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Is it not? Are there any comparison videos?I mean at some level it's cool that you can play the game at all on these machines, but it's clearly not in the same league as the early PS5 videos I've seen, right? What am I missing?
So turns out you can just enable VSMs via cvars (in the INI files) and they seem to work fine, at least in the first 15 minutes or so of the game I tested. They also seem to have very little if any impact on performance, to the level I'm able to eyeball it (the game doesn't seem to have a way to checkpoint a specific view or sequence). Additionally since they have apparently set up reasonable light source radii/angles (presumably for the raytracing path), you get reasonable soft shadows as well.That complaint doesn’t seem relevant here though. The CSMs are suffering from more artifacting and pop in than the RT stuff. So he’ll need to pick his poison. Static, clean shadows or noisy animated ones.
So turns out you can just enable VSMs via cvars (in the INI files) and they seem to work fine, at least in the first 15 minutes or so of the game I tested. They also seem to have very little if any impact on performance, to the level I'm able to eyeball it (the game doesn't seem to have a way to checkpoint a specific view or sequence). Additionally since they have apparently set up reasonable like radii (presumably for the raytracing path), you get reasonable soft shadows as well.
Maybe they break later in the game or something; otherwise I'm not really sure why they wouldn't at least expose them as an option since the quality improvement is pretty significant.
Screenshots
You still get a bit of pop from foliage since it appears to be non-nanite and thus will still pop LODs (in both primary view and shadows), but it's certainly much better than the CSM path which has both that, and excessive blur and flicker due to low resolution. Performance aside, RT shadows are probably still the best option here as they likely just... don't do any LOD on the foliage, although you could force something similar for VSMs via other cvars if you wanted as well.Fantastic! Hopefully there's nothing game breaking. Low rate animation and shadow LOD pop are the two visual things that for some reason just dig under my skin. I'm sure I'll get this game eventually, and it'd be nice to know there's a high quality shadow option.
I'm not sure there is a 'transition period' and this might be as good as it gets, RT ending up adding quality options and far more complications and work for devs.Kinda inevitable during the transition period right? HWUB made an interesting observation. Medium RT wasn’t much more expensive than Cinematic Lumen and produced arguably better results. Hopefully we’ll get more opportunities to make those types of direct comparisons as we march along toward that unified RT nirvana.
Pretty obvious SDF-like reflections here, Not from Lumen?So… I did some in-depth dive into one frame of BlackMyth using RenderDoc, the findings are pretty unexpected. Everything I talked about is based on Cinematic Quality on a rtx 3080 with 2k output rendered at 50% up scaled by FSR2. No raytracing.
Here to confirm a few points already discussed in the video:
1. Yes Vegs and Terrains don’t use Nanite and they are super high poly. I spotted a small tree with 130k vertices. Also they are rasterized multiple times in the frame (they have a full prez for none nanite objects, and extra draw calls for cascaded shadow maps)
2. Yes they are using CSM. More specifically, your standard ue4’s 5-cascaded setup. Each cascade has a resolution of 2048, and both nanite and non-nanite meshes get rendered into each cascades.
3. So obviously there’s also the legacy gpu occlusion culling readback system for non-nanite objects.
What really upsets me is that they actually don’t use Lumen when RT is disabled… I’ll get back and explain how their GI work when I got time. But it’s kinda naive and brutal, not really next gen.
I’m not 100% sure about this, but I’m 99% sure
It's sold gangbusters on Steam with >2 million concurrent players. 88% of the players are estimated Chinese. Ergo, I expect console sells to be pretty muted by comparison. It was a game made for the Chinese market with a Western release, I think, and consoles is an added extra from a Chinese dev wanting to branch out and reach Western audiences. Although curiously if sales are that nationally dominated, there's a strong economic argument to not even bother.Looks like the devs focused primary on the PC version for this. The relative platform sales would be interesting to see.
Regarding 45fps caps, the first Condemned on Xbox 360 had a 45fps framerate cap.
Also, both that game and Return to Arkham actually do work out fine (conditionally) on Xbox One X and up, contrary to Oliver's recollection.
The Xbox One S/X machines both used Freesync 2 (eventually renamed to Freesync Premium), which had a 40-60fps VRR window, so 45fps works if you have the appropriate display.
Actually you are right. There should be lumen.Pretty obvious SDF-like reflections here, Not from Lumen?
Even the quality knob for GI functions similar in visual results to what 5.0 quality knobs did. Very curious to know what is up!
You are probably missing wishful thinking that “consoles are bad, even the steam deck has a better cpu, consoles have hit their limits and will be 30fps from now on”Haven't tired the game yet but I'm legitimately confused by your statement here... the videos on that page look pretty bad quality-wise, certainly not comparable to the PS5 ones. Furthermore the "performance" quoted there is with frame generation, which isn't comparable with base/real performance on PS5 or with it off.
I mean at some level it's cool that you can play the game at all on these machines, but it's clearly not in the same league as the early PS5 videos I've seen, right? What am I missing?