Ray Tracing Performance Mode: This runs at native 1080p on both platforms, with full ray traced reflections plus frustrum-aligned voxel fog, which transforms the lighting. It's conjecture on our part, but there is the sense that there's a graphics API bottleneck here that impacts performance on the Xbox side in some scenarios, while PS5 simply powers on. Meanwhile, in many of the gameplay areas we tested, PS5 is significantly faster and more consistent that Series X overall. Xbox retains an advantage in cutscenes and in some gameplay content, but again, the boost is typically small. However, the average does not tell the real story. Across a range of content tested in this mode, both consoles delivered a 100fps average. In fairness, Capcom's solution here is excellent and the increase to frame-rate is substantial. High Frame-Rate Mode: This mode retains a 3840x2160 target resolution, but achieves it using image reconstruction techniques - effectively smart upscaling from a smaller native resolution. In normal mode, Xbox Series X is consistently faster than PlayStation 5 but only in single digit percentage terms - around eight per cent. Gameplay on the new systems is mostly at 60fps or higher, but there can be drops below - and cutscenes are especially impacted. It's an impressive boost over PS4 Pro, which used image reconstruction techniques to hit 1800p, with Xbox One X also using reconstruction to target 4K. Normal Mode: The standard way to play Devil May Cry on both PlayStation 5 and Xbox Series X systems is to use the normal mode, which operates with native resolution rendering at full HD - 3840x2160. The frame-rate though? That's a lock for launch day code. If we discover any variances, we'll be sure to pass that on. With that said, dynamic resolution does not seem to be in the mix. In terms of confirming pixel counts, we had to use system software screenshots because of that limitation, which limits the scope of the sample we could actually test. Currently there are no capture devices that support full 4K capture at 120fps, so our video is limited to 1080p. Let's talk about each of the modes in turn: what they promise in features and what they deliver in performance on each system? But before we proceed, we have one caveat to share. Devil May Cry 5: Special Edition effectively benchmarked on next-gen hardware, across four rendering modes - and including ray tracing on both systems. In short, this is as close to a benchmark as you're going to get. On top of that, when run on a 120Hz screen, all modes operate with an unlocked frame-rate, meaning that every game variation has the potential to break the 60fps barrier. Secondly, we have several rendering modes available - a standard 'normal' native 4K option, ray traced quality and performance modes, plus a high frame-rate mode aimed at 120Hz gaming. The fact that they are so similar means that Capcom felt confident enough in the specs of both systems that they did not feel that they had to reduce resolution on one or the other. First of all, the game features several rendering modes - all of which appear to be identical between the two systems. However, DMC5 is in many ways an excellent test for performance. With that said, however, Capcom previously stated that Xbox Series X would not ship with ray tracing support, which would be PlayStation 5 only - but the truth is that both consoles arrive with the exact same features across the board, RT included. And we also know from developer conversations just how hard it's been to get final software ready for launch, especially on the Xbox side, where several studios have had challenges in moving across to the development environment. Devil May Cry 5: Special Edition is essentially a cross-gen title - an enhanced version of the game already available on current generation Xbox and PlayStation hardware. There's what looks very much like feature parity across the board here, and a unique set-up that's very friendly for benchmarking - so which machine is faster?įirst of all, it's worth emphasising just how preliminary this test is. Capcom's Devil May Cry 5: Special Edition was initially supplied to us on PlayStation 5 last week, with Xbox Series X code arriving yesterday. Ever since Microsoft and Sony revealed the hardware specifications of Xbox Series X and PlayStation 5, the question has always been to what extent differences in teraflops, clock speeds and memory bandwidth will actually translate into the gameplay experience and today, we have our first glimpse at how the systems truly compare.
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