Summary:
- New tech is available in 60hz mode, disabled in 120hz modes on console
- Uses 1/16th rays per pixel and denoizer to smooth it out.
- Some Pop-in exists even with nanite compatibility
- Unreal 5.1's improved TSR (temporal super resolution) is used extensively. The native resolution is far below 4K but TSR does a good job
- Consoles:
- PS5|Series X have identical visual quality. Target 4K using TSR. Internal resolution is purely dynamic from 864p to 1836p.
- PS5 runs average of 55% of 4K and Series X runs 59% of 4K.
- The lowest bound mentioned above is just an engine minimum in case something crazy happens, doesn't mean the game can drop that low every now and then.
- Series S 540p ~ 1080p using TSR. Averages around 73% of 1080p native.
- Series S doesn't use Lumen reflections and relies on classic SSR
- Series S also adjusts/reduces foliage and light maps to hit a consistent performance
- Series S does still retain the new GI and Nanite improvements.
- PC corner:
- Epic's Software vs Hardware Lumen compared. Hardware lumen can show character models in reflection, SW does not
- Hardware has more accurate GI and reflections and less light leaking compared to SW lumen
- PC version can have shader stutters which can be a competitive disadvantage.
- #Stutter Struggle is way better than other recent UE4 games, but it is still there. Alex spoke to Unreal Engine folks and they are looking into it but some things are unavoidable as you can "outrace" the list of PSOs being streamed in. They are looking into it.
- Performance:
- DF did not encounter any drops in their testing. All consoles were locked, however there is a possibility that there might be issues in some scenarios