squallbr
Banned
Wheres the Nice graphics???404 not foundNah, I like nice graphics.
Wheres the Nice graphics???404 not foundNah, I like nice graphics.
There seems to be a common denominator here. And it's not the hardware.In general, UE5 games tend to show smaller differences between Pro and PS5, and that is weird when Pro has over 60% more compute power.
Series S version... Fuck me lol.
Not on the consoles, that's for sureWheres the Nice graphics???404 not found
Sony too as they can and should have a " Nintendo Seal of Quality"And who's fault is that?
Not Cerny or the console itself. We're not talking about top-class developers here.
Starts at 21:04.Wheres the Nice graphics???404 not found
Memory bandwidth for certain. UE5 games really stress memory buses it seems. It's the main reason Lumen just does not work even in supposedly 4+ TFLOPS handhelds like Ally X.In general, UE5 games tend to show smaller differences between Pro and PS5, and that is weird when Pro has over 60% more compute power.
Series S version... Fuck me lol.
"Nintendo Seal of Quality"
In general, UE5 games tend to show smaller differences between Pro and PS5, and that is weird when Pro has over 60% more compute power.
Series S version... Fuck me lol. And no HDR support, another typical UE5 flaw. It supports HDR but MANY games don't have it.
Décima engine still the best engine and no need Ray tracing.
Lets see gtavi
And who's fault is that?
Not Cerny or the console itself. We're not talking about top-class developers here.
.
Decima still dreams about Nanite equivalent and RT/PT.Décima engine still the best engine and no need Ray tracing.
Lets see gtavi.
More devs should sell their engines.
I don't know how the Xbox version was, but the PS5 version of their first game was also kinda shit on PS5. It was UE4 and had more stuttering than the worst UE5 games. Not really surprised with the results here.
They need to take a leaf out of ark raiders devs book, they took what they wanted from unreal 5 and made a very solid game.
I played it on the pro so framerate was pretty steady. Just stuttering around every corner.The P55 version was shit cause they aimed for a higher resolution. Looked sharper, ran much worse.
Xbox was 1440p/60 in performance mode and was pretty good and within VRR. For PS5 they changed that to 1800p but it ended up with the game getting a lot of drops and tearing.
A dev problem with poor decision making, yeah.The P55 version was shit cause they aimed for a higher resolution. Looked sharper, ran much worse.
Xbox was 1440p/60 in performance mode and was pretty good and within VRR. For PS5 they changed that to 1800p but it ended up with the game getting a lot of drops and tearing.
If they wanted to make game with horrendous IQ on PS5/XSX and PS5 Pro, with no lighting on Series S - they delivered!
DUDE PLEASE.GAF in 2016: this Uncharted 4 guy looks incredible. Imagine what will we have in the next generation.
GAF in 2026: man… I miss 1080p…
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Depressing to say the least.Its the power of UE5
You should as they are charging $60 for it and Sony $700 for the Pro.You really don't, but then again this is a small game made by a small team, I wouldn't put the same kind of emphasis on this like a game from an EA or Square Enix or Capcom. Squanch Games is reportedly around ~50 people in total.
That's insanely bad even by UE5 standards.
Looks like shit too on consoles, whatever graphical improvements they gained from going with UE5 are completely negated by the insanely bad image quality.
This feels like one of those games that looks like shit but will be incredibly fun to play.
Couldn't they have picked a better letter or naming convention?Until consoles have a Present K, M and/or L like solution I actually pity you cats.
I didnt believe in 720p to 2160p till I tried it.
720p to 2160p using TSR sounds like a nightmare.
Couldn't they have picked a better letter or naming convention?
Like V1, V2b, V2p
No RT and no "Nanite" on KCD2.UE5 is a joke. Look at KCD2 running on their custom tweaked Cry Engine. It looks insane and is so well optimized I can play it on a Steam Deck.
No RT and no "Nanite" on KCD2.![]()
No RT and no "Nanite" on KCD2.![]()
Voxel Based GI is not RT.![]()
CRYENGINE | Documentation - Voxel-Based Global Illumination (SVOGI)
The complete solution for next generation game development by Crytekwww.cryengine.com
Look how good Crimson Desert is looking. Remains to be seen once it's released, but looks to be running well with that fidelity and clean IQ.UE5 is a joke. Look at KCD2 running on their custom tweaked Cry Engine. It looks insane and is so well optimized I can play it on a Steam Deck.
Voxel Based GI is not RT.
Wait, series X is the same res as ps5 pro?
That can't be right. I'll watch the video.
That stinks like software Lumen.It's software RT.
That stinks like software Lumen.
I don't want a poorly lit door that even Steam Deck can run "well".Sure, buddy. Here's the door.
"PC version also uses software Lumen."
Hope we can force HW Lumen like in other UE5 games.
Couldn't they have picked a better letter or naming convention?
Like V1, V2b, V2p
Wait, series X is the same res as ps5 pro?
That can't be right. I'll watch the video.
DRS.
Series X is basically the PS5 version with a little higher DRS and less frame rate issues. It probably slots in between PS5 and Pro.
Im just stirring the pot. What keeps me on console isnt price its physical media1440p with DLSS balanced (4/4.5) or FSR4 would look good. No need for 4k to get decent visuals. A $1200-$1300 PC (even with today's insane RAM pricing) will drive that just fine. Occasional shader stutters is a given with some UE5 games though.
I keep saying this everywhere i post.. Unreal Engine 5 is terrible, NOT 1 game have i played which didn't have performance issues, especially traversal stutter.
Why do developers keep trying to use it, there are so many incredible engines which look incredible and run amazing.
Tell a lie, I think avowed was UE5 and that ran suprisingly well on my Gaming Rig but thats more due to the power of the rig. Performance should of been so much better in that game too and likely would of been had they not used UE5.
It doesn't make sense to me why devs keep using UE5.. and the games are so obviously really low native resolution and so look like Vaseline has been rubbed all over the screen. Sad really as UE4 and UE3 whilst they had their problems games still looked good and ran fine.
15 FPS base, god damn. They are going for those N64 vibes… except that ran on CRTs and not a laggy IPS LCD.What? No.... That's disgusting.
Dude, you put a lot of time and effort into these summaries! The Neogaf mods should pay you for them.- Based on UE5 (first was UE4)
- Influences from Halo, Doom, Bioshock, Sunset Overdrive
- New Skateboard mechanic allows for fast traversal across the world
- Conventional UE5 experience (Lumen, Nanite etc) with minimal pop-in
- Software Lumen can cause reflections to look static and 'blobby' in shiny surfaces, PC version also uses software Lumen.
- Screen space shadows can cauase similar issues like SSR where shadows disappear depending on angle from casting source
- Overall the presentation is 'more higher quality' than the first game
Consoles:
- PS5:
- Uses TSR for up-scaling with a single 60fps mode.
- Native 720p up-scaled to higher resolution. The game seems to have an in-game 'rendering scale' setting but that doesn't seem to do anything. It goes from 75% to 200%, seems like a development oversight.
- Performance targets 60 but larger areas run from 40 to 50's, stuttering seen during traversal as well with only smaller areas seemingly seeing locked 60
- Most drops seen seemed CPU bound
PS5 Pro:
- TSR and PSSR toggle
- Both seem to render 792p~ with possible DRS.
- TSR shows more aliasing but PSSR shows more instability and noise
- Difference is more visible in indirectly lit scenes, PSSR has trouble here with flickering and fizzling
- Beyond the above, looks very similar to base PS5 and still shows performance drops here and there
Series X:
- Looks similar to PS5 but with higher DRS (720p vs 792p in tested area)
- Performance also feels smoother than PS5 with less wobble
Series S:
- Strips back Lumen RTGI and looks flatter than other versions by comparison
- Shadow and texture quality also downgraded
- Counts just slightly below 720p and targets 60fps with more GPU bound drops
- DF thinks a 30fps mode with the lighting intact would have been a good option
PC:
- Experience is 'good but with caveats'
- Traversal stutter like consoles and shader comp stutter even though there's a shader comp at launch
- Not as bad as other UE5 games but still there.
- FSR4, DLSS, DLAA and both AMD/Nvidia frame gen supported, native Ultra Wide also supported
- Some frame gen wonkiness noted when frame rate was not capped
- No native HDR supported here
- The game is currently not Steam Deck verified
Conclusion:
- A Switch 2 version is scheduled to release in April and DF wonders if it will have Series S like settings.
- On a separate note, Ark Survival aims to be the first game with 30fps with frame gen (i-e will build from a base of 15fps) for Switch 2.
That stinks like software Lumen.
It's software RT.