Inside Immortals of Aveum: the Digital Foundry tech interview
Ahead of the launch of Immortals of Aveum, Alex Battaglia and Tom Morgan spoke with Ascendent Studios' Mark Maratea, Julia Lichtblau and Joe Hall about the game
www.eurogamer.net
Obviously every developer will have their own approach but it seems like this games reliance on async compute plays better with Xbox and PC compared to PS5. Hence the PS5 is 10~ FPS behind in most cases.
You did mention DirectStorage - are you using this on Xbox Series consoles or PC?
Mark Maratea
: Yes, if [DirectStorage] is there, Unreal will automatically try to leverage it. We also leverage async compute, which is a wonderful speed boost when coupled with DirectStorage as it allows us to load compute shaders directly on the GPU and then do magical math and make the game look better and be more awesome. It allows us to run GPU particles off of Niagara without causing an async load on the CPU and doesn't cause the game thread to hit.
What about other console-equivalent settings? Are PS5 and Series X at medium for most settings, or are they able to go to ultra for anything?
Mark Maratea
: Despite [having performance] parity, Series X and PS5 handle things differently. Async compute works really well on one but not as well on the other, which changes the GPU burden