Unreal Engine 5, [UE5 Developer Availability 2022-04-05]

Have someone even attempted to compare PS5 custom IGTI to DLSS or FRS2 (or even IGTI PC)? That should be quite easy to do using Spider-man. I still think PS5 IGTI is way better than FRS2 which has plenty of problems last time I looked.

By the way nobody should be surprised to learn PS5 IGTI is custom as it's only logical on a console.

Where is it evidenced that its custom/different to the PC version of the same name?
 
Definitely seems possible there could be differences in ITGI between PS and PC.

Absolutely possible. But what evidence is there of it?

Before we conclude that PS5 IGTI is better than PC ITGI and FSR, let's at least get some evidence that there is actually a difference there first.

I know NXG pushed that message in his Spiderman video but that was quite obviously comparing the different upscaling methods at significantly different internal resolutions.
 
Absolutely possible. But what evidence is there of it?

Before we conclude that PS5 IGTI is better than PC ITGI and FSR, let's at least get some evidence that there is actually a difference there first.

I know NXG pushed that message in his Spiderman video but that was quite obviously comparing the different upscaling methods at significantly different internal resolutions.
I have not been pushing any narrative that there is a difference. This is the first post I have made on the situation. I would be interested in someone testing it though.
 
Where is it evidenced that its custom/different to the PC version of the same name?
Where is the evidence both implementations are identical? Why would they be identical as one has to run on myriads on PCs and the other on only one hardware? It's way more likely implementations are different.

Anyways NXGamer did state their implementation was quite different (PS5's solution being much better), but even he simply stated the fact without detailed analysis (like a pic comparison).

This is why someone must do such a comparison because in my experience even FRS 2.1 looks quite bad (relatively speaking because of artifacts) compared to what we can experience in Insomniac solutions on PS5.
 
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Where is the evidence both implementations are identical? Why would they be identical as one has to run on myriads on PCs and the other on only one hardware? It's way more likely implementations are different.

They both have the same name in the same game from the same developer. In the absence of any other information I don't think it makes any sense to simply assume the PS5 version is better.

Why even include it in the first place if its a totally different implementation that's worse than FSR. And in particular why call it the same thing in that case.

Anyways NXGamer did state their implementation was quite different (PS5's solution being much better), but even he simply stated the fact without detailed analysis (like a pic comparison).

He had a video comparison which showed the PS5 looking far better. But he done it with DRS activated were the PC was below its frame rate target and would therefore have been aggressively dropping resolution. The lower base resolution was blatantly obvious in the comparison.

This is why someone must do such a comparison because in my experience even FRS 2.1 looks quite bad (relatively speaking because of artifacts) compared to what we can experience in Insomniac solutions on PS5.

I agree a proper comparison would be great although DRS on the PS5 makes that tricky.

It's worth considering that most people's impression of IGTI on the consoles though is likely from sitting several feet away from a TV vs a couple of feet from a monitor in FSR's case. So people are more likely to notice and call out issues with FSR even if it is better.
 
Have someone even attempted to compare PS5 custom IGTI to DLSS or FRS2 (or even IGTI PC)? That should be quite easy to do using Spider-man. I still think PS5 IGTI is way better than FRS2 which has plenty of problems last time I looked.

There are some downsides even comparing to DLSS. I created this video a while back comparing all methods available at the time, albeit it's focused on the problems that SM has with specular reflections and reconstruction methods on the PC so it's not exactly a fair overall assessment of IGTI vs DLSS/FSR as a whole. IME, DLSS can provide a sharper image with more details yes, but IGTI on the PS5 is the most consistent wrt to image stability - neither is perfect though. SM's DLSS implementation on the PC is...decent, but not stellar. Nixxes stated in an interview if I recall that IGTI was heavily tailored to the PS5 and DLSS didn't exactly fit into it that easily, so I can imagine FSR2 fares worse.

Obviously when we get into stuff like DLAA, especially with the improvements Nvidia has made recently, that changes things where even with these sub-optimal cases the pendulum will swing back into the PC's favour.
 
Why would there be, though? I can understand a potential performance cost difference between the two, but what is in the PS5 hardware that would make it function differently on PC?
It’s possible Insomniac does something low level or exposes some functionality not feasible under DX12. The ID buffer for example.
 

Firewall ultra use UE 5 and use deffered rendering

The team has stated the game will leverage advanced materials. Can you elaborate on that?

First Contact Entertainment:
Everyone at FCE is committed to making VR gameplay every bit as rich and detailed as flat gaming, our term for screen-based media. Now, we aren’t naive and the reality is that rendering in VR does have additional overhead and considerations that flat media does not. For Ultra, we switched the experience to take advantage of deferred rendering techniques, unlocking the use of much more sophisticated shaders. This has allowed us to use a variety of mapping approaches to add details to all of the surfaces in the game. From the weapon you are holding in your hands to every surface your flashlight reflects off, you will notice tiny pocks, scars, scratches, etc.

We don’t consider this merely dressing. When your goal is to create as immersive an experience as possible, the closer we can get to people’s real world experience of light and dark, the richer the experience becomes.

Do they use Lumen?


Does Firewall Ultra offer any ray tracing support?

First Contact Entertainment:
That’s a great question. There is considerable real-time lighting in Ultra and that’s been an explicit focus for us. The combination of PS VR2 and PS5 has opened up much more potential for sophisticated lighting and shading.

I’m just going to say that wielding a true, real-time, shadow-casting flashlight in VR is an incredibly powerful and immersive tool.


firewall-ultra-vr-vr-header-1920x1080-e0f8b8a1dbbf.jpg
 
The Titanic project is now running on UE5. Demo 401 v2.0 coming March 3.




More new trailers: https://www.youtube.com/@TitanicHG/videos


Sweet, I tried this a couple of years ago and it was good then, but my GPU struggled. Will absolutely have to give the upgraded demo a go on my new GPU when it releases.
 
I'd love to see them make an Xbox version of the demo. Or PS5, but I assume that an xbox port would be A. Simpler, and B. possible to do for free.
 
I'd love to see them make an Xbox version of the demo. Or PS5, but I assume that an xbox port would be A. Simpler, and B. possible to do for free.

I forgot it was non-VR as well. I hope the UE5 version still supports VR in that case. Would that make it the first UE5 based VR experience?
 
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