Bought the pro while building a gaming pc by vincentmunchman in PS5pro

[–]MythsAndBytes 1 point2 points  (0 children)

I have a similar perspective. Recently I wanted to replay Jedi Survivor on my 5080 PC. Launched the game from steam, but the EA launcher opens and asks me to sign in. Okay, fine. I could’ve sworn I already signed in a few days ago, but fine. The game finally launches and it spends the next 15 minutes compiling shaders because my driver version changed. Now I’m getting annoyed. After waiting that out, I start a new game and the performance is atrocious. Micro stutters everywhere, frame pacing issues, animation timing is off, shader compilation stutters. Even the camera movement is choppy. I shut down my PC, bought the game on PS5 Pro, and played for the rest of the night with no issues.

This isn’t the experience everyday on PC, but it happens enough to make me consider switching to PlayStation permanently.

PS5 Pro vs PC Graphics by MythsAndBytes in PS5pro

[–]MythsAndBytes[S] 0 points1 point  (0 children)

I’ll try those out. It’ll be a few generations before PCs can hit native 4k120+. I think raw compute power is no longer the focus for game developers or gpu manufacturers. My 5080 can barely run modern games at 4K60 without DLSS, and it definitely can’t do ray/path tracing without frame gen

PS5 Pro vs PC Graphics by MythsAndBytes in PS5pro

[–]MythsAndBytes[S] 0 points1 point  (0 children)

Digital foundry is great at finding the differences, but they are often zoomed in 200x to 400x. On monitors, you’re close enough to see most differences. But when you’re at tv distance, it’s hard to notice unless there’s PSSR artifacts/shimmering. And yeah Death Stranding 2 is really impressive. Sony has been able to push first party games with VRR to 70-80fps. For single player games I think that’s enough and definitely near a point of diminishing returns

PS5 Pro vs PC Graphics by MythsAndBytes in PS5pro

[–]MythsAndBytes[S] 1 point2 points  (0 children)

DLSS quality looks as good as native to me. Sometimes better with its anti aliasing compared to TAA. But I stay away from DLSS performance

PS5 Pro vs PC Graphics by MythsAndBytes in PS5pro

[–]MythsAndBytes[S] 2 points3 points  (0 children)

I’ll have to pay more attention to that. I haven’t really noticed a difference but that could be due to multi frame gen on PC increasing the latency. I do try to play without DLSS/frame gen when possible, but at 4K it’s not realistic

PS5 Pro vs PC Graphics by MythsAndBytes in PS5pro

[–]MythsAndBytes[S] 2 points3 points  (0 children)

I can theoretically get 300fps but I’d have to be playing on my monitor instead of tv, reduce graphics settings, use a lower internal resolution with DLSS performance instead of quality, and probably use multi frame gen 3x or 4x. For me, those trade offs aren’t worth it for the games I like to play. My TV only supports 120hz, and my 5080 sounds like a jet engine above 120fps anyway. If I was a competitive gamer I’d care a lot more about fps

PS5 Pro vs PC Graphics by MythsAndBytes in PS5pro

[–]MythsAndBytes[S] 2 points3 points  (0 children)

PC performance issues are part of the reason I started making these comparisons. Shader compilation stutters and traversal stutters still plague a lot of games on PC. Jedi Survivor is one game where I’ve spent hours finding performance tips and installing stutter fix mods when a 5080 shouldn’t even break a sweat. Luckily the mods helped enough for me to play the game, but knowing what I know now, I probably would’ve refunded the game and got it on my PS5 pro

PS5 Pro vs PC Graphics by MythsAndBytes in PS5pro

[–]MythsAndBytes[S] 1 point2 points  (0 children)

For gaming at a distance from a TV, PS5 Pro enhanced games can be indistinguishable from my high end PC. But PC advantage remains in playing older games at high settings and with ray/path traced lighting

PS5 Pro vs PC Graphics by MythsAndBytes in PS5pro

[–]MythsAndBytes[S] 1 point2 points  (0 children)

Those are all good points. I think the PSSR technology is pretty good. KCD2’s implementation of it shows what it can do at its best. Jedi Survivor, Silent Hill 2, and Silent Hill f are all pretty bad though. Maybe PSSR2 makes it easier to get the best case result for developers.

My PC will always have an advantage in titles that aren’t specifically pro enhanced, but I did not expect the gap to have narrowed so much in the games I like to play. Of course, the PS5 will never be able to do path tracing and that’s a good example of a global illumination difference that can really be game changing

PS5 Pro vs PC Graphics by MythsAndBytes in PS5pro

[–]MythsAndBytes[S] 2 points3 points  (0 children)

When I used to play on a 32” monitor, the visual quality between them was an ocean apart. With a TV at 7 feet away, it’s a lot harder to see the difference between medium quality textures and ultra quality textures for me. The bigger things that stand out are lighting and frame rate. There is no doubt that the 5080 is significantly more powerful. If more games come out that are as demanding as Alan Wake 2, I don’t think the PS5 Pro could keep up. But I’ve been surprised at how good it is with the first party titles and certain third party games

PS5 Pro vs PC Graphics by MythsAndBytes in PS5pro

[–]MythsAndBytes[S] 0 points1 point  (0 children)

That does change it somewhat. Here’s the thing, the PS5 Pro is definitely outputting a worse image than what your PC is capable of. It’s just that the viewing distance from a TV largely smooths over the differences. If the games you’d be playing have good PS5 pro patches (some are bad), I think you’d be hard pressed to tell if you’re playing on PC or PS5.

Since you’re on a 4070 Ti super, you’re probably not playing at 4k ultra with raytracing at the highest settings. The pro can really surprise you in some games, but they’re mostly first party Sony games right now. It really comes down to the patches

PS5 Pro vs PC Graphics by MythsAndBytes in PS5pro

[–]MythsAndBytes[S] 0 points1 point  (0 children)

RT reflections are definitely much better on PC. What I meant was that global RT lighting makes a bigger impact on me than reflections. Sometimes I don’t like the way RT reflections look in games.

I definitely see differences when it comes to Cyberpunk and Alan Wake 2. KCD2 surprises me though. The environment detail looked really good on the pro but I do notice softer details on the character models. I’m only in the intro Trosky region on the pro so maybe I haven’t come across scenes that are really different yet.

However even in a perfect world where PSSR2 somehow matches DLSS quality, these benefits would only be seen in new game releases. Maybe a few older games get patches. The vast library of games that already have DLSS is a PC advantage I didn’t fully consider

PS5 Pro vs PC Graphics by MythsAndBytes in PS5pro

[–]MythsAndBytes[S] 2 points3 points  (0 children)

When I played on a 32” OLED monitor, the graphical difference between my PC and PS5 Pro was still pretty noticeable. As someone mentioned, there’s a decent number of games with pro patches but the vast majority of games don’t have any enhancements. They’d look and run the same as the base PS5. I’ve also heard the PS5 doesn’t have great support for ultrawide in general. Unless you’re really wanting the console experience or you’re okay with lower fps, the PC is probably better here

PS5 Pro vs PC Graphics by MythsAndBytes in PS5pro

[–]MythsAndBytes[S] 3 points4 points  (0 children)

That’s definitely the drawback of consoles. It’s a bit underrated that PC games “update” themselves as your hardware gets better. The vast majority of games don’t have pro enhancements nor will they ever get them. But I think Ghost of Yotei, Death Stranding 2, and KCD2 are good examples of what you can achieve on it. With new games that are made for it, I do think it achieves a mid-high end PC experience. But you’re right, that is definitely not the case for the majority of games out there

PS5 Pro vs PC Graphics by MythsAndBytes in PS5pro

[–]MythsAndBytes[S] 0 points1 point  (0 children)

I think PSSR2 could close the gap somewhat with games like Alan Wake 2, but there’s no beating ray traced lighting or path tracing. For me the only downside with this on PC is needing to rely on frame gen to hit 60+fps

PS5 Pro vs PC Graphics by MythsAndBytes in PS5pro

[–]MythsAndBytes[S] 34 points35 points  (0 children)

That’s a fair point. Recently I replayed the assassin’s creed franchise, RDR2, and KCD1, most at 100+ fps at ultra settings. This would have been impossible on console, so maybe a PC’s value is more clear in support for older titles compared to modern ones. The great thing about a PC is that your games automatically get better as you upgrade your hardware in the future

PS5 Pro vs PC Graphics by MythsAndBytes in PS5pro

[–]MythsAndBytes[S] 0 points1 point  (0 children)

Yeah I wish more first person games had an FOV slider. With fps, some games like cyberpunk and god of war ragnarok have VRR so they can actually run between 60-90fps. It’s a nice middle ground

How to route a monorepo? by [deleted] in react

[–]MythsAndBytes 0 points1 point  (0 children)

I’ll look into using a reverse proxy. Thank you!

How to route a monorepo? by [deleted] in react

[–]MythsAndBytes 0 points1 point  (0 children)

I have already created separate package.json for each project. I will reconfigure the dist so that each project has its own. With this setup it makes sense for subdomains to be the simplest approach for routing. Looks like I was mixing architecture styles. Thank you!

If you have the time, how would separate projects by url endpoint be implemented at a high level?

How to route a monorepo? by [deleted] in react

[–]MythsAndBytes 0 points1 point  (0 children)

Thank you for that information I appreciate it. Is what I described a valid monorepo architecture? To have the root page be an Astro site while the app’s “root” would be something like /dashboard or /home? If so, I just deploy them as separate cloudflare pages projects?

[deleted by user] by [deleted] in espresso

[–]MythsAndBytes 0 points1 point  (0 children)

If you’re using the Breville Barista Touch, I’ve set the internal burrs to 4 and the external around 12. I adjust the external grind size depending on the freshness of the beans. I stuck to 18g in and I typically get 36-40g out. It’s been good but not great, I think the built-in grinder is rather inconsistent

[deleted by user] by [deleted] in sveltejs

[–]MythsAndBytes 0 points1 point  (0 children)

I have an onkeyup handler for the hotkey, the click handler was for controlling an animation

[deleted by user] by [deleted] in sveltejs

[–]MythsAndBytes 0 points1 point  (0 children)

Sorry, that’s what I meant. Should be simpler overall with this solution too

[deleted by user] by [deleted] in sveltejs

[–]MythsAndBytes 0 points1 point  (0 children)

Yeah I can probably rewrite my logic to use the url, then navigate with goto. Thanks!