- "Key takeaway is that the core feature-set basically works"
- Lumen works well if set up 'correctly'. Nanite simplifies asset production and such
- Uplift in visual quality noticeable relative to UE4 when applied correctly.
- Fort Solis:
- Real time bounce lighting is praised, but also noted lots of breakup.
- In Performance mode, breakup and shimmer become a much bigger problem.
- PC version looks much better with hardware RT, too expensive for PS5.
- Talos Principal 2:
- Fine shadows thanks to UE5 shadow map, also no LoD pop-in
- Doesn't have Lumen reflections on consoles, only on PC.
- GI looks terrific but foliage is badly over-darkened. Lighting on console also breaks up notably.
- Immortals of Aveum:
- Same as above, overly-darkening issues in lighting. With less fine geometry results are excellent.
- Results are mostly decent, but indirectly lit areas look crude
- PC can overcome with higher settings.
- Robocop
- Best adjusted recent UE5 console game.
- Superb lighting, Lumen issues minimum. Lumen reflections present as well.
- Jusant
- Uses low detail textures (artistically), software lumen works well with stylized art
- Virtual shadow maps also work great with pin sharp sahdows
- Matrix Awakens:
- Indirect lumen lighting still looks great. Mostly resolved without noise
- Reflection quality is also great. But visual quality is only half the story.
- General Performance:
- Robocop throws some drops but otherwise no issues.
- Jusant only has occasional one-off traversal drops but otherwise maintains 60 FPS
- Immortals of Aveum is usually sub 60.
- Lords of Fallen suffers from profound stutter issues
- Most console drops seem to be GPU related
- Immortals of Aveum runs a lot better on Series S than Series X, as it runs a much lower resolution
- Robocop can drop down pretty hard during some battles in Performance mode too
- DF thinks developers should start setting more conservative resolution targets
- Achieving 60 FPS on consoles is entirely possible.
- Series S specific optimizations:
- Few options at developers disposal to compensate for weaker hardware
- Talos Principal eliminates Lumen lighting, developers built non-lumen pipeline just for Series S.
- Robocop cuts Lumen reflections as well producing less accurate results, Lumen GI is still retained and is the more important of the two techniques.
- Jusant retains all features but lowers quality of Lumen features,
- Matrix Awakens also retains all the key UE5 features at lower fidelity and resolution.
- DF thinks so far UE5 games have scaled really well to Series S with sensible cuts
- Talos Principal is the biggest exception with the lack of Lumen GI.
- Performance wise it's mostly similar to PS5/SX.
- Jusant runs similar, Talos runs works, Immortals runs better (though the trade-off is great)
- Robocop only has the one 30 FPS mode. Frequent dips but retains decent resolution.
- DF not seeing a huge cause for concern for Performance, but outcome is mixed for visuals.
UE5 Upsampling:
- Most devs use FSR2 or TSR. Both supported by UE5. Both are great in stills.
- TSR is a lot cleaner when in motion. FSR2 is noisy when panning camera
- TSR also slightly outperforms FSR2 (very slight)