I don’t think there’s all that much to fill. The transparency (on meshes and particles) is all dithered, right? It’s not going wildly against the grain of what the hardware is good at by trying to render 4k. The contact shadows are possibly compute, the rats are definitely compute, the volumetrics are probably mostly compute, the Pom could be compute heavy… I’m sure there’s plenty on the cpu too, wherever appropriate to take the load off the gpu. it’s a modern video game, not a port designed for 10 year old hardware — you can do a lot to maximize your gpu power.
Btw, I beat the game yesterday, it’s a huge accomplishment. Some of the set pieces (especially the one right at the end of the game) are hard to imagine delivering on a crossgen game.
Also, this isn’t really console specific. Overdraw is a failure case for your art and engine — big aaa ps5 games don’t just throw tons of alpha at the screen either. The xsx may suffer more when content isn’t modern but nobody wants to spend their gpu time rendering a pixel 50 times.
Btw, I beat the game yesterday, it’s a huge accomplishment. Some of the set pieces (especially the one right at the end of the game) are hard to imagine delivering on a crossgen game.
Yes — but it’s important to keep in mind that doesn’t constrain the subject matter. There are tooooooons or layered transparent surfaces in this game, some of the densest foliage in any shipped game, there’s lots of gameplay relevant smoke, and there’s no struggle from the xsx to run it at 40. The smoke is volumetrics, the grass is (I think) doing some kind of dithered deferred thing + taa , etc. There are a lot of ways to approach rendering these days!geometry may not have a terrible amount of overdraw.
Also, this isn’t really console specific. Overdraw is a failure case for your art and engine — big aaa ps5 games don’t just throw tons of alpha at the screen either. The xsx may suffer more when content isn’t modern but nobody wants to spend their gpu time rendering a pixel 50 times.
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