Featuring a beautifully rendered Open World, a redesign of one of the most iconic cities in the world, Watch Dogs: Lozian is one of the most technologically ambitious games for the current cross generation era, while heavily inclined to search for hardware accelerated rays. The cross-platform comparison between next-generation machines isn’t the most striking we’ve seen so far – the PS5 and the Xbox Series X are very, very close – but it’s great to see the X-Trade’s ray ray image great series S Yes, we have a 250/250 I am getting hardware RT on the console.
But to solve the most burning question, I can now confirm that the Xbox Series X and PlayStation 5 actually run with identical visual settings – almost perfect match for the details locked in the PC version configuration files (which include not only PC settings, but each version ). This is very clear in side-to-side ray tracing comparisons – the RT effect is identical, but importantly, cut-off for objects. No. The same in reflection, the fidelity that matches itself as the effect, but the same compromise and optimism.
The Series S has the same settings for ray reflections but with one important difference. Premium consoles aim for a dynamic 4K rendering resolution for the most part of the presentation, but the image runs at checkboarded 1080p instead. The RT reflection resolution for the Series S with its very low 1080p target pixel-count drops step by step – here the replacement is given internally at 720p by the same reconstructive technique.
For the rest of the game’s visual makeup, the Series X and PlayStation 5 are the same: the texture value is a match, the shadow map resolution is the same. A matching geometry LOD set-up is used, which means ‘pop-in’ – for example – it is constant between two systems. The same cannot be said of the Series S, but with low-resolution shadows drawn on the load range and low-fallback reflection. In practice, the Series S has a similar resolution texture, but the low caching of its texture data is usually combined with a low level of anisotropic filtering – which strikes the ground fidelity when viewed at a diagonal angle. In general, it doesn’t look very great and I’m confused as to why anisotropic filtering is absolutely reduced here.
There seems to be a bug in the Xbox series platforms here for some reason. The Series X’s PS5 provides a slightly lower level of texture filtering than its equivalent. Again, examining the ‘reference’ configuration files in the PC version, the Series X and PS5 should use the same ultra quality setting, while the Series S definitely get a cut-back presentation of the effect. Other than that, any difference between premium consoles is literally ground-thin. I’ve noticed that the PIDs 5 get lost in the RT reflections of the PS5, but not in the Xbox consoles, there’s probably more inconsistency than intentional behavior.
Interestingly, dynamic resolution scaling is a close match between the PS5 and the Series X, despite having a wide gulf in terms of overall computing power and memory bandwidth between the two consoles. Ubisoft has a very fine grain DRS system here, it is seemingly capable of adjusting the resolution on the fly with faster and smaller adjustment steps. The lowest resolution is around 1440p (reaffirmed by PC config files) and I mentioned that normal gameplay shifts between 80 to 100 percent of full 4K with close-on uniform shifts in resolution on both consoles under the same conditions. It’s only at night, or in fountain-heavy areas, that the game moves closer to the lower boundary.
Moving to Series S where its minimum limiting resolution should be 900p – I wondered how often I could get straight 1080p counts in places where I could see resolution dips in Series X and PS5, with the highest dips being 900p. It can be seen that most of the trouble is in the night or plant-heavy areas. The level of surprise here is because full 1080p is often rendered, the Series S looks significantly less to the eye – and I suspect it’s a very low resolution RT effect.
Performance? It’s easy to tick. While there is no stimulus for frame-rate graphs but great for players – everything runs at 30fps on three systems, none of the various levels of slowness found on end-gen machines. I suspect we were limited to both the CPU and GPU of the last-gen platform, but the new hardware will only take care of any potential graphics embarrassment via the DRS system. According to the files, there was a 60fps mode for the PS5 and Xbox Series X at some point, but that’s not the case with the final version of the game. Perhaps it will be reached later.
All three of these new consoles are based on solid-storage storage, but we see some differences in loading time. To test this, I proceeded to speed up the game in the same place on all platforms, leaving the action and reloading the save so that it loads the data in the same place. The result? The PlayStation 5 will get you back in the game in just 18 seconds, the Xbox series requires 26 seconds to do the same thing on both consoles. This is a great little win for the PS5, but honestly, it’s still a long way from the instantaneous load we’ve been expecting from the next generation of machines.
All told then, the PlayStation 5 and Xbox Series X are evenly distributed – one or two small bugs and inconsistencies. Basically, they look the same and run uniformly. If you are looking for an experience equation, you need to go to the PC version. Ray Traced Reflections – Provides significant upgrades compared to consoles even in the lowest ‘medium setting’, while DLSS is available for PC users to hit a lot of performance. In my experiments, the output of the Xbox Series X matches the RTX 2060 Super even better, while my customized settings for the PC version provide better resolution with higher resolution shadows, full resolution pass of global illumination, and other small enhancements. What does it take to run on DLSS 4K60? An RTX 2080 TI or RTX 3070 strategy should do – but let’s just say that once you get close to 60fps, the CPU becomes much more of a limiting factor in this demanding game …