https://www.eurogamer.net/articles/digitalfoundry-2020-assassins-creed-valhalla-ps5-vs-xbox-series-x-s
Main points
*Differences in game's visual make-up essentially disappear completely once we move onto PlayStation 5 and Xbox Series X, where Ubisoft aims for total platform parity and basically delivers that. After a range of tests, there's simply nothing to separate the two in terms of what the game is rendering: level of detail transitions in character quality, tessellation distance and trees and terrain are identical, while shadow resolution is similarly the same. We couldn't find any differences at all in fully matched scenarios and any variations that may have been reported may well be down to the time of day system, which sees lighting adjust dramatically according to the sun's position in the sky (or indeed its absence at night time).*
*Both of the premium next generation consoles also use a dynamic resolution scaling system. The lowest measured pixel count is 1440p (67 per cent of native 4K on either axis) while the maximum is 1728p (80 per cent native) and in almost all scenarios, measuring pixel counts in like-for-like scenes produces the same DRS result on both systems. We've spoken recently about how pixel counts don't really matter any more - but this observation relies to a certain extent on the use of modern temporal reconstruction techniques. What's in use here looks mostly unchanged from the tech that debuted in Origins back in 2017 - and it's starting to show its age, especially as the presentation is much heavier on challenging foliage and vegetation than its predecessors*
*So, similar to our first Series X vs PS5 platform comparison, we're looking at feature parity - but again, performance is where there is a difference. With Devil May Cry 5, Xbox Series X enjoyed a small lead in most rendering modes, falling short against PS5 in 120Hz gaming. With AC Valhalla, there's only one mode and 60fps is the target. While there are problems on both systems, Xbox Series X obviously fares worse. To put things into context, Valhalla targets 60 frames per second, but when the engine is under heavy load and can't render a new frame within the 16.7ms target, it'll present the new frame when it's good and ready, while your screen is updating. This causes screen tearing. Both systems can have issues here, especially in cutscenes, and sometimes in gameplay. However, the key takeaway is that PlayStation 5 is much closer to the 60fps target more of the time, while Xbox Series X can struggle. In fact, at its worst, we noted PS5 delivering a 15 per cent performance advantage over its Microsoft equivalent in identical scenarios*
*As more games target 60fps in the cross-gen period and don't quite sustain the target, so we're seeing a resurgence in games with screen-tearing - something that was all but gone on last-gen systems. This isn't a welcome development to be honest, and that's why VRR - variable refresh rate - is such a boon. In terms of the experience on a standard 60Hz display, Series X is clearly worse off in performance terms. However, we tested Valhalla with VRR enabled on an LG CX display and the tearing is gone, and the presentation remains smooth: the console is fully in command of when the screen delivers a new frame and it's a game-changer, especially for this title. The omission of VRR on PlayStation 5 is a real disappointment, not just here in Valhalla, but also in other games like Dirt 5.*
*Beyond performance matters, it's pretty clear that Assassin's Creed Valhalla still needs a lot of work - especially on Xbox platforms. We encountered plenty of bugs playing this game: in addition to some weird performance bottlenecks on Series consoles, we also noted that camera motion doesn't update with a linear relationship to frame-rate during cutscenes, meaning some ugly looking stutter even with the engine actually running flat-out at 60fps (PS5 is fine here). Other bugs have included NPCs rotating on the spot, the first hit with the axe never registering and where Viking troops froze on the boat during the first raid, necessitating a restart.*
To my understanding parity means the PS5 version is the lead platform and it seems the Xbox versions are broken and need more optimization, some sony fanboys also told me the PS5 version looked better but DF finds them equal.
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