The Matrix Awakens: An Unreal Engine 5 Experience is up for PS5 and Xbox X/S

Some really good stuff to dig into here, but worth special mentioning is the physics system. Chaos has been promising a lot for a long time (the original Chaos Physics GDC demo was over two years ago,) but nothing has looked or performed anywhere close to the original pitch in-game so far. The destruction here, especially the bridge collapse, is really exciting and on a grand scale that is sweet to see. Lots of incidental motion after the first impact of falling debris, lots of chunks breaking into chunks, the whole bridge shatters into pieces, lots of bending and deforming of cars... almost makes physics look easy. I'm curious how they did some of these effects (some are likely scripted physics animations, others realtime deformation?) but I'm happy to see at last a UE project push this many rocks around.


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Making something like a payday game where you have missions to enter the city and rob something and get out would be mental, having heat like firefights down the street trying to get a car that the cops havn't shot to shit. This and hellblade 2 got interested on what we will see from the smaller teams who can try new things over the next few years.
 
This looks incredible, finally the real next gen is coming, this is what I was waiting for, FINALLY!

Look at those BILLIONS OF POLYGONS, GOOOOOSHHHHH YEAAAAAAAHHHJJ

CROSS GEN MY ASS NOW

It still doesn't look as good as the first UE5 reveal but we are getting there, in a couple of years especially on PC..BOOM
 
I'm fortunate enough to playing it now on my PS5.

It is jaw dropping! I recommend to turn off the "Matrix filter in the settings, it makes everything look so much better.

The detail and fidelity, along with the lighting is gorgeous. I recommend playing around with the "Fly" tool along with the "Nanite" settings which actually allows you to see the triangles tessellating in real time as you zoom in and out of the buildings and different objects.
 
They have to make a full game of the matrix now. The high way chase from Reloaded and fight/helicopter scene from the first game.

Whatever criticism it gets at least they let the public try it out.
 
Streamed the entire thing here:


Yeah it looks great, some really good technical achievements here, but it's clearly 3d graphics and not some "omg what is real and what isn't" pr nonsense.
Also the FPS while driving around was awful, no actual game is going to push the consoles like this, 20 fps is not ok.

But yeah looks really good, most impressive thing is the draw distance really.
 
I mean I get that this demo pushes really heavy tech but that performance is not great lol.

also, the low resolution paired with really noisy and bad temporal upsampling doesn't look good in motion whatsoever.

the raytraced reflections and Lumen (RT lighting) are pretty damn good. Nanite is pretty good but does not eliminate pop-in completely in this demo.

also, I kinda wished they gave you the option to see performance metrics + enable different framerate target locks and maybe change more settings in general


now I really wanna see this running on Series S! the RT reflections + RT lighting + density of the scene, that will fucking push that little console to the limits for sure!
 
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We finally had our Killzone Shadow fall moment, I'm so excited as I couldn't imagine, still got goose skin all over just like 8 years ago at PS4 presentation
 
I don't believe for a second that anything on the current gen consoles is gonna look this good, maybe next gen.
 
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Some screenshots I was able to capture on my PS5.

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it looks crazy good in screenshots but IMO it absolutely breaks apart in quick motion.

the aggressive post processing, which includes a form of reconstruction, really can't keep up in motion. the demo clearly renders at a very low native resolution (which you can see when the game lets you disable the upsampling) and the UE upsampling just can't really keep the perceived resolution high and clean enough to look good IMO.

it becomes an artifact ridden mess really fast. especially when you disable the matrix filter which muddies the scene a bit
 
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it looks crazy good in screenshots but IMO it absolutely breaks apart in quick motion.

the aggressive post processing, which includes a form of reconstruction, really can't keep up in motion. the demo clearly renders at a very low native resolution (which you can see when the game lets you disable the upsampling) and the UE upsampling just can't really keep the perceived resolution high and clean enough to look good IMO.

it becomes an artifact ridden mess really fast. especially when you disable the matrix filter which muddies the scene a bit
Agreed, it's still amazing but you do tend to notice a lot of blemishes too especially because of the post processing.
 
I mean I get that this demo pushes really heavy tech but that performance is not great lol.

also, the low resolution paired with really noisy and bad temporal upsampling doesn't look good in motion whatsoever.

the raytraced reflections and Lumen (RT lighting) are pretty damn good. Nanite is pretty good but does not eliminate pop-in completely in this demo.

also, I kinda wished they gave you the option to see performance metrics + enable different framerate target locks and maybe change more settings in general


now I really wanna see this running on Series S! the RT reflections + RT lighting + density of the scene, that will fucking push that little console to the limits for sure!
Digital Foundry and others will answer your questions soon.

I'm also curious about Series S.
If it looks and run just as good, that would put to bed weaker hardware holds back the stronger hardware.
 
This city reminds me this old demo:




But see, "we" in the technical threads discuss for nothing.
This is a little demo of what to expect from "next gen" games, and it works on both machines.
 
I hope I'm wrong but we can't even get backwards compatible games to run at an optimal next gen level let alone something like this.
That comes down to the game code rather than the hardware itself, I'm optimistic. Just wait until next year or 2023, we'll get this kind of quality in actual games.
 
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This is real time lighting
Whatever it is it doesn't look like some huge improvement.

The things I notice the most is the building geometry seems good, the reflections on cars look good, but it has a lot in common with recent open world games, im not blown away by it.
 
That guy that was convinced it wasn't going to be playable should eat a bit of crow.
You literally can hop in a car and drive around.
 
This is really the most impressive thing I have seen in gaming tech in a long time.
I can't remember the last time I was truly awed by new tech.
 
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Car chase bit was pretty damn jaw dropping. However, the free roam section clearly shows either the lack of time or budget (most likely both).
 
Would be nice if GTA VI featured this level of density with its cities.
I was very hopeful after my time with RDR2, but after that shit show with the GTA trilogy, I'm not holding my breath that current R* are this ambitious :/

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I mean have you guys flew around the skyscraper that has all the rooms filled with beds and couches and stuff. That's crazy!
 
The free roaming is impressive on PS5. Draw distance is insane. I used the drone camera to travel at high speed to try see pop ups and the engine delivered a smooth ride. Even if using a bit too much motion blur.
Also thers no physics in the open world, the water and floating objects are static. But the trafic density is still super impressive with huge draw distance even seen from the sky.

The character and NPC looked average.
 
Really impressive glimpse into the future of tech and gaming, free roam gives you an entire city to explore by either foot, car or drone, lovingly detailed, flying around is exhilarating 💯💯💯.
 
UE don't want to make quick turns - showcasing their engine, walking and driving in straight lines and in the end slowly turns the camera in the air, so the picture remains stable:



30fps is still shitty 30fps - don't be fooled.
 
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