MULTI The Matrix Awakens [OT] A UE5 Experience of "HOLY SH*T, we've been Virtua Cop'ed"

Necrokiller

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Apr 16, 2009
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LMAOOO at console gamers portraying the demo as optimized when it runs like shit on their consoles too 🤭🤣
 
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Necrokiller

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Alex also doesn't think UE5 can achieve 60fps with this level of fidelity in an open world game on consoles either 🤷‍♂️

Bring on the downgrades!

 

Necrokiller

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Except that he isn't talking about achieving 60fps on consoles in that tweet. Pehle consoles stable 30fps to achieve kar len (not to mention at sub 1440p/sub 1080p resolutions) 🤣

It won't achieve 60fps at the same fidelity that it does at 30fps, but that's how it is for all games on consoles that offer multiple performance profiles 🤷‍♂️
At which point, it won't be a HOLY SH*T worthy demo in terms of visual fidelity 🤷‍♂️🤭
 

CerebralTiger

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Except that he is. He's talking about devs being able to achieve what they want for their projects by adjusting quality dials. Devs who want their games to run at 60 fps on consoles will adjust the quality dials accordingly. Heck, doing nothing other than dropping the npc / vehicle density by a fraction, bringing the resolution down to 1080p, and using TSR to scale to a higher res will offer some decent performance headroom 🤷‍♂️🥴

Not to mention, the demo running on consoles was exported from an earlier UE5 build 🤷‍♂️
 
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Necrokiller

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Devs will have to downgrade the quality to achieve higher frame rates? Shocking revelation 🤷‍♂️🤣

TSR is already being used, and the demo already drops to 1080p or lower...and still can't maintain 30fps, let alone 60fps. "Doing nothing" 🥴
 
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CerebralTiger

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"Doing nothing" other than...

- dropping the res to 1080p; Series S IQ works for meee (1080p is the worst case scenario in the current demo, not the norm)
- reducing npc / vehicle density
- using a newer UE5 build

...will reduce both the cpu and gpu workload at the same graphical settings 🤷‍♂️🥴
 

CerebralTiger

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Yikes @ that PC performance at 720p on an i9 and RTX 3090 (note: stutter can't be mitigated by VRR):






Now imagine WItcher 4 running on this engine 🤣

Meanwhile, the worst performance on PS5 and Series X (note: judder can be mitigated by VRR):



RIP CerebralTiger's hopes and dreams of a 60fps performance mode :ROFLMAO:
Ummm software-based Lumen? 🤷‍♂️:LOL:

Which goes back to what I said earlier in this thread. RT ain't worth the performance hit on consoles. Give me software-based Lumen at 60fps in performance mode 🥴🤜
 

Necrokiller

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Well, let's bear in mind that even with specific optimisations, we're still far from a locked 30fps but even so, it seems that Epic's TSR upscaler doesn't deliver quite the same quality level as the PC rendition - meaning either a lower quality TSR or a lower base resolution
Then there are changes to certain quality parameters - reflection distance and general internal resolution seems consistent with PC set to high, yet there are moments where aspects of light leakage suggest quality compromises or other optimisations for consoles not present on PC's high setting.
Motion blur also seems to operate at quarter resolution when it takes up large areas of the screen.
And lastly, there is the quality of virtual shadow maps, where consoles operate with what looks like a custom half resolution bias that delivers fidelity lower than PC's medium preset.
All these compromises and still rendering sub 1080p and far from 30fps.

 

CerebralTiger

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Lmao @ rendering sub-1080p. That's literally the worst-case resolution, not the norm or the average res. And they don't even know if the worst-case is sub-1080p or 1080p with a lower quality TSR setting 🤷‍♂️ :LOL:

Meanwhile, an i9 and RTX 3090 at 720p... 🤣
 
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