Coincidentally, most upscaler tests are done on consoles, almost never directly comparing them to PC.
Anyway, a question arises spontaneously: If the lame DLSS is better than FSR, how does an RTX 3060 stack up against DLSS4? I'd say the PS5 can easily handle it, and could even compete with the PS5 Pro, or is it better not to say that?
Why is the case where the DLSS half performs worse missing from the paper? There's the case where DLSS performs better and the one where both perform poorly, but the counterpart is missing. So even the conclusion seems absurd, because if you show the best and the worst, why conclude with an overall result? Perhaps because the unwritten result is also considered?
I've long noticed the inconsistency of your variable values, the unit of measurement that changes depending on what you're trying to measure. Whenever there's a comparison, otherwise it's like all the missing PC tests, which alone takes up as much space as all the other consoles.
So, double standards, and when it's not convenient, it's better to leave the measurement out, one might say...
First of all, you should criticize the person who wrote this article, not because of the CPU limitation, because it's true, but because it's ridiculous to make such a sensational title for a game that drops to 20fps. Then, on PC, at the first problem, the game would be rejected...
After that, but it would be earlier... If it's CPU-limited, you can render it internally even at 240p, and it will still be CPU-limited. If you don't even have a basic understanding of what it means to be CPU-limited, you shouldn't point out other people's mistakes.
In his review of Mafia: The Old Country, Oliver advised against using performance mode. It's not clear that that mode is a significant downgrade, and a reasonable frame rate means nothing; it was unstable in driving and shooting, yet he said it played well at 30fps.
It's interesting that 2 out of 3 of you played it on PC, but that's the only analysis missing. It joins Wuchang and Stellar Blade, where each patch was analyzed for Sony consoles.
The honorable mentions dedicated solely to the Switch 2 are laughable; they're the icing on the cake... Said as if it weren't a clear stretch, a bottleneck that most will interpret differently.
DL The Beast wasn't clear that consoles were missing what was already in the incomplete PC version. The RT patch came out two weeks ago; you see a partial award without even a dedicated analysis.
Before we digress from current events (e.g., the Snow Drop engine and retro games...), it's best not to select tests based on what's missing from consoles...
Oh, the hair strands didn't seem interesting in Oliver's Pro test; he spent five seconds pretending not to know they weren't there.
You're not invisible, you'd better keep that in mind...
Comments 5
Re: Is Switch 2's "Tiny" DLSS better than FSR 3?
Coincidentally, most upscaler tests are done on consoles, almost never directly comparing them to PC.
Anyway, a question arises spontaneously:
If the lame DLSS is better than FSR, how does an RTX 3060 stack up against DLSS4? I'd say the PS5 can easily handle it, and could even compete with the PS5 Pro, or is it better not to say that?
Why is the case where the DLSS half performs worse missing from the paper?
There's the case where DLSS performs better and the one where both perform poorly, but the counterpart is missing. So even the conclusion seems absurd, because if you show the best and the worst, why conclude with an overall result? Perhaps because the unwritten result is also considered?
I've long noticed the inconsistency of your variable values, the unit of measurement that changes depending on what you're trying to measure. Whenever there's a comparison, otherwise it's like all the missing PC tests, which alone takes up as much space as all the other consoles.
So, double standards, and when it's not convenient, it's better to leave the measurement out, one might say...
Re: Review: Microsoft Flight Simulator 2024 Gets A Solid, Unsurprisingly Great PS5 Port
First of all, you should criticize the person who wrote this article, not because of the CPU limitation, because it's true, but because it's ridiculous to make such a sensational title for a game that drops to 20fps. Then, on PC, at the first problem, the game would be rejected...
After that, but it would be earlier... If it's CPU-limited, you can render it internally even at 240p, and it will still be CPU-limited.
If you don't even have a basic understanding of what it means to be CPU-limited, you shouldn't point out other people's mistakes.
Anyway, best wishes and a happy new year.
Re: Review: Microsoft Flight Simulator 2024 Gets A Solid, Unsurprisingly Great PS5 Port
@PGR
A better upscaler could have helped reduce shimmering, and perhaps enable RT features, starting at a much lower resolution.
I think you completely misunderstand that the upscaler won't "overcome" the processor's limitations; it will "only" improve the GPU's bottleneck.
Re: The Best and Worst PC Ports of 2025
But which ports?
Re: Digital Foundry's 2025 Graphics of the Year Awards
In his review of Mafia: The Old Country, Oliver advised against using performance mode.
It's not clear that that mode is a significant downgrade, and a reasonable frame rate means nothing; it was unstable in driving and shooting, yet he said it played well at 30fps.
It's interesting that 2 out of 3 of you played it on PC, but that's the only analysis missing. It joins Wuchang and Stellar Blade, where each patch was analyzed for Sony consoles.
The honorable mentions dedicated solely to the Switch 2 are laughable; they're the icing on the cake... Said as if it weren't a clear stretch, a bottleneck that most will interpret differently.
DL The Beast wasn't clear that consoles were missing what was already in the incomplete PC version. The RT patch came out two weeks ago; you see a partial award without even a dedicated analysis.
Before we digress from current events (e.g., the Snow Drop engine and retro games...), it's best not to select tests based on what's missing from consoles...
Oh, the hair strands didn't seem interesting in Oliver's Pro test; he spent five seconds pretending not to know they weren't there.
You're not invisible, you'd better keep that in mind...