I can’t believe Sony aren’t doing something to encourage the developers to introduce a VR mode for PS5. Sales of both the PSVR2 and this game would definitely increase significantly.
It is already shown how much lower you must go on quality for the VR experience. Needs a PS6 for an actually good experience. Also, it is not just a mode. They have to invest several months of dev time to achieve a VR version!
@@zeus1117Nope. GT-7 runs fine on the PS5 at 4K with foveated rendering. Pretty sure F1 can too, though it would require a lot of dev time regardless.
It's a racing game, racing games aren't really cpu bound like most next gen games are, they can push further without doing much, bcs the cpu is doing next to nothing in comparison I'm exaggerating a bit but think about it, all the CPU has to do, is essentially tell you where you're going and where the other cars are going, meanwhile most other next gen games especially, simply walking on the grass is using your CPU to move those blades of grass, or whenever you kill an enemy or knock a vase out of place, those things all have to go through your cpu
@@HaloinfiniteEternal you obviously didn't pay attention to the video....some parts of the image are running at 720p in those modes in order to maintain 60/120fps.
@@roundearthshill248 you obviously didn't pay attention, because they were talking about the Series S. Obviously the Series S is going to run at a much lower resolution, as it has a far inferior GPU. It's GPU is weaker than the one in the Xbox One X. Both the PS5 and Series X run at 60/120fps at 4K/1440p with DRS that stays at native resolution the majority of the time.
Got to agree. Maybe it's my 1080p Laptop and RUclips making things look crap but looking at the tyres on the F1 cars makes the whole car look flat and not 3D. It's really weird.
It's the materials and the lack of simulation of light scattering in the atmosphere. The materials in GT7 are extremely high quality and crafted with the utmost care but they still look a bit fake because the light is reflected too cleanly. It seems impossible that we'll ever get a real time simulation of that though.
Same goes for almost all games. Personally I really dislike this trend as I do some architectural visuals and find most games far, far from real feel. Especially the ones they call photorealistic.
Hopefully one day we won't need to decide if ray-tracing is worth enabling. It'll just be the defecto standard way lighting is done in games and hardware will be capable enough (at all price points) to handle it.
Give it more time. Everyone likes to think we've hit the peak due to how much we can do. Technology is there. Shit needs to catch up. Like Einstein with time travel. It's mathematically possible. We just haven't reached a point where we can actually do it. Although the time travel thing is a different subject as r.t. is a much more within our reach.
Really pleased with the granularity of the graphics settings in this game. Codemasters does a great job of letting PC users balance quality and performance.
Good breakdown video. I did a comparison between RT on vs off on PC and the difference is much more significant than last year. Very good RT implementation on PC when using maxed out settings.
Giving players the option of how they want to use the console's power is great. That said, wouldn't it be easier to simply have a framerate target slider along with a ray tracing slider? That way, the player could specify what framerate and graphics they want while the resolution is adjusted automatically?
Where is playStation VR2 mode? That would definitely be a great addition to this game. It's already running at 120 Hz. Codemasters says worked with VR on the PS4 in the past with great results.
They've done a great job of iterating on creating a better image every time. I think the next step should be to drastically improve the antialiasing. TAA just doesn't work well with the fast motion of racing games. If you're sensitive to aliasing, it's great, but TAA is always going to be far too soft in any racing game.
Agreed, GT7 has motion blur + TAA and I think it looks amazing but definitely not as clean as it could be for visibility. I hope they can find a good AA method that minimizes trailing and shimmering without being as heavy as MSAA. I know Forza Horizon 5 used MSAA and it looked great, except for foliage. Since most F1 tracks usually have a lot of clean surfaces and safety fences it might be good for that.
I agree this series gets better with each iteration, but personally I’m hoping full rate reflections on the car models is the next big feature. Particularly on consoles, I find it extremely distracting to have such a gorgeous game zipping by at buttery smooth framerates, only to be taken out of the experience with choppy slideshow reflections on the body of the car. I’d even be willing to sacrifice fidelity or other features to boost them from half to full rate, ray tracing be darned.
The post-processing and TAA also don't work well with VR on PC. They don't work the same and negatively impact overall visual quality/clarity significantly.
I would generally disagree that the series looks better with each release. Codemaster's heavily updated their game engine back with the release of F1 2015 after F1 2011 - 2014 generally all had the same look (and targeted PS3/360). To this day - even while using older rendering technologies - I still think 2015 achieves a more realistic look in many circumstances, particularly in the color palette and materials department and especially at night. In future releases it seems like they tweaked how their physically based rendering implementation worked and it resulted in that dry, bland, washed-out look for many materials that plagued various games for awhile (and still does in some cases). For a good example, I suggest searching for "F1 2015 Singapore PC" or "F1 2015 Bahrain PC".
I'm pretty sure you were mistaken by the reflections with RT off. They seem to be made using cube maps and planar reflections, not screen space reflections.
at least in F1 21 it was a combination of both so I'd imagine it's still the case. cubemaps/planar reflections layered beneath the SSR to provide coverage when the screen space effect is occluded, you can see it happen in photo mode when an object begins to disapppear from the screen and its reflection simply starts getting a bit blurrier depending on how much has been concealed.
@@ttwinsturbo it absolutely does not look the same, let alone better than native, EVER (unless devs fucks the TAA implementation so hard that even the compromised dlss image ends up less worse). that is copium.
Thanks for these comparisons. It convinced me to turn off RT for everything except shadows on PC. RT is nice for replays and photo mode but absolutely not worth the huge performance penalty on this game. I don't really care if the Monaco tunnel walls have accurate reflections when I'm driving by at well over 100kph. It's very silly. I would like to see them try to use RT for their audio simulation as that could be much more interesting than burning so much compute to fix up minute details. I will say the RT shadows look much better than the default ones but everything else I don't think would be noticeable in a race.
If it is hard to justify ray tracing in a typical action game like Tomb Raider for example, were you can actually stop and look around… imagine frenetic paced games like racing in general, Spider-Man, etc.. A friend of mine is waiting to play Spider-Man with ray tracing enabled, he is saving money for a upgrade and Spider-Man is one of his targets… and that’s so foolish smh some random reflections on buildings justify a $400+ upgrade, c’mon now. I finished Spider-Man ages ago on my GTX 1060 and I don't fell like a missed a thing
@@RRRRRRRRR33 maybe he's just interested. i have spent hours fiddling with settings in games, i find it interesting, hours spent in cyberpunk and Portal RTX just messing with settings. some people buy expensive cars, some people buy expensive instruments, and others buy graphics cards.
there have been past racing games where at some screenshots you really did not know if it was real or not....but it seems we barely moved on, its still so clearly a game.
Hope they cap the cutsscenes and cockpit to 30 vsync in quality mode and in the 120 hz mode they should cap it to 40 fps. Perfectly balanced as all things should be
Honestly impressive to have rock solid 60fps in gameplay even in rain behind a full pack on console. Enter than GT7 which I’ve found to have worse performance in such conditions than DF stated in their review of that game.
My giggest wish is for racing games to only use rt reflections for the car mirrors. I literally don't care for detailed reflections in any other instance. Getting a driveclub remake on ps5 with the rt mirror reflections intact would be amazing.
Driveclub was getting realtime RT substitutes that far exceed the visuals shown here. Thing is Driveclub was 30FPS... problem for the people that see this as some kind of proof that consoles were weak is thar Driveclub still rivals this game running at 4K with RT at 90FPS on the best PC GPUs built nearly 10 years after a console exclusive. Driveclub needs a PS5 remaster with the Bikes DLC included and it should be able to run in VR looking every bit as good as the original PS4 release (if not slightly better) at 60FPS in VR. For 2D we should see some implementation of realtime RT in-game. Tall order in concept? Maybe? Will an enhanced PS5 native re-release of Driveclub ever happen, I sincerely doubt it.
Do you think RT reflections would be cheaper than a PiP render they use now? Good examples for how it should be done today are iRacing and Assetto Corsa with MirrorFX. Racing games using TAA usually have bad quality mirrors...
@@TheRedRaven_ I can hardly see any difference in the graphics in this case. apart from that it also depends on what kind of pc you have only high end pc's look barley better , all other pcs usually don't
I can still well remember the review from I think Spiderman Miles Morales, where the raytracing performance mode was praised and one wondered what else was possible. The ray tracing was then improved again in Ratchet and Clank Rift apart. Well, unfortunately it stayed that way, we have to wait for the next Insomniac Games
Considering the ultimate goal is lap time, and to achieve this having a high FPS is advantageous, what is the point in ray tracing when it’s so taxing on a competitive racing game? I am always always going to choose performance
Because a 4090 can do it. It is great to have options. Do whatever you like. Some just play this single player for fun. This is essential for a pc game and this game is a great showing!
They did really well. How about adding an additional option for PS5 and XSX - Ray Tracing enabled, target 1440p, and locked 40 fps. If it can’t hold 40 fps, it could reduce the resolution down to 720p if necessary. I think a stable 40 fps for people who want RT in-game would be a good trade off.
Small request: is it possible to throw an AMD 7900 card into these comparisons, even if for only 30 seconds of the video? I get that the marker share is small, but it would help calibrate. Same for the recommended settings deep-dives.
Yup. There's all this chat about how stuff like RT GI /Lighting is so game changing but I still often find games that carefully pre bake their lighting like AC Unity & Last Of Us Part 1 & 2 look just as good as top end RT GI with like 1/10th of the performance cost. I think RT GI, Reflections & Shadows can all look great, and I've seen them at their best in Cyberpunk but it's still a good few years before it's remotely worth the performance trade off IMO
4 words: Driveclub. 2014. Still king. The res-way was the wrong way to go for all games in terms of realism, and squandered horsepower that could have gone to ray-tracing in-game, while making the games look too clean and sharp - which makes it harder to hide the lack of detail, thus making them less photo-real.
I wonder if the upcoming forza Motorsport might have been better off without raytracing. I realize as a first party title it has to push the console features but perhaps it could have been a more impressive game without that one feature.
I've known since the days of N64 and PS1 that eventually we would reach a diminishing point where graphical qualities are nearly indistinguishable between consoles, if they continue to exist in the future. This video, however, makes me consider that we are still a ways off from that...I imagine the PS6 and Series Y will do real-time ray tracing, including shadows and reflections at 60fps with no issue, but at some point in the next few years a new feature will be introduced that will set the benchmark yet again higher, and yet again the new devices will struggle to fully run this feature at all levels. I wonder what it will be? If I had to guess, it will involve AI and possibly making game characters look more realistic, eliminating the uncanny valley. I would also like to see ground and water textures that do not perceptibly repeat, neither up close nor at a distance, as is still an issue now. Finally, real life is made up of nearly infinite detail and density of "stuff." Although much improved recently, there are literally millions, billions perhaps, units of solid, liquid and gaseous particles, textures, rays, mists and surfaces in every square foot of real life. We are still a long way off from reproducing, say, a dense, detailed forest, in a video game. There are some very impressive approximations, but if realism is the goal, we have a long way to go in that regard. Perhaps that will be the next big thing...what do you think it will be?
It all depends on the amount detail and "realism" that is involved. Realism in games with accurate physics and extremely fine detail, is still a very, very long way off (way beyond any of our lifetimes). For example just imagine the amount of processing power that would be required in order to fairly accuratly recreate a simple backyard sandpit. Where every grain of sand within it (billions, if not trillions) is unique from each other, rendered in fine detail, colored, lit and shaded correctly, had realistic physics applied to it and it's position within the sandpit has been precisely plotted and mapped. Then think about the amount of processing that would then be required if you then had a kid, that simply started to play in that sandpit. To blow your mind even more, then think about it on a even larger scale where that sandpit has now become a windswept beach or even a desert.
Am I confused or did I see that right that you can enable HBAO+ and RTAO at the same time? Doesn't make sense to me, if RTAO is applied to the entire image that is.
I am PC gamer with a 3080 and a 1440p 240hz monitor. For shooters and racing games I almost always prefer the higher frame rate, native resolution and no ray tracing. I do not think consoles are missing out here. It's cool the way they have added it to the menu and replays tho for that cinematic immersion factor - I hope PC has that as an option.
Crazy how RT is still the most taxing feature above everything else. Even sampling on DLSS or FSR hardly gives out a difference in performance. This is where AI is gonna be essential to calculate shading in real-time.
Understand also what's more COST EFFECIENT, both for the company and its consumer price. Both Nvidia and AMD can make amazing hardware, but at what price? AI will in theory have to "shortcut" the process for further iteration with RT.
Thank you very much DF for your video analysis. On the other hand, me personally being French, I manage to understand you, but I have trouble with the "figures". Like "the resolution goes down to one thousand seven hundred and twenty eight p". Is it possible for you to put it on the screen while you say it? Sometimes you do though. Congratulations again for the excellent work. Edit; I did not say anything, by activating the subtitles it is clearly indicated.
People have been asking Codemasters to update their game engine for years, but I say it's perfectly fine as it is if they're able to deliver on the 60/120fps targets. When they started making F1 games, in the 360/PS3 era, they weren't really focusing on framerate as a priority and those games felt terrible to play as a result. They didn't even look that impressive visually, neither. This game engine might not be up to the standards set by Unreal Engine 5 but who cares. In a racing game, framerate is what matters.
@@toddsimone7182 And I really enjoy Driveclub still sing it's praises and play it from time to time... and it still arguably looks better (read better as more realistic instead of sharper or having more FPS which Driveclub doesn't have) than this game does with RT enabled on PC. Driveclub (still a base model PS4 exclusive) looks better than GT7 in some ways. Driveclub also has a stand alone VR version and motorcycling DLC (none of which you can find digitally and I don't think there was ever a complete version with everything on disc though Driveclub was physically very small and the original gane all it's DLC and the VR release could fit on a single BD-ROM... for how real the game still looks, it's ultrafast loading might be partly down to how small the game actually is. I could imagine a PS5 re-release without the club aspects (think of it like when Nintendo released the 2DS or Switch Lite) it's Driveclub without the game's social aspects. Seems counterintuitive, but if DC ever gets a PS5 native version this is how I see it coming about.
Fantastic breakdown Tom! It's great to see Codemasters putting out such solid releases, year on year. I also appreciate that at least someone at DF has the interest and motivation to cover a yearly sports game, an area that is, understandably, lacking at DF. I realize sports games aren't as well appreciated in the more "core gamer-sphere" demographic that is more interested in this kind of content but stuff like NBA 2K pushes their engine in a similar manner to F1 and is an especially fantastic visual simulation of the real-life sport. MLB The Show is now available on, not only the Series, but the Switch as well. I'm honestly surprised you guys never covered the Switch release. It's a Sony first part dev, down-porting to a Nintendo console. That's practically DF bait!
I always want to play the games from this series but then I look at the reviews and just see a flood of people with issues that the devs are never going to address. These games seem like they're only worth it if they are on a deep discount
No word on frame gen? Native 4k with frame gen could be ok. Dlss quality with frame gen would make the 75ish base 120hz while most likely looking better than 4k native. Also, no rt with frame gen would max out a 240 minitor. Optimised settings with frame gen on a 4060 or 4060ti would run fantastic aswell.
Well you can only see through your eyes at the moment so simulating your eyes (probably impossible due to the complex physiology) to feed into your real eyes seems a bit silly.
It's not a Nvidia raytracing issue, the console is not capable of playing games in high quality , high resolution and high fps. Ray tracing is a separate issue
Excellent! Very interesting video that explains a lot of things! I wanted to ask you if on PS5 you can see the difference between 120 and 60 fps in terms of game fluidity or is it barely visible? In your opinion, on PS5 is it better to enjoy it in 4K 60 fps quality or performance at 120 fps? Having the PS5 and playing it in 4k in both modes, I honestly can't see the difference in fluidity between 60 and 120, you can clearly see that at 120 fps there is a bit of clipping for the objects on the edge of the track and it is noticeable on the background a lowering of the resolution.
💯 You definitely want to play at 4K 60fps. When the developers try to stretch it to 120fps, you lose a lot of pretty visuals effects, and on top of that you have a lower resolution, or an aggressive dynamic resolution that stays in the lower range. It’s not worth the visual sacrifice, especially if your playing on a bigger screen.
Insomniac running 60fps with RT on games with enormous detail and so much going on in scenes tells me that the answer is yes. I can't imagine that will change with Spider-Man 2.
Bruh the RT on spiderman ps5 is below PC’s lowest settings and uses ps2 level reflection textures. Its baffling that on this very channel you can see that in practice for yourself, but console idiots will still just lie to themselves about it lol
This would be another 4K120fps DLSS Quality RT + Everything else Maxed game with the 4090 if Frame Generation would be available. Hope they implement it!
With a more than $1,000 card you can only just barely do ray tracing that is only sometimes visible and considering this is a racing game you probably won't see much anyway. Seems like a completely worthless addition to me. Perhaps getting better models for people would have been more worth the effort the devs spent on this. As the models to me, still seem like they are pulled from an XBOX ONE game.
Or, instead of playing 120 fps at 720p-1440, you can play at 160fps at native 4k? Or, you can use 4k DLSS, and play 80-90 fps maxed out. Why do console players do this?
Can you please help me i have an xbox sreies x and i would like to know how to rese the HDR app on the console i tried to find the reset but no sucess can you help me ?
I keep looking for an excuse to build a new PC, not done so since 1080TI and moved to console and tbh I still can’t see a real reason to pay 3x the cost of the ps5 just yet. I will see what the next gen cards bring, hopefully better value! I also don’t want fake frames thanks nvidia!
Nice video. Although the game itself is underwhelming. It also just shows how the devs becoming lazy doing proper lighting without RT. You can also bake or simulate lightings for similar effect they just don't care anymore.
They don’t care? It’s called a budget of time and money, and Codemasters delivers. Educate yourself about what it takes to make a game with even a fraction of the features in this game a**hole.
These console makers should give us a systemwide option to turn off ray tracing. There is no one excuse why a F1 game wouldn’t lock to 60 fps. This is becoming annoying at this point.
So I'm guessing that all the Ray Tracing and other graphical options are all done automatically on console because there's no options in the menus for any of them on my Xbox Series-X.....Only Performance or Quality is available in the graphics options menu !?!?
Doesn't look impressive at all, everything seems to be made out of thin cardboard. I think RDR2 was the epitome of video game graphics and all these RT bells and whistles are just an eyewash.
Sweet jesus what a fucking mess. Why on earth are the non-gamplay sections not all capped at 30 fps? It's amazes me that we are still dealing with screen tearing 3 years into the current console gen.
I'd like to see a 40FPS RT Mode on these racers before the end of this generation, Driveclub proved 30fps can be viable in a racer so 40FPS even better, from the troubled PS4/X1 gen their optimization moving onto this one runs super fast and look pretty good.
After SEE THIS with f1 2023 now i SEE why gran turismo 7 have only raytracing in the repeating scenes on PS5 and for thats why i'm now worried about how the next forza motorsport is gonna came out for the Xbox series consolés , the PC is gonna be fine but the Xbox series consolés is gonna have the Same issues with FM than the PS5 is having with GT7 when is about of raytracing in game , the raytracing option is very demanding for the PS5 and XSX , no surprise than the people is asking for PS5 PRO in the future
@@scoty3434 Exactly, sure it seems possible at some level of scaling on these console but its looking to be mostly a PC featureset for the majority if this generation unless we start seeing some UE5 racers in the future with lumen or they really try to make console viable RT. biggest mistake from AMD/SOny/Microsoft was skimping on RT because these Consoles gotha suffer even longer years unless they can deliver a PRO that can slot in conveniently. Forza might be able to at-least deliver some reflections/AO/Shadow during gameplay on Series X but I saw something saying RTGI is a PC only. If there was a studio to do it that would be Turn 10, if not you know how hard it really is to dedicate so much resorses to Ray Tracing when you have to simulate the more important things. some game will do it eventually I think but these consoles really arent equipped for that part of this generation
I dunno what it is, but I find the Ego engine really underwhelming, these days, in its results. In theory it has tons of great features, but in practice I just don't find myself impressed.
What exactly is the amazing, jncredible thing that RT brings on the PC version compared to the consoles and I can't see it?...or even where it exists on consoles. Still the game looks very beautiful without that fps destroyer.
Are guys going to revisit the collisto protocol with the new DLC? It will be interesting to see the optimization and check in the barely functional raytracing on xbox.
I wish I enjoyed cold Masters style of gameplay but I just don't. That said this game looks fantastic, and hats off to them for making solid frame rates a priority. The presentation really looks aces.
After SEE THIS with f1 2023 now i SEE why gran turismo 7 have only raytracing in the repeating scenes on PS5 and for thats why i'm now worried about how the next forza motorsport is gonna came out for the Xbox series consolés , the PC is gonna be fine but the Xbox series consolés is gonna have the Same issues with FM than the PS5 is having with GT7 when is about of raytracing in game , the raytracing option is very demanding for the PS5 and XSX , no surprise than the people is asking for PS5 PRO in the future
No one is asking for PS5 Pro except morons and fanboys who think PS5 is too weak. I mean here is another example of a PC game not really running a game too well with PS5 or XSX-like settings at native 4K without using upscaling tricks and let's stop acting like the RTX 4080 (the GPU specifically used according to Tom in the video above) is some $30 GPU that every single PC gamer owns. It's $1,200 MSRP and still only provides visuals competitive with consoles at 4K. RT is a boon (personally), but many legitimate PC gamers seem to really loath RT. I don't understand that personally. Also everyone with any sense knew FM 2023 wouldn't feature RT during races (well I knew based on released games performance delta between the consoles). PS4 v XO had larger statistical differences than PS5 v XSX.
I love to hear a technical breakdown of why the big budget F1 games have such awful VR implementation and in-game physics compared to a game like iRacing. I have a top of the line PC and the VR implementation and driving physics are dramatically better on iRacing despite the game being much older and produced by a much smaller studio.
Im not sure about “minipc”, but the 2080ti/3070 are 60 maxed out at 1080p, the 6900xt was not able to. So for AMD 7900xt+ or 2080ti/3070+. Without DLSS/upscaling
I can’t believe Sony aren’t doing something to encourage the developers to introduce a VR mode for PS5. Sales of both the PSVR2 and this game would definitely increase significantly.
It is already shown how much lower you must go on quality for the VR experience. Needs a PS6 for an actually good experience. Also, it is not just a mode. They have to invest several months of dev time to achieve a VR version!
@@zeus1117es the quality is lower but the immersion is amazing. GT7 shows how good it can be, well worth the effort
Speaking of Sony, is it me or does Super Formula in GT7 look much better than F1 23?
@@zeus1117Nope. GT-7 runs fine on the PS5 at 4K with foveated rendering. Pretty sure F1 can too, though it would require a lot of dev time regardless.
My rtx 3070 can hardly run it at low on all settings in vr it's a muddy mess the ps5 would have no hope in its current state.
The framerate performance during the racing itself is absolutely fantastic. Not often you see flawless performance at 60 and 120 fps.
720 P
@@spenny2centsyou’re a clown as the game runs 1440p 120fps or 4k 60fps on PlayStation 5 / Xbox Series X
It's a racing game, racing games aren't really cpu bound like most next gen games are, they can push further without doing much, bcs the cpu is doing next to nothing in comparison I'm exaggerating a bit but think about it, all the CPU has to do, is essentially tell you where you're going and where the other cars are going, meanwhile most other next gen games especially, simply walking on the grass is using your CPU to move those blades of grass, or whenever you kill an enemy or knock a vase out of place, those things all have to go through your cpu
@@HaloinfiniteEternal you obviously didn't pay attention to the video....some parts of the image are running at 720p in those modes in order to maintain 60/120fps.
@@roundearthshill248 you obviously didn't pay attention, because they were talking about the Series S. Obviously the Series S is going to run at a much lower resolution, as it has a far inferior GPU. It's GPU is weaker than the one in the Xbox One X. Both the PS5 and Series X run at 60/120fps at 4K/1440p with DRS that stays at native resolution the majority of the time.
No matter the rendering technique, these racing games keep having an unnaturally clean look that makes them look artificial.
Got to agree. Maybe it's my 1080p Laptop and RUclips making things look crap but looking at the tyres on the F1 cars makes the whole car look flat and not 3D. It's really weird.
It's the materials and the lack of simulation of light scattering in the atmosphere. The materials in GT7 are extremely high quality and crafted with the utmost care but they still look a bit fake because the light is reflected too cleanly. It seems impossible that we'll ever get a real time simulation of that though.
@@wiegraf9009 AI-assisted path tracing seems like a viable option in the not-too-distant future that may get us that last bit of realism.
@@wiegraf9009 Frostbite has this in spades, the render pipeline is spectacular in terms of lighting and PBR.
Same goes for almost all games. Personally I really dislike this trend as I do some architectural visuals and find most games far, far from real feel. Especially the ones they call photorealistic.
Very impressive work. They truly make most of the engine.
TIMESTAMPS!!!
Hopefully one day we won't need to decide if ray-tracing is worth enabling. It'll just be the defecto standard way lighting is done in games and hardware will be capable enough (at all price points) to handle it.
It’s inevitable, its the absolute replacement for raster rendering.
You mean full rt path tracing only reflections or shadows isnt that impressive
@@xtr.7662 It'd be pretty impressive if we could use those features and not lose 50%+ performance is my point.
hopefully that’ll be the case when the next consoles come out, raster is really just becoming a waste of time with how easy rt is to implement
Give it more time. Everyone likes to think we've hit the peak due to how much we can do. Technology is there. Shit needs to catch up. Like Einstein with time travel. It's mathematically possible. We just haven't reached a point where we can actually do it. Although the time travel thing is a different subject as r.t. is a much more within our reach.
Gran Turismo 7 in VR is still the best racer for me.
They really need to add a VR mode for this!
Same 💪🏼💪🏼😎😎
@@kraenk12 They have it on PC, they just will not put it on PS5.
Ya would be better if they just let you pick any car and drive it instead of jumping thru a million fkin hoops
Really pleased with the granularity of the graphics settings in this game. Codemasters does a great job of letting PC users balance quality and performance.
Good breakdown video. I did a comparison between RT on vs off on PC and the difference is much more significant than last year. Very good RT implementation on PC when using maxed out settings.
Yeah RT in F1 2022 maxed out is pretty underwhelming. Might get 2023 now lol.
Giving players the option of how they want to use the console's power is great.
That said, wouldn't it be easier to simply have a framerate target slider along with a ray tracing slider?
That way, the player could specify what framerate and graphics they want while the resolution is adjusted automatically?
Not being able to play this game in VR, especially in the new Las Vegas Strip Circuit this year is a bummer. Hope they add a patch in the near future.
didnt the previous game have VR? at least on PC, iirc
It has a VR Mode.
On PC.
Where is playStation VR2 mode? That would definitely be a great addition to this game. It's already running at 120 Hz. Codemasters says worked with VR on the PS4 in the past with great results.
Awesome work by Codemasters and Thom.
They've done a great job of iterating on creating a better image every time. I think the next step should be to drastically improve the antialiasing. TAA just doesn't work well with the fast motion of racing games.
If you're sensitive to aliasing, it's great, but TAA is always going to be far too soft in any racing game.
Agreed, GT7 has motion blur + TAA and I think it looks amazing but definitely not as clean as it could be for visibility. I hope they can find a good AA method that minimizes trailing and shimmering without being as heavy as MSAA. I know Forza Horizon 5 used MSAA and it looked great, except for foliage. Since most F1 tracks usually have a lot of clean surfaces and safety fences it might be good for that.
I agree this series gets better with each iteration, but personally I’m hoping full rate reflections on the car models is the next big feature.
Particularly on consoles, I find it extremely distracting to have such a gorgeous game zipping by at buttery smooth framerates, only to be taken out of the experience with choppy slideshow reflections on the body of the car. I’d even be willing to sacrifice fidelity or other features to boost them from half to full rate, ray tracing be darned.
The post-processing and TAA also don't work well with VR on PC. They don't work the same and negatively impact overall visual quality/clarity significantly.
@@arthurb5194 Does F1 2023 force TAA on PC? I agree so bad. I find FXAA with image sharpening is usually the best option. Or sometimes just AA off.
I would generally disagree that the series looks better with each release. Codemaster's heavily updated their game engine back with the release of F1 2015 after F1 2011 - 2014 generally all had the same look (and targeted PS3/360). To this day - even while using older rendering technologies - I still think 2015 achieves a more realistic look in many circumstances, particularly in the color palette and materials department and especially at night. In future releases it seems like they tweaked how their physically based rendering implementation worked and it resulted in that dry, bland, washed-out look for many materials that plagued various games for awhile (and still does in some cases). For a good example, I suggest searching for "F1 2015 Singapore PC" or "F1 2015 Bahrain PC".
I'm pretty sure you were mistaken by the reflections with RT off. They seem to be made using cube maps and planar reflections, not screen space reflections.
at least in F1 21 it was a combination of both so I'd imagine it's still the case.
cubemaps/planar reflections layered beneath the SSR to provide coverage when the screen space effect is occluded, you can see it happen in photo mode when an object begins to disapppear from the screen and its reflection simply starts getting a bit blurrier depending on how much has been concealed.
They created a DLSS Ultra Quality mode? This is great, I hope to see this in all games going forward
It's there since the beginning of DLSS 2, but very few devs are implementing it.
DLSS quality looks the same and even better than nativ 4k so DLSS ultra quality is no reason to exist.
I can't imagine you're saving much performance if your render resolution is barely smaller than your target resolution.
@@Vynzent I just tested it myself and there's still a good performance boost
@@ttwinsturbo it absolutely does not look the same, let alone better than native, EVER (unless devs fucks the TAA implementation so hard that even the compromised dlss image ends up less worse). that is copium.
Thanks for these comparisons. It convinced me to turn off RT for everything except shadows on PC. RT is nice for replays and photo mode but absolutely not worth the huge performance penalty on this game. I don't really care if the Monaco tunnel walls have accurate reflections when I'm driving by at well over 100kph. It's very silly. I would like to see them try to use RT for their audio simulation as that could be much more interesting than burning so much compute to fix up minute details. I will say the RT shadows look much better than the default ones but everything else I don't think would be noticeable in a race.
If it is hard to justify ray tracing in a typical action game like Tomb Raider for example, were you can actually stop and look around… imagine frenetic paced games like racing in general, Spider-Man, etc.. A friend of mine is waiting to play Spider-Man with ray tracing enabled, he is saving money for a upgrade and Spider-Man is one of his targets… and that’s so foolish smh some random reflections on buildings justify a $400+ upgrade, c’mon now. I finished Spider-Man ages ago on my GTX 1060 and I don't fell like a missed a thing
@@RRRRRRRRR33 maybe he's just interested. i have spent hours fiddling with settings in games, i find it interesting, hours spent in cyberpunk and Portal RTX just messing with settings. some people buy expensive cars, some people buy expensive instruments, and others buy graphics cards.
Ps5 is a beast Sony made a better work with the devkits in my opinion, I’m an Xbox user but it’s the truth PS5 outperforms XSX on a lot of games
there have been past racing games where at some screenshots you really did not know if it was real or not....but it seems we barely moved on, its still so clearly a game.
Hope next year they add a 40FPS RT mode!
I think it doesnt work for a racing game.
Hope they cap the cutsscenes and cockpit to 30 vsync in quality mode and in the 120 hz mode they should cap it to 40 fps. Perfectly balanced as all things should be
I love Tom’s videos the most
Honestly impressive to have rock solid 60fps in gameplay even in rain behind a full pack on console. Enter than GT7 which I’ve found to have worse performance in such conditions than DF stated in their review of that game.
My giggest wish is for racing games to only use rt reflections for the car mirrors. I literally don't care for detailed reflections in any other instance. Getting a driveclub remake on ps5 with the rt mirror reflections intact would be amazing.
Driveclub was getting realtime RT substitutes that far exceed the visuals shown here. Thing is Driveclub was 30FPS... problem for the people that see this as some kind of proof that consoles were weak is thar Driveclub still rivals this game running at 4K with RT at 90FPS on the best PC GPUs built nearly 10 years after a console exclusive.
Driveclub needs a PS5 remaster with the Bikes DLC included and it should be able to run in VR looking every bit as good as the original PS4 release (if not slightly better) at 60FPS in VR. For 2D we should see some implementation of realtime RT in-game. Tall order in concept? Maybe? Will an enhanced PS5 native re-release of Driveclub ever happen, I sincerely doubt it.
Do you think RT reflections would be cheaper than a PiP render they use now? Good examples for how it should be done today are iRacing and Assetto Corsa with MirrorFX. Racing games using TAA usually have bad quality mirrors...
Well done Codemasters. This is impressive work. 👍
time and time again I am amazed by how similar the Playstation 5 and XboxSX and the high end PC version look
PC version looks better, will always look better.
@@TheRedRaven_k
@@TheRedRaven_ I can hardly see any difference in the graphics in this case. apart from that it also depends on what kind of pc you have only high end pc's look barley better , all other pcs usually don't
@@danielweiss4498 You have to see the raw footage, RUclipss bit rate is low as hell to make out any differences.
@@TheRedRaven_ maybe, but when a 4k 60 FPS RUclips Video can Not Show the difference, IT doesnt really Matter to me.
They should add a 1440p at 40fps with RT enabled mode to the consoles 🙂
I can still well remember the review from I think Spiderman Miles Morales, where the raytracing performance mode was praised and one wondered what else was possible. The ray tracing was then improved again in Ratchet and Clank Rift apart. Well, unfortunately it stayed that way, we have to wait for the next Insomniac Games
Considering the ultimate goal is lap time, and to achieve this having a high FPS is advantageous, what is the point in ray tracing when it’s so taxing on a competitive racing game? I am always always going to choose performance
It's only taxing because the hardware just isn't there yet
Because a 4090 can do it. It is great to have options. Do whatever you like. Some just play this single player for fun. This is essential for a pc game and this game is a great showing!
They did really well. How about adding an additional option for PS5 and XSX - Ray Tracing enabled, target 1440p, and locked 40 fps.
If it can’t hold 40 fps, it could reduce the resolution down to 720p if necessary. I think a stable 40 fps for people who want RT in-game would be a good trade off.
at 1:51 the rt is super choppy on the ps5 compared to the series x
ps has less rt cores than xbox
Small request: is it possible to throw an AMD 7900 card into these comparisons, even if for only 30 seconds of the video? I get that the marker share is small, but it would help calibrate. Same for the recommended settings deep-dives.
It seems like they should be able to enable a few of the raytracing settings on consoles and still keep 60fps.
15:14 nice shadow effect up there in the right corner!
3:46 shout-out to my guy ArseGambler
Looks like a great experience for all ends of the spectrum
I’m throughly underwhelmed by ray tracing so far. More of a nice touch than anything revolutionary so far.
Yup. There's all this chat about how stuff like RT GI /Lighting is so game changing but I still often find games that carefully pre bake their lighting like AC Unity & Last Of Us Part 1 & 2 look just as good as top end RT GI with like 1/10th of the performance cost. I think RT GI, Reflections & Shadows can all look great, and I've seen them at their best in Cyberpunk but it's still a good few years before it's remotely worth the performance trade off IMO
Because it's not GI and dumb shadows and basic reflections.
Cyberpunk Overdrive Mode is where it's at. But you'll need a $3000 rig to run that.
That's because until games are entirely path traced, it's not going to be a huge difference and we're still quite a ways off.
because they have not committed to it yet. these little crumbs of ray tracing are nothing compared to the full package (PT)
This is like comparing a 30mp camera and 50mp camera by zooming in on the photos. Who cares. Games look phenomenal, especially at 200miles per hour.
4 words: Driveclub. 2014. Still king.
The res-way was the wrong way to go for all games in terms of realism, and squandered horsepower that could have gone to ray-tracing in-game, while making the games look too clean and sharp - which makes it harder to hide the lack of detail, thus making them less photo-real.
I wish they had a 1080P Ray Traced mode.
Not a huge F1 fan, but those that are must be in heaven with this
I wonder if the upcoming forza Motorsport might have been better off without raytracing. I realize as a first party title it has to push the console features but perhaps it could have been a more impressive game without that one feature.
You and me both know it won’t have RT in races.
We need formule 1 and assetto corsa on the psvr2. Its real sh.t why in vr on pc and not on the psvr2 😭😭😭😭😭 SONY COME ON!!!!!! 🔥🔥🔥🔥🔥
It’s like that one day, we decided to enable AA. Before, we didn’t want it to hit our perf
I've known since the days of N64 and PS1 that eventually we would reach a diminishing point where graphical qualities are nearly indistinguishable between consoles, if they continue to exist in the future. This video, however, makes me consider that we are still a ways off from that...I imagine the PS6 and Series Y will do real-time ray tracing, including shadows and reflections at 60fps with no issue, but at some point in the next few years a new feature will be introduced that will set the benchmark yet again higher, and yet again the new devices will struggle to fully run this feature at all levels. I wonder what it will be? If I had to guess, it will involve AI and possibly making game characters look more realistic, eliminating the uncanny valley. I would also like to see ground and water textures that do not perceptibly repeat, neither up close nor at a distance, as is still an issue now. Finally, real life is made up of nearly infinite detail and density of "stuff." Although much improved recently, there are literally millions, billions perhaps, units of solid, liquid and gaseous particles, textures, rays, mists and surfaces in every square foot of real life. We are still a long way off from reproducing, say, a dense, detailed forest, in a video game. There are some very impressive approximations, but if realism is the goal, we have a long way to go in that regard. Perhaps that will be the next big thing...what do you think it will be?
Realistically in maybe 10-15 years, depending on hardware and AI advancements. PS7 maybe.
It all depends on the amount detail and "realism" that is involved. Realism in games with accurate physics and extremely fine detail, is still a very, very long way off (way beyond any of our lifetimes). For example just imagine the amount of processing power that would be required in order to fairly accuratly recreate a simple backyard sandpit. Where every grain of sand within it (billions, if not trillions) is unique from each other, rendered in fine detail, colored, lit and shaded correctly, had realistic physics applied to it and it's position within the sandpit has been precisely plotted and mapped. Then think about the amount of processing that would then be required if you then had a kid, that simply started to play in that sandpit.
To blow your mind even more, then think about it on a even larger scale where that sandpit has now become a windswept beach or even a desert.
they should put 1080p 60fps Performance RT mode
Am I confused or did I see that right that you can enable HBAO+ and RTAO at the same time? Doesn't make sense to me, if RTAO is applied to the entire image that is.
I am PC gamer with a 3080 and a 1440p 240hz monitor. For shooters and racing games I almost always prefer the higher frame rate, native resolution and no ray tracing. I do not think consoles are missing out here. It's cool the way they have added it to the menu and replays tho for that cinematic immersion factor - I hope PC has that as an option.
Crazy how RT is still the most taxing feature above everything else. Even sampling on DLSS or FSR hardly gives out a difference in performance. This is where AI is gonna be essential to calculate shading in real-time.
Or maybe use and implement proper HW units to do that. Like Nvidia 😂
Ray tracing also increases CPU load, not just GPU load, so dropping resolution doesn't help entirely.
Don't need AI, it's never going to be good enough compared to better hardware.
nVidia and AMD just need to iterate and make improved RT pipelines.
Understand also what's more COST EFFECIENT, both for the company and its consumer price. Both Nvidia and AMD can make amazing hardware, but at what price? AI will in theory have to "shortcut" the process for further iteration with RT.
Thank you very much DF for your video analysis. On the other hand, me personally being French, I manage to understand you, but I have trouble with the "figures". Like "the resolution goes down to one thousand seven hundred and twenty eight p". Is it possible for you to put it on the screen while you say it? Sometimes you do though.
Congratulations again for the excellent work.
Edit; I did not say anything, by activating the subtitles it is clearly indicated.
Very nice, clear examples of Ray/non ray.
I too would appreciate a 1080p Ray-Tracing Mode (not only for this game), as I am still running a FHD TV. 60 FPS should be achievable at that res.
People have been asking Codemasters to update their game engine for years, but I say it's perfectly fine as it is if they're able to deliver on the 60/120fps targets. When they started making F1 games, in the 360/PS3 era, they weren't really focusing on framerate as a priority and those games felt terrible to play as a result. They didn't even look that impressive visually, neither. This game engine might not be up to the standards set by Unreal Engine 5 but who cares. In a racing game, framerate is what matters.
Unfortunately on PC you cannot adjust the quality of each effect separately for some reason
They could add a 30fps mode with RT if people really want it, or lower the resolution to 1080p or less
No one wants to play a racing game at 30fps
@@toddsimone7182 Driveclub on PS4 says hi
@@toddsimone7182
And I really enjoy Driveclub still sing it's praises and play it from time to time... and it still arguably looks better (read better as more realistic instead of sharper or having more FPS which Driveclub doesn't have) than this game does with RT enabled on PC.
Driveclub (still a base model PS4 exclusive) looks better than GT7 in some ways.
Driveclub also has a stand alone VR version and motorcycling DLC (none of which you can find digitally and I don't think there was ever a complete version with everything on disc though Driveclub was physically very small and the original gane all it's DLC and the VR release could fit on a single BD-ROM... for how real the game still looks, it's ultrafast loading might be partly down to how small the game actually is.
I could imagine a PS5 re-release without the club aspects (think of it like when Nintendo released the 2DS or Switch Lite) it's Driveclub without the game's social aspects. Seems counterintuitive, but if DC ever gets a PS5 native version this is how I see it coming about.
Fantastic breakdown Tom! It's great to see Codemasters putting out such solid releases, year on year. I also appreciate that at least someone at DF has the interest and motivation to cover a yearly sports game, an area that is, understandably, lacking at DF. I realize sports games aren't as well appreciated in the more "core gamer-sphere" demographic that is more interested in this kind of content but stuff like NBA 2K pushes their engine in a similar manner to F1 and is an especially fantastic visual simulation of the real-life sport.
MLB The Show is now available on, not only the Series, but the Switch as well. I'm honestly surprised you guys never covered the Switch release. It's a Sony first part dev, down-porting to a Nintendo console. That's practically DF bait!
Great comparisons. Wondering what about all of that screen tearing? You can really see on the light poles at Monaco comparisons starting at 14:40.
RT isnt worth in this case.
You have to search for it.
You forgot to try frame generation. It can be forced on by applying the recommended settings in geforce experience.
Locked 60fps on all consoles, job well done.
SO a 40 FPS mode is feasable.. Why not implement it with RT?
Excellent performance bij Series S. Awesome machine for good price
Tom including PC coverage? Rare occurrence.
I always want to play the games from this series but then I look at the reviews and just see a flood of people with issues that the devs are never going to address. These games seem like they're only worth it if they are on a deep discount
Or just buy a Series S for 200 dollars.
All of the F1 games get added to EA play eventually (And Game Pass Ultimate) so just wait it out
Yeah there are a lot better racing game/sims out there. It's fun if you're just looking to play something on a controller though.
Thanks for taking a look at the PC version!
No word on frame gen? Native 4k with frame gen could be ok. Dlss quality with frame gen would make the 75ish base 120hz while most likely looking better than 4k native.
Also, no rt with frame gen would max out a 240 minitor.
Optimised settings with frame gen on a 4060 or 4060ti would run fantastic aswell.
My only problem about modern games is that they tend to simulate what a camera can see and not what eyes actually perceive
Interesting point.
Well you can only see through your eyes at the moment so simulating your eyes (probably impossible due to the complex physiology) to feed into your real eyes seems a bit silly.
How so? I'm not disagreeing. I just don't understand.
@@Rationalific It is in a way that feels we are watching a recording of a game (using a camera, not direct capture), not the game directly.
@@madson-web Okay, I kind of understand a bit better...
It's not a Nvidia raytracing issue, the console is not capable of playing games in high quality , high resolution and high fps. Ray tracing is a separate issue
Do I need to use quality or performance mode on my PS5 to get 60fps on my 60hz TV?
Excellent! Very interesting video that explains a lot of things! I wanted to ask you if on PS5 you can see the difference between 120 and 60 fps in terms of game fluidity or is it barely visible? In your opinion, on PS5 is it better to enjoy it in 4K 60 fps quality or performance at 120 fps? Having the PS5 and playing it in 4k in both modes, I honestly can't see the difference in fluidity between 60 and 120, you can clearly see that at 120 fps there is a bit of clipping for the objects on the edge of the track and it is noticeable on the background a lowering of the resolution.
💯 You definitely want to play at 4K 60fps. When the developers try to stretch it to 120fps, you lose a lot of pretty visuals effects, and on top of that you have a lower resolution, or an aggressive dynamic resolution that stays in the lower range. It’s not worth the visual sacrifice, especially if your playing on a bigger screen.
Insomniac running 60fps with RT on games with enormous detail and so much going on in scenes tells me that the answer is yes. I can't imagine that will change with Spider-Man 2.
Bruh the RT on spiderman ps5 is below PC’s lowest settings and uses ps2 level reflection textures. Its baffling that on this very channel you can see that in practice for yourself, but console idiots will still just lie to themselves about it lol
@@ArchieBunker11 Bruh, you're full of it.
This would be another 4K120fps DLSS Quality RT + Everything else Maxed game with the 4090 if Frame Generation would be available. Hope they implement it!
Great breakdown video. Planning on getting the game later on this year.
With a more than $1,000 card you can only just barely do ray tracing that is only sometimes visible and considering this is a racing game you probably won't see much anyway. Seems like a completely worthless addition to me. Perhaps getting better models for people would have been more worth the effort the devs spent on this. As the models to me, still seem like they are pulled from an XBOX ONE game.
Or, instead of playing 120 fps at 720p-1440, you can play at 160fps at native 4k? Or, you can use 4k DLSS, and play 80-90 fps maxed out.
Why do console players do this?
Yeah nearly worthless
@ArchieBunker11 DLSS is shit and looks worse than native. Manufacturers are advertising 4k and they should give us real 4K.
Can you please help me i have an xbox sreies x and i would like to know how to rese the HDR app on the console i tried to find the reset but no sucess can you help me ?
I keep looking for an excuse to build a new PC, not done so since 1080TI and moved to console and tbh I still can’t see a real reason to pay 3x the cost of the ps5 just yet. I will see what the next gen cards bring, hopefully better value! I also don’t want fake frames thanks nvidia!
I assumed my SX was on performance mode it was that good, turns out it was in quality all along when I actually bothered to check
Nice video. Although the game itself is underwhelming. It also just shows how the devs becoming lazy doing proper lighting without RT. You can also bake or simulate lightings for similar effect they just don't care anymore.
They don’t care? It’s called a budget of time and money, and Codemasters delivers. Educate yourself about what it takes to make a game with even a fraction of the features in this game a**hole.
Basically, RT60FPS is virtually impossible on Consoles.
Just had a go of this on PS5 with a wheel. Very fun 👍👍
Thank you DF!
These console makers should give us a systemwide option to turn off ray tracing. There is no one excuse why a F1 game wouldn’t lock to 60 fps. This is becoming annoying at this point.
No real-time weathering on the cars. The rain is falling on the car like it’s parked ideal in a driveway.
So I'm guessing that all the Ray Tracing and other graphical options are all done automatically on console because there's no options in the menus for any of them on my Xbox Series-X.....Only Performance or Quality is available in the graphics options menu !?!?
Yeeeeaaaah we have ray tracing, but not water animation at 4:58 🤣
Doesn't look impressive at all, everything seems to be made out of thin cardboard. I think RDR2 was the epitome of video game graphics and all these RT bells and whistles are just an eyewash.
Sweet jesus what a fucking mess.
Why on earth are the non-gamplay sections not all capped at 30 fps?
It's amazes me that we are still dealing with screen tearing 3 years into the current console gen.
if only they would spend more time on tire model and physics and FFB
The RBR car is a bit too glossy.
I'd like to see a 40FPS RT Mode on these racers before the end of this generation, Driveclub proved 30fps can be viable in a racer so 40FPS even better, from the troubled PS4/X1 gen their optimization moving onto this one runs super fast and look pretty good.
After SEE THIS with f1 2023 now i SEE why gran turismo 7 have only raytracing in the repeating scenes on PS5 and for thats why i'm now worried about how the next forza motorsport is gonna came out for the Xbox series consolés , the PC is gonna be fine but the Xbox series consolés is gonna have the Same issues with FM than the PS5 is having with GT7 when is about of raytracing in game , the raytracing option is very demanding for the PS5 and XSX , no surprise than the people is asking for PS5 PRO in the future
@@scoty3434 Exactly, sure it seems possible at some level of scaling on these console but its looking to be mostly a PC featureset for the majority if this generation unless we start seeing some UE5 racers in the future with lumen or they really try to make console viable RT. biggest mistake from AMD/SOny/Microsoft was skimping on RT because these Consoles gotha suffer even longer years unless they can deliver a PRO that can slot in conveniently. Forza might be able to at-least deliver some reflections/AO/Shadow during gameplay on Series X but I saw something saying RTGI is a PC only. If there was a studio to do it that would be Turn 10, if not you know how hard it really is to dedicate so much resorses to Ray Tracing when you have to simulate the more important things. some game will do it eventually I think but these consoles really arent equipped for that part of this generation
I dunno what it is, but I find the Ego engine really underwhelming, these days, in its results.
In theory it has tons of great features, but in practice I just don't find myself impressed.
@TumTuned I'd disagree. They're going for realistic, but I don't feel they actually achieve it.
What exactly is the amazing, jncredible thing that RT brings on the PC version compared to the consoles and I can't see it?...or even where it exists on consoles. Still the game looks very beautiful without that fps destroyer.
Odd, the differences stick out to me quite strongly.
Ignorance is bliss.
RT doesn't seem worth it with the performance loss
Are guys going to revisit the collisto protocol with the new DLC? It will be interesting to see the optimization and check in the barely functional raytracing on xbox.
Why bother? The DLC is getting even worse reviews than the main game which was already bad enough. It's a dead IP at this point.
Wish they improved the environmental assets since some look bad.
What is the difference of price between the PC with that hardware vs the PS5?
I wish I enjoyed cold Masters style of gameplay but I just don't. That said this game looks fantastic, and hats off to them for making solid frame rates a priority. The presentation really looks aces.
As with most ray traced games, i so much prefer game without RT.
After SEE THIS with f1 2023 now i SEE why gran turismo 7 have only raytracing in the repeating scenes on PS5 and for thats why i'm now worried about how the next forza motorsport is gonna came out for the Xbox series consolés , the PC is gonna be fine but the Xbox series consolés is gonna have the Same issues with FM than the PS5 is having with GT7 when is about of raytracing in game , the raytracing option is very demanding for the PS5 and XSX , no surprise than the people is asking for PS5 PRO in the future
No one is asking for PS5 Pro except morons and fanboys who think PS5 is too weak. I mean here is another example of a PC game not really running a game too well with PS5 or XSX-like settings at native 4K without using upscaling tricks and let's stop acting like the RTX 4080 (the GPU specifically used according to Tom in the video above) is some $30 GPU that every single PC gamer owns. It's $1,200 MSRP and still only provides visuals competitive with consoles at 4K. RT is a boon (personally), but many legitimate PC gamers seem to really loath RT. I don't understand that personally.
Also everyone with any sense knew FM 2023 wouldn't feature RT during races (well I knew based on released games performance delta between the consoles). PS4 v XO had larger statistical differences than PS5 v XSX.
I love to hear a technical breakdown of why the big budget F1 games have such awful VR implementation and in-game physics compared to a game like iRacing. I have a top of the line PC and the VR implementation and driving physics are dramatically better on iRacing despite the game being much older and produced by a much smaller studio.
I’d love to you stop complaining about the smallest things.
Which current MiniPC that can handle this with ease at least on 1080P? Thanks!
Im not sure about “minipc”, but the 2080ti/3070 are 60 maxed out at 1080p, the 6900xt was not able to. So for AMD 7900xt+ or 2080ti/3070+. Without DLSS/upscaling
@@ArchieBunker11 Thanks! I was referring to MinisForum and Beelink minipc's. Thanks for the input. Will do more research on it. Cheers!
Going to be interesting to see what Turn 10 pulls off in October.