Digital Foundry Article Technical Discussion [2024]

Not every game needs to push the absolute state of the art in cutting edge visuals. Prince of Persia: The Lost Crown is a spectacular example of a brilliant executed, visually exciting, stylised side-scrolling 'metroidvania', expertly deployed on all systems from the Nintendo Switch through the current-gen consoles all the way up to high-end PC. It's an absolute joy, as John Linneman reveals.
 
This game doesn’t use nanite, lumen or virtual shadow maps. All of those technologies are expensive.

It has rtx gi that’s customized and seems to run well, but it resolves very slowly on console.
However, there is spectacular track destruction and lighting. No Lumen and Nanite. If this is the price to run in 4K/60FPS on the UE5 console, then it's fine, let other developers follow their example in multiplayer games
 
However, there is spectacular track destruction and lighting. No Lumen and Nanite. If this is the price to run in 4K/60FPS on the UE5 console, then it's fine, let other developers follow their example in multiplayer games

But they don't run 4k and in PS5's case, doesn't hold a locked 60fps.
 
However, there is spectacular track destruction and lighting. No Lumen and Nanite. If this is the price to run in 4K/60FPS on the UE5 console, then it's fine, let other developers follow their example in multiplayer games

I’m not criticizing. Just explaining the difference in resolution, frame times from other ue5 games. The Finals is a great game. One of the better multiplayer shooters since the BR boom. Their technical choices seem very well suited to the game.
 
The Finals is last gen rendering with some very light RTGI. I think it underperforms relative to its visuals TBH. I suspect if they could have kept Frostbite, it would run much faster.
 
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The Finals is last gen rendering with some very light RTGI. I think it underperforms relative to its visuals TBH. I suspect if they could have kept Frostbite, it would run much faster.

EA most probably did not want to license out Frostbite to the Embark crew :)
 
i want to see their next game running on consoles, Ark Raiders, looks more interesting to me gameplay wise, and seems to use nanite.
 

Another next gen only game where the Series S has a respectable and robust version of the game, and where the Series X has a notable advantage over the PS5 in stress points (including during bandwidth heavy alpha blending).

One swallow doesn't make a summer, but Series X and particularly Series S are perhaps finally enjoying having next gen games leaning into their strengths.
 
However, there is spectacular track destruction and lighting. No Lumen and Nanite.

It can take 10-20 seconds to properly adjust the lighting to reflect the destructed environment on PS5 though. That's what, an order of magnitude slower (or more) than what Lumen can do?

Every game doesn't need Lumen/Nanite, and for a competitive shooter this was very likely the right choice, but they haven't found some amazing optimization that makes Lumen irrelevant on console.
 
It can take 10-20 seconds to properly adjust the lighting to reflect the destructed environment on PS5 though. That's what, an order of magnitude slower (or more) than what Lumen can do?
The time required for adjustment depends on how much time they are willing to allocate for GI updates at a certain resolution of probes. Clearly, they are willing to spend far less time compared to what we've seen in the Metro, for example.

Regarding the choice of HW RT probes GI instead of SW Lumen, it likely comes down to how shading and tracing are managed with Lumen (as it requires interior walls to be modular and thick, which might have been too late and expensive to redo during the transition to UE5). Another concern may relate to how they would manage procedural destructions with SW Lumen, given that SDFs are baked, then merged into the global SDF, require cards and all that stuff.
 

John, Rich and Alex return for another Weekly, discussing the potential implications of Xbox going multi-platform on selected titles, what we should - and shouldn't - expect from Horizon Forbidden West on PC and John's surprise gaming purchase. Meanwhile, the team explains why Nvidia's G-Sync Pulsar technology is such a big deal - and the announcement of VRR support for GeForce Now seems set to make the best cloud streaming solution even better still.

0:00:58 News 01: Microsoft to go multiplatform on selected games?
0:22:41 News 02: Horizon Forbidden West gets PC trailer
0:40:38 News 03: Nvidia CES announcements
0:55:34 News 04: John’s surprise
1:10:35 Supporter Q1: Why is double-buffer vsync good in some circumstances and bad in others?
1:17:39 Supporter Q2: What are the specs of your editing rigs?
1:24:45 Supporter Q3: Do you think any TV manufacturers will start integrating nearest neighbour scaling?
1:32:47 Supporter Q4: Why is dynamic resolution not often used in PC games?
1:37:35 Supporter Q5: Are GPU makers’ resolution recommendations too conservative?
1:43:13 Supporter Q6: What videos are you excited to make this year?
 
I posted the same on Discord. Special or Complete PS5 Edition would be better, but there you go.

It still looks fantastic though. Olie showed a tunnel/underpass that had me wishing for better GI, but then immediately showed the more typical and lush outdoor area. I'm playing through Uncharted 4 at the moment, and even there, Naughty Dog have the look and interaction with foliage nailed down in a really pleasing way.
 
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