Which game is that?
Which game is that?
SW Lumen has many screen space elements, which enables it to run faster. It also has way less range and ignores dynamic objects, the resolution of reflections/global illumination is also way lower.Maybe it's an impression based mostly on 'bad' console HWRT performance? But likely the difference between both approaches is just larger than i think. UE docs do not really go into details, though.
Or it should make HW Lumen use RT cores more effectively, currently I don't think they are any where close to saturating RT cores in NVIDIA hardware at least.Regardless - my point is that if the goal is to make HW as fast as SW, it should be possible to get there easily by decreasing the detail of the slower method.
All the games that released started as UE4 games and we're updated late in development.On another topic:
To this day I have not seen an UE5 game that looks truly awe-inspiring or ground-breaking. Great art direction has been in serious recession for a long time now, which is very unfortunate considering the canvas and tools developers have at their disposal.
What's worse is the game's performance. The developer has frequently updated the game during the review period to make significant improvements, and promises to continue up until public release, but I can't recommend Lords of the Fallen from what I've played. On PS5, the framerate frequently stutters, textures pop in, visual effects like weather are awkwardly blurry, enemy AI is wonkily unpredictable between runs, and there's a horrible film grain on by default to cover the cracks. Initially a bug meant I had to play without sound at all, though this was fixed. Later, a castle area had a frame rate so bad it was practically unplayable - I ignored enemies and ran through it as best I could to just reach the end. This has also since been fixed, by crudely locking a door to block off half the area. I'll leave the full analysis to Digital Foundry...
Lords of the Fallen looks like it's not going to be the UE5 title that causes us to relax, erm, our performance anxiety. From Eurogamer's review:
Jusant's demo was so fun I stopped playing so I could just wait for the full game.Related: Jusant (https://store.steampowered.com/app/1977170/Jusant/) comes out in a couple weeks and I really enjoyed the look of the demo. I too am excited to see more photorealistic UE5 stuff in the future but Jusant demo/game is definitely worth a try!
Related: Jusant (https://store.steampowered.com/app/1977170/Jusant/) comes out in a couple weeks and I really enjoyed the look of the demo. I too am excited to see more photorealistic UE5 stuff in the future but Jusant demo/game is definitely worth a try!
Looks nice but far too static foliage and ground clutter.
When Hardware Lumen is active, does reflections become better?Lords of the Fallen supports software and hardware Lumen.
Lords of the Fallen supports software and hardware Lumen. But like in other UE5 games the base performance is so bad that hardware Lumen does not really seem a practical option.
And like others UE5 games the lighting system is just not good enough for the performance. When there is no direct light source every (moving) object looks out of place with no shadows and even no AO:
I may be misremembering but I don’t recall the tech press referring to programmable shading as “hardware accelerated” even in the early DX9 days. Hardware acceleration has usually referred to fixed function non-programmable stuff.
Hardware acceleration is traditionally defined as offloading CPU tasks to specialized hardware that can perform the work more efficiently.
The setting info says for "Reflection quality" and "Global Illumination quality" "Settings of 'High' and above use more accurate ray tracing methods to solve [reflections | lighting], but can reduce performance".How do we know it's hardware Lumen? The perf delta at 4K between Ultra GI/Reflections (~60fps) and Medium GI/Reflections (~70fps) is 16% which isn't bad although I couldn't see any visual differences.
That’s clearly not true. GPU SIMDs run graphics shader code much faster than CPUs. Nobody calls that hardware acceleration.
The setting info says for "Reflection quality" and "Global Illumination quality" "Settings of 'High' and above use more accurate ray tracing methods to solve [reflections | lighting], but can reduce performance".