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报告翻译问题
Consoles are closed systems with hardware designed to get the most out of what is there, developers have much lower lever hardware access and consoles often feature hardware that enable hardware features that PC CPUs just have to brute force,
So, yes your PC is better than both but don't be surprised if you see games on both that can match or even exceed what your hardware is capable of on PC.
https://www.youtube.com/watch?v=ko0SxXyS1ow
There's always gonna be some bad ports or badly optimized games. But generally, if you are not averse to lowering a setting or two, you may be able to hold onto your system until the PS6 reigns supreme. Which is gonna take another years. PC exclusive graphical blockbusters on this multiplatform market are almost as dead as Wing Commander, after all.
RTX 3070 handles ray tracing way better.
You don't gain as much as you think from that, it also depends what API you use on PS5 as they have a low level API GMN but it's for experienced devs and/or performance heavy games and they have an high level API to use but at a cost GNMX.
Xbox also has DX12 low level API and Xbox GDK high level API.
And as a side note DX12 on PC is a low level API offering the same "close to the metal" functions as console if devs put the time in, DX11 was a high level API and Vulkan played a big part in pushing MS to change.
It's also hard to compare to PC as many things are chopped from the hardware and one of the main things is L3 cache as that takes loads of die space and they cut it right down to 8MB to reduce cost, power and space.
I have a SeriesX and games don't run that great in general, some do but just as many don't, also if you watch some Digital Foundry vids they often find some effects/settings on console are lower than the lowest setting on PC to try and claw performance, and 4x AF on almost every game is garbage, it's ok for what it is though.
consoles dynamically change settings and res and use res scaling on parts when fps will fall
it will always hold 30/60+ fps
That's in theory, in practice it's often not the case man Iv'e played some choppy games on Xbox.
There are PC games too that dynamically change settings like console, for example Battlefield V adjusts shadow detail and draw distance in large multiplayer battles in real time, UE engine has a lot of things for dynamic settings too used in Fortnite and Hogwarts and a lot of big open world games like Cyberpunk and Red Dead/GTA use a bunch of adaptive features.
Unity and id Tech also have systems in engine for dynamic settings within a game.
How many console games vs PC do this who knows, probably way less on PC overall.
to keep its fps up
most console games can do that, but its something that very few pc games do
A PS5 PRO actually does it better and can have no sluggishness or stutter running gamea with RT upscale to 4K. You'd basically need an RTX 4090 to do that fully and properly with stable FPS on a PC in most of the more demanding games
The next Xbox and PS6 are most likely just going to be powerful handhelds anyways; given AMD is about to come out with a new iGPU soon that's going to rival dedicated GPUs that are currently in the $500-600 range.
I don't mind them but I could never see any handheld being my primary gaming device/console. I use PC for many things which is why I got into PCs in the first place; 40 years ago.
lol what? Render scale has been a setting in ini files for 15+ years.
The initial PC release of Skyrim even has this. Since the days of the 360 and PS3 separating internal render resolution from the UI PC game from that era and onwards has this feature whether its advertised in the GUI or not.
I have no idea what made you think "very few PC games can do that" but its actually an extremly common thing exposed in the GUI options for games and has existed for about as long as you've been alive.