Hitman 3: Death Awaits (IO Interactive) [PS4, PS5, XO, XBSX|S, PC, XGP]

Finished first mission, really nice reflections even without rt but character models are bad, animation is bad and prerendered cutscenes before and after mission like from 90ties
 
looks like RT is coming to H3 (only for XSX/XSS?)
https://www.vg247.com/2021/01/23/hitman-3-ray-tracing-xbox-series-x-s/

“We’ve already started working on RT technology for the renderer in our Glacier engine, and once that’s deemed ready for prime time, we’ll definitely bring it to the Series X/S hardware.”
This certainly could be interesting when combined with their render to texture tech..
Basically use render to texture for those big planar reflections and when there is enough surface variation SSR + RT.
 
finished h3, got for free h1 (probably was in ps plus in past ?) and bought h2 ;d was surprised that hitman games went into kinda andventure type game with roleplaying different scenrios, really like concept tough it's not full aaa title (animation, bugs, character models lacking)
 
Hitman 3 added DLSS 3 and it's a curious case for DLSS 3 as the game hasn't improved one bit on the exceptionally poor CPU performance when RT effects are enabled.

CPU performance from the excellent DF review by @Dictator :
Rich.00_02_01_43.Still003.png

I played around in the same map (Mendoza) and while FG improves framerate nicely in a scene like this, the latency can feel very sluggish. GFE performance overlay indicated over 80ms PC latency in the same scene as in DF's shot on a Ryzen 7600X + 4090, RT reflections high, no RT shadow (middle option in DF screenshot):

hitman3-1.png

I turned around, moved a bit to a much simpler scene and was then limited by V-sync, latency is less than half and feels totally playable:

hitman3-2.png

What this means for actual gameplay is that a big yucky increase in input latency can suddenly occur when entering a bad area or looking the wrong way even if framerate stays high enough not to noticeably drop.

This is ofcourse a game engine limitation as PC latency in the heavy scene without FG was only about 10ms lower, but it's also an interesting showcase of how DLSS FG isn't necessarily a magic bullet for CPU limited scenarios. One might need to lower graphics settings anyway in order to get a consistently good gameplay experience. I actually had already lowered settings by turning RT shadows off, with them enabled PC latency was over 100ms in the first scene.
 
Just noticed there's a big difference in latency between Reflex On vs On+boost in this game. On+boost almost halves latency in the most CPU demanding spots. Reflex On does nothing in these spots vs Off.

To avoid nasty latency spikes, Reflex on+boost and RT shadows off helps quite a bit. Reducing reflection quality helps further.
 
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