SW-2685-3767-8292 | My Nintendo: Frosh | Bluesky: froshkiller.dev

AndyGilleand

I have a feeling PS5 Pro isn't even 10% of units sold since PS5 Pro came out.

I understand that obviously DF's focus is on new technology, so yes it does make sense to show off PS5 Pro differences on new games. However, I've long been saying that it just doesn't make sense to focus most of their time there. When you do that, you operate as if all of your PS5 viewers own or even are considering owning a PS5 Pro, and the vast majority of people who own a PS5 will never upgrade, because they see the console as overpriced for a minimal difference.

Honestly, I think the PS5 Pro is a bad product that should never have existed, and the constant focus on it is a bit of a turn off for me. It's not like PS4 Pro where a brand new display standard came along in the middle of a generation and the mid-gen refresh represented a massive upgrade over the base model, making good use of the new display standard, and doing so for a good price. PS4 Pro was 3x as much of an upgrade as the PS5 Pro is over its base console. And even PS4 Pro was fairly limited compared to what some people were expecting of it (doubling frame rates was rarely possible due to a CPU bottleneck). PS4 Pro had a reason to exist, provided a significant upgrade, for a reasonable price. PS5 Pro has no reason to exists, provides a minimal upgrade, and costs an insane amount of money. It's a bad product.

Even when PS5 Pro is making the most of its GPU by disabling PSSR entirely, it's still a minimal difference over the base unit, for $300 more. That's not ever going to be something that looks attractive to most people, and especially moreso with the recent price increase.

[Edited by AndyGilleand]

AndyGilleand

jubilee64

As a newish Pro owner, I don't agree it's a bad product. Just because it's not for you, doesn't mean it shouldn't exist. It's somewhat expensive and niche, however it can do some fairly jaw dropping visuals. Sure the base PS5 gets you 95% of the way there, but for those that spend a significant time gaming on Playstation, it's not necessarily a bad investment. You do need a good TV to get the best out of it.

As for Crimson Desert, DF have now covered it on all consoles in detail.

jubilee64

AndyGilleand

@jubilee64 my point in saying it's a bad product is because if it's successful, it encourages bad business practices. The concept of a mid generation pro console is inherently bad for the idea of console generations, and the ever expanding set of configurations developers have to test their games at is bad for development time and budgets as well.

Sony also said when they made the PS4 Pro that it was a one time thing, that they didn't plan to keep doing that every generation, so I was very disappointed to see that end up not being true. It feels like it's a kick in the face to early adopters, and games generally feel less polished because they have to optimize around so many different devices and visual presets these days.

We should want them to focus on a single hardware spec for the entire generation and focus on making that the best it can be.

AndyGilleand

Bigmanupstairs

Crimson Desert's review code was provided solely on PS5 Pro to the DF team ahead of launch; hence the focus on that platform. What do you expect them to do? Ignore that, wait until code is available on the base console and Xbox series platforms on launch day and then quickly pull together some videos about them all?

Bigmanupstairs

JJvebe78

What a fatuous thread. The high end PC coverage videos represent less than 10% of the PC user base, that's how this works. DF is supposed to cover high end graphics.

AndyGilleand wrote:

Honestly, I think the PS5 Pro is a bad product that should never have existed, and the constant focus on it is a bit of a turn off for me.

A turn off for me is people who insist their outdated hardware should be the main focus for some reason.

PS5 base is now the Series S of Playstation, and will become the 30fps dumping ground for multiplats as soon as PS6 rolls around.

[Edited by JJvebe78]

JJvebe78

jubilee64

@AndyGilleand

I'm not sure if I agree.

Aiming games at multiple configurations has been part of life for developers since the 80s and with burgeoning development costs, scaleable content will likely be the norm. I also think tools like AI upscaling and framegen will play a part in clear distinctions between generations fading - I mean, RE9 on the Switch 2 and PS5 Pro is fairly different, but it's nothing akin to what we used to think of as a generational jump.

jubilee64

AndyGilleand

JJvebe78 wrote:

What a fatuous thread. The high end PC coverage videos represent less than 10% of the PC user base, that's how this works. DF is supposed to cover high end graphics.

AndyGilleand wrote:

Honestly, I think the PS5 Pro is a bad product that should never have existed, and the constant focus on it is a bit of a turn off for me.

A turn off for me is people who insist their outdated hardware should be the main focus for some reason.

PS5 base is now the Series S of Playstation, and will become the 30fps dumping ground for multiplats as soon as PS6 rolls around.

A console generation is from the start to the end of the generation. It's not outdated until the PS6 comes along. "Base PS5" is the PRIMARY place developers are making their games, and it's the place where 95%+ of PS5 players are playing their games. It is flat out incorrect to call it outdated. Nothing was ever primarily developed with Series S in mind, so that's a bad comparison as well. You seem to have a very warped perspective of the console market.

AndyGilleand

AndyGilleand

jubilee64 wrote:

@AndyGilleand

I'm not sure if I agree.

Aiming games at multiple configurations has been part of life for developers since the 80s and with burgeoning development costs, scaleable content will likely be the norm. I also think tools like AI upscaling and framegen will play a part in clear distinctions between generations fading - I mean, RE9 on the Switch 2 and PS5 Pro is fairly different, but it's nothing akin to what we used to think of as a generational jump.

Yes but the number of configurations has skyrocketed in recent years. Quality/Performance/RT modes on base console, additional versions of those modes for Pro consoles, PC ports of just about every console game now which wasn't a thing in older generations either.

Go back to base PS4 and Xbox One, and you basically had a single game configuration with very minimal differences between platforms. Now we've got like 7 or more configurations in a lot of games that all need equal attention during optimization.

AndyGilleand

jubilee64

AndyGilleand wrote:

jubilee64 wrote:

@AndyGilleand

I'm not sure if I agree.

Aiming games at multiple configurations has been part of life for developers since the 80s and with burgeoning development costs, scaleable content will likely be the norm. I also think tools like AI upscaling and framegen will play a part in clear distinctions between generations fading - I mean, RE9 on the Switch 2 and PS5 Pro is fairly different, but it's nothing akin to what we used to think of as a generational jump.

Yes but the number of configurations has skyrocketed in recent years. Quality/Performance/RT modes on base console, additional versions of those modes for Pro consoles, PC ports of just about every console game now which wasn't a thing in older generations either.

Go back to base PS4 and Xbox One, and you basically had a single game configuration with very minimal differences between platforms. Now we've got like 7 or more configurations in a lot of games that all need equal attention during optimization.

Right, but it feels like the tech is closer between platforms and devs have more tools to scale quality and performance. This is a long way from the days of trying to cram the Playstation version of RE2 on an N64 cartridge, or even trying to adapt games to PS3's cell. The hard distinctions between formats are slowly giving way to something more akin to PC scaling.

I honestly think many third party devs will be scaling at least as low as the Switch 2 for the foreseeable, never mind base PS5, to maximise audience. DF's content will inevitably need to be equally broad, and they still appear to be quite comprehensive to me when the final videos come out. Crimson Desert is a bad example as the coverage was clearly influenced by the developer sharing Pro code first.

jubilee64

AndyGilleand

@jubilee64 The difference is back then you'd basically have completely different development teams working on the different versions because they were basically different games, or a team specifically made for porting (similar to Nixxes today) but each team would only really have one version of the game to test.

Whereas for all of these different configurations it's not as much about different code as it is an increase in the time it takes to test for bugs and performance in each mode.

[Edited by AndyGilleand]

AndyGilleand

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