Warte doch mal die Vergleiche ab. F1 24 PS5 Pro vs PC. PC hat High/Very High und Ultra Settings.
Lass mal sehen wie die Pro vs PC High Settings sich macht, ok? (Lassen wir Ultra und Very High raus).
Das Game schaltet wie wild rum zwischen low und High je nach RT Aufkommen, da ist gar nichts gelogen.
Es geht auf die Low Settings zu:
RT is off the table in the 120Hz performance mode, with planar reflections used instead, essentially re-rendering the track geometry within the reflected surface. It's a still expensive approach, and as a fallback there's track surface texturing – cube maps - both of which combine to achieve a realistic track reflection without resorting to RT or the screen-space reflections used on the base PS5.
Digital Foundry takes a closer look at Codemaster's impressive PS5 Pro upgrades for F1 24.
www.eurogamer.net
Im Normalen 60fps Mode schaltet das Game zwischen low und High
The actual, native resolution is changed compared to a base PS5 - which typically runs at dynamic 4K, with drops to 1800p. In PS5 Pro's case, the native resolution is lowered to a range of 1440p to 1080p instead, always adjusting based on rendering load, and the demands of ray tracing per track. To pick one example, pixel tests on a complex stage like Monaco come in at 1224p - or 56 per cent scale of 4K - but that does go higher and lower. PSSR is the magic bullet here: there are enough raw pixels to work with, to resolve the track and car details to a surprisingly comparable 4K result. Quality of pixels vs quantity of pixels, with machine learning makes up the difference in terms of the perception of higher resolution.
In pure image quality terms this PSSR reconstruction ends up coming close to the base PS5's native 1800p-4K image. There are inevitably some limits as a result though, in upscaling from a lower base resolution. Notably, there's break-up on fine fine sub-pixel details in motion - like the fences and meshes which so often tend to challenge reconstruction algorithms up to and including Nvidia's class-leading DLSS. Temporal break-up is possible with PSSR, but most of the image outside of these elements resolve to a convincing result, creating a 4K pixel structure for track geometry and the car itself. So, in PS5 Pro's bid to include RT features during gameplay, it's a trade-off – though the use of PSSR is a smart one in aiming to maintain the quality mode's 4K 60fps output.
Digital Foundry takes a closer look at Codemaster's impressive PS5 Pro upgrades for F1 24.
www.eurogamer.net
Für 120hz (ohne 120fps zu erreichen) wird RT vollkommen abgeschaltet.
Nein, das ist überhaupt keine Kritik, es die Antwort auf die Leute, die hier die meinen die PS5 Pro CPU kommt an einen (Uralten) 5700x ran. Das ist zu 110% gelogen. Siehe den Kontext und hör auf einseitig zu sein. Oder gar die Träume von einer RTX 4070.
5700x und eine 4070 sind eine vollkommen andere Liga.