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Digital Foundry, Black Myth: Wukong - PS5 Tech Review - Excellent Visuals, But Too Many Tech Problems

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Or is it just one of Phil's balls in my throat?
- "One of the strangest game technically"

- 3 modes: Performance, Quality, Balance
- Outside of resolution, not much difference other than shadow cascades
- Lumen GI looks a bit more refined in Quality

- Game leans a lot on FSR

- Quality, DRS 1296p to 1584p. Uses FSR image up-scaling
- Doesn't look bad in stills but quite bad in motion
- Aliasing in motion not handled well, alpha textures like fur are 'a mess'
- Post processing has dithering that doesn't look good

- Balance mode is mostly the same but runs at 1080p

- Performance mode has added sharpening applied to the image
- Also runs at 1080p with possible DRS, but sharpening makes the image quality look very 'fried'
- Performance mode also uses frame generation with lots of visible artifacts
- Seems to be using frame generation / interpolation from 30 to 60 just for Performance mode

- Performance mode mostly achieves 60 FPS in traversal, with minor traversal stuttering
- But during combat, it drops frames to 40's, for one tested boss fight, frame gen is dropped in Performance mode and it runs at a consistent 40~ fps
- Latency is a big issue. Input response of a 30 FPS game with a frame-gen image of a 60.

- Balanced mode has better input latency
- Minor traversal stutter, targets 45 FPS

- Quality mode has 'the worst 30 fps cap' Oliver has ever seen, if it's meant to be a cap.
- Hovers between 31 and 36 FPS with 38 seen the highest
- It can also dip to 20's during combat

- The game does not have 120hz or native VRR support, only the forced system level one
- Quality and Balance mode do not benefit as they are both below the PS5's 48hz VRR cap

- The final stretch of the video is comparing the game with PC to show all the things PC does at max that are missing on the console.
- eg particles, lower texture quality, geometry pop-in, lighting differences, lack of VSM, shadow quality

- DF's conclusion is that they think the game has a long patching path forward, and that this is clearly a PC-first project.
- The games facial animations in all the cut-scenes are mo-capped for chinese audio
- The game's black colors are never truly black and there is no HDR support
 
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Imtjnotu

Member
Wild Animals Monkey GIF by PBS


Yuck.
 

Ozriel

M$FT
Lots of people owe Gamescience an apology. Because if it’s so much of a struggle to get it running on PS5, no wonder the Series S is holding it back from the platform.

Clearly they were right when they said it was undergoing optimization.
 

Lokaum D+

Member
well, i did play DS on my OG PS3 back in the days despite all technical flaws, so i can for sure play this on my OG PS5
 
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Might get better if it's patched for PS5 Pro but the AMD cards are kinda eating shit on the PC side too for the same reasons, FSR is shit compared to DLSS and framegen only carries if native frame rate is already good
 
The PS5 FB groups are a bit toxic about everything, but I found interesting that most people playing the game are having a “smooth experience” on PS5.
 
Looks like a lot has been compromised to run Wukong on PS5 or they barely optimized it. Either way, I'm curious to hear from the players.
 
AMD upscaling and framegen

giphy.gif
AMD RT too, all RT modes are literally unusable on AMD cards because it's Path Tracing. The 7900 XTX performs the same as the 4060 with Full RT enabled on PC

I'm very interested to see how much better RT will be on the PS5 Pro's "RDNA 3.5" and if Game Science will have the courage to try and include an RT mode in a theoretical PS5 Pro patch for Wukong
 
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proandrad

Member
Devs should just always stick to the previous version of UE and use the current version for the next generation. Current gen consoles are never powerful enough to fully deliver on the engine.
 

Fbh

Member
Seems to run and look like shit.
Easy skip.

I'll play it at some point in the future on a decent PC and/or Ps6 (or on Ps5 after some patches and when it's $20)
 
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GymWolf

Gold Member
The second rocky zone is WAY rougher than the first zone texture wise, this is where the difference with hb2 becomes more noticeable.
 
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Darsxx82

Member
If that is the optimization state of the PS5 version, I don't want to imagine how the XSeries version would have been. The Cailsto Protocol case could have been repeated. Other studios have done a better job with UE5 on consoles. The difference in textures should not be as extreme among other things as the vegetation being lower than LOW on PC.

PS. I will never understand how some Studios are unable to make a 30fps mode without stutering. In the end, another case of several options, but none is good.
 
The struggle with UE5 games for consoles is serious, ugh.

Wouldn't know which mode to choose, 30 FPS is shit but so is the high input latency
 
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