Oh yea, Low still looks like 90% as good as High here, and with a ~50% performance boost.Seems like the game still looks pretty good at lower settings, with a nice performance gain.
Recent games like Starfield, Horizon Forbidden West, and Ghost of Tsushima or graphically high-end UE5 games in general have very powerful GPU driven pipelines/techniques ...
Starfield is a notable example with it's awkward usage of the ExecuteIndirect API which can potentially see it hit the slow paths on some vendors ...
It seems like they really need Work Graphs for better scheduling (spinlocked persistent global work queue in UE5) or it's mesh node extension for an alternative GPU driven state change API (Starfield & Ghost of Tsushima do this) AKA Xbox extension of ExecuteIndirect ...
Can you see in the .exe what version of UE is it using?I've been playing Hellblade 2 on PC, and I'm going to be honest.. there hasn't been any shader compilation stuttering that I've seen. I had maybe 1 traversal stutter, which I believe was just the game saving. I'm very surprised as the game has no pre-compilation step that I noticed either.
I'm on the GamePass version, but I checked (and yes I checked the right exe file) and it doesn't display which version it's using unfortunately.Can you see in the .exe what version of UE is it using?
According to its executable file, Hellblade 2 uses Unreal Engine 5.3.2.0.
Good find. It was to be expected that it wasn't using 5.4.I'm on the GamePass version, but I checked (and yes I checked the right exe file) and it doesn't display which version it's using unfortunately.
Edit: DSOGaming just posted a performance preview and I'm presuming they checked the Steam version.. and said according to the properties file it's using UE 5.3.2.0
Can the NVIDIA GeForce RTX 4090 run Senua's Saga: Hellblade 2 with 60fps at Native 4K/Max Settings?
What kind of PC do you need to run Hellblade 2 at 60fps? Can an NVIDIA GeForce RTX 4090 push high framerates at Native 4K/Max Settings?www.dsogaming.com
Some improvements, and many downgrades, overall a downgrade. Shame! It should have been better overall.
Oh yea, Low still looks like 90% as good as High here, and with a ~50% performance boost.
Now PC gamers just need to get over the mental hurdle of being happy to play with Low settings. lol
Some improvements, and many downgrades, overall a downgrade. Shame! It should have been better overall.
Draw distance and LOD are downgraded as well, I don't know why devs do this. They previewed the game with higher settings already, they should have stuck to that.Disappointing downgrades on the fire effect and rock physics though. The self-shadows on the giant were super low resolution and jaggy too. The rocks look like something you would expect on a PS3
Draw distance and LOD are downgraded as well, I don't know why devs do this. They previewed the game with higher settings already, they should have stuck to that.
Their PS3 preview for a next-gen game was overly ambitious too versus what they delivered in Heavenly Sword. Seems pretty usual for previews to overreach.Maybe they were targeting those visuals and thought they could actually deliver. If they knew it wasn't doable on current hardware then it was just a cynical bait and switch. I hope it's the former.
How is "porting" more different than totally reinvent the lighting systems using the most demanding workload and making it the most efficient implementation? And Metro Exodus was "ported" from the PS4 to the PS5 and PC with Raytracing and it is able to run at ~100 FPS on a 4090 in nativ 4K.Porting a title is very different than updating an existing multiplatform release. If you’ve never porting work, I don’t think you’d understand. It’s painful to find out that certain APIs cannot do this or that and suddenly you are on the hook to make everything work together.
Porting is different than creating all new systems.How is "porting" more different than totally reinvent the lighting systems using the most demanding workload and making it the most efficient implementation? And Metro Exodus was "ported" from the PS4 to the PS5 and PC with Raytracing and it is able to run at ~100 FPS on a 4090 in nativ 4K.
Miles Morales runs between 70 and 100 FPS in native 4K with Raytracing. Ratchet runs at over 70 FPS with Raytracing. These unoptimized rasterizing games are wasting ressources like nothing else. 100 TFLOPs but rendering a proper shadow, AO, GI and reflection? No chance.
Fun fact: Shadow of the Tomb Raider was able to run with over 80 FPS in 1080p (or 32 FPS in native 4K) and RT shadows on a 2080TI five years ago: https://www.computerbase.de/2019-03...ing-dlss/#abschnitt_benchmarks_mit_raytracing
In Ghost of Tsushima the same card without Raytracing runs worse in 1080p (73 FPS) in 1080p and a little bit better in 4K: https://www.techpowerup.com/review/ghost-of-tsushima-benchmark/5.html
Perhaps I don't know anything. But I don't recall games being 'ported' 30 years ago when I was 12. Multiplatform and 'porting' are 2 very different things."Porting" is a normal process since 30 years. Even games from the PS2 and PS3 time got ported to the PC. And this was much harder 20 years ago than today.
What you describe is basically "nothing". They just ported this game without any kind of optimization for the PC plattform. That is so much easier than to invent something for the first time.
4A Games has implement a state of the art RTGI system in Metro Exodus EE which is still the best one. Nobody else has done it prior them. Sony had enough time and the result is just shocking.
There's more to graphics technology than just ray tracing. Modern Sony games have very creative ideas about graphics programming, GPU driven rendering, shading pipelines, unique BRDF models, ad hoc approaches to indirect lighting and some of those problem spaces that can't easily be brute forced with more powerful hardware or 'solved' with ray tracing ..."Porting" is a normal process since 30 years. Even games from the PS2 and PS3 time got ported to the PC. And this was much harder 20 years ago than today.
What you describe is basically "nothing". They just ported this game without any kind of optimization for the PC plattform. That is so much easier than to invent something for the first time.
4A Games has implement a state of the art RTGI system in Metro Exodus EE which is still the best one. Nobody else has done it prior them. Sony had enough time and the result is just shocking.