News - Call Of Duty: Warzone 2. 0 - Ps5 Vs Xbox Series X/s - The Df Tech Review

The comparisons between Series S and X mostly speak for themselves. The loss in resolution for Series S might just be the biggest factor in a competitive sense, though. Both are solid, robust ways to play the game, especially considering their optimization for 60 fps. Now, there is a 120 fps mode on all three systems, even the Series S, but let's start with the basics: just how well does each version stack up with a 60 fps target?

Target If we're talking about the PS5 or Xbox Series X systems, there's really no issue here in the three-way split; I've barely seen much more than a single frame dip. The tendency is for GPU usage to ramp up towards the end of a game just as the circle closes in on the final group of players, even on PS5, though it's really exceptionally rare to see, which is excellent news, and likewise for Series X at 60 fps.

60fps PS5 and Series X aren't in any trouble. The DRS range is wide enough and the engine is scalable enough to adapt without jumping ahead too much, but these top-end machines are surprisingly adept at 120 FPS too; more on that in a minute. When it comes to Series S at 60 fps, it's all good news.

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Both Xbox One and X will show screen tearing right at the top of the display under strain, but it's only on Series S that it reveals itself in any meaningful way, and even then it's very occasional. So, for example, busy areas with lots of trees and scoped gameplay across our map are the key triggers for tearing, and in particular, this spot with heavy foliage actually does drop us into the mid-50s onto his side for a spell.

is a real stress point, and put in a three-way comparison, it does suggest Series S has more of a GPU-side limit in handling water and transparencies all in one go. Is this a serious advantage for the premium consoles? Well, not really; after hours of testing, it's really the worst I've bumped into.

With Series S's dropped resolution, shadows and foliage are buckling just a touch, though the bulk of the game will still hit the 60 fps mark. All good news then, and it's very hard to criticize the 60fps mode given how watertight it gets even while spectating as the gas pushes the players right to the last circle, which just shows a plain 60fps, reading the more exciting test, then to really split the difference.

The three are in 120 FPS mode now, and from what I've tested in the core rendering setup, the resolution bounds settings are similar to running at 60 fps. In theory, DRS will pull the resolution to the lower end of the spectrum in order to hit 120. Usually, we'd say a doubling in frame rate doesn't come for free, but in the PS5 series X and s's case, well, Warzone 2 is truly often a great fit for genuine 120 Hz gameplay.

Perhaps it's down to the cross-gen nature of its development: a console like the PS4 is the target for 60 fps, giving these systems so much more headroom to play with. Either way, here's a three-way split again at 120 fps. Inevitably, there are more clear sustained drops, especially on Series S, but on PS5 and X, we're often between 100 and 120 FPS, which is absolutely enough that the drops won't be too perceptible even at 100 FPS, and with a VRR display, the jumps in frame time between the two marks will be smoothed out even more.

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In direct comparison, there are a few obvious points here. Point number one is that yes, PS5 is in every scenario ahead of Series X in frame rate. At the very worst stress points, the margin of the lead goes up to around 10 FPS in PS5's favor. Plus, Sony's machine, as you've noticed, has no screen tearing to deal with either for the sake of presentation here.

I've switched the tearing reading off just to make the graph lines more legible, but yes, bear in mind the Xbox machines do tear right at the top, just as with the 60 fps mode. Honestly, a bulk of players hold right at the 120 FPS mark on PS5 and Series X, albeit with the semi-regular minor hitches listed below that.

These small frame drops appear just as we pick up weapons, enter vehicles, and so on—nothing too taxing. The culprit is likely more on the networking side; in general, it doesn't interfere with play. Beyond a few exceptional areas around Almazra with heavy foliage, for example, you're looking at a genuine 120 hertz take on a warzone.

Point number two: for export. Series S typically does not hit the full 120 FPS line for any consistent stretch; it's more accurate to say it's between 80 and 100 FPS with very occasional dips into the 70s too. On a VR display, there's certainly enough frame data to turn into a smooth result in motion, especially given huge portions of play around interiors or simpler map segments that go above 100 FPS.

In comparison with the PS5 and Series X, it's clearly not quite as optimal; it's not quite as smooth. Bridging the Gap where the Divide between Series S and X for example is as much as 40 FPS as we parachute back from the gulag still, though the choice is absolutely yours if you wish to use it, and in that sense it's a great addition for Series S, and of course the near-locked 60 FPS mode is always available.

Warzone 2, which is set for many more tweaks and optimizations as a free-to-play segment of the game, now has an overall experience that, from a visual and performance standpoint, is at least really strong on PS5 and Xbox One series consoles. I will say though it hasn't been a perfect launch by any means just in testing Series S I've experienced gameplay crashes that sent me right back to the Xbox menu, and likewise for other DFT members; we've had crashes while putting this article together.

There are plenty of teething issues at launch too, like with the social menu tab and, also, networking troubles. There are points in play that you might have noticed even on Series X running at 60 fps here with the enemies struggling to update at a decent frame rate to such a point that it's really impossible to play at times, but honestly, this has been an intermittent issue broadly speaking; speaking, most games have been absolutely fine.

Again, this ranks as a teething issue. The outlook for Walton 2 on newer consoles is promising in that 120 FPS mode works beautifully on PS5 and Series X, while Sirius S is certainly no slouch on either of those; 60 FPS is a title lock there; image quality and shadows and foliage tweaks aside, it's entirely competitive with the more expensive consoles.

But as a cross-generational game, War Zone 2 is about much more than optimizing for the latest and greatest-looking consoles. Looking at the last-gen versions like the PS4, PS4 Pro, and especially the Xbox One and Xbox One X, it'll be interesting to see how they stack up. I've actually done some early digging into this; there will be a full analysis of all four older machines plus comparisons with the new generation of consoles.

All of this is to come in the next analysis, but for now, that's all for today. To get high-quality versions of this article and many more, just check out our patron at {14}, and to get in touch directly, just use Twitter.

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The new Warzone has arrived, and we're looking at native apps for the latest generation of consoles. The whole DF team combined to get simultaneous crossplay captures of every console, allowing us to present dynamic in-the-moment comparisons. We're looking at the current-gen machines in this first video, but we'll be returning to Warzone 2. 0 to present all of our last-gen findings soon.
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