They’ll make new campaigns for it, for sure.
Now imagine being held up by last gen when you’re completely into current-gen territory, they won’t let the Xbox One anchor them, I’m sure.
I wonder what the plan is for the release date of a new map or area, doubt it’s next year but if it is I can see them making it for Xbox One too. Plenty of Xbox One owners still and they’ll feel left out. But at some point it’s just over, I mean next year we’re getting the first real Xbox Series exclusive with Starfield and Redfall.
I think we should see a new campaign in 2023, by that time, the One should be left behind.
There is still a lighting issue, as DF says, because from the distance some vistas could be mistaken as barren, when foliage density and complexity materials is top notch from close. Overall is solid, much more than I thought after last year situation.
That gamma issue, I noticed that in the MP splash screen too, the black should be deep black instead of raised as hell, looks off.
But they have already confirmed a fix will come for that and stutter? Honestly it should be at launch, but it’s not something for me to hold off on playing, nah.
Has DF said anything about anti aliasing in the campaign? Played some MP yesterday again and the shimmering, mostly inside bases is definitely noticeable, it stands out and I don’t get why. Halo 5 was clean as can be. I’m sorry, I just can’t stand aliasing, never could and I really thought especially with this new gen aliasing would be a thing of the past.
John recommended turning the sharpening filter down to 25% if I remember correctly. Maybe that’ll help your issue? The TAA and VRS seem to cause some artifacts.
There’s a sharpening filter in the game itself? Interesting!
Wait, this should be in the MP too? Because I did not see it in the settings.
Video settings
I should check that out next time then. I did see the menu where you change settings for HDR.
I’m not sure if this is the thread to discuss this but the new chapter of Fortnite uses Unreal Engine 5, and it’s pretty neat to see on the base Xbox One. I’ve only spent an hour or so with it so there may be things that I missed.
As things like Nanite are a software solution it can run on machines like the Xbox One. We’re going to see similar technologies appear on next gen consoles that will take advantage of geometric and mesh shaders. Mesh shaders being far more efficient in this regard. (To be clear mesh shaders can be used for many things, and a use similar to Nanite is just one of the many things.)
The key thing here is that there is no noticeable tessellation. As you look at an object in the distance, anything including foliage, it looks to be in high detail. There is one exception which I’ll get into later. So say you see a palm tree 200m out and you look at it with your scoped sniper and walk up to it. You see zero LOD model swaps (technically portions of it are being swapped but it’s imperceivable).
This applies to buildings, vehicles, decorative stuff. It applies pretty much everything that I saw. I didn’t closely analyze if it applies to builds but from the 5 seconds I looked at it I think it does as well.
There is one LOD swap that occurs and that is for unique objects in various regions that are extremely far from the character. I suspect this has to do with memory limitations. So if you’re on one end of the map and you look to the lighthouse, it will have a low poly representation. As you get within a certain distance it will turn into the high poly representation that stays “consistent” as you go right up to it. So it has less to do with Nanite and more to do with memory. This can happen to trees and objects that are unique to each region. This is also noticeable as you first land on the island as it has to determine where you plan to land and what objects to load. This may not be an issue on better hardware, I’m playing on the VCR Xbox One.
And all of this is happening at 60 FPS.
What I’m really excited for is that hopefully ForzaTech applies a similar technology. With Forza Horizon 5 on the Xbox One you notice these LOD swaps, and it’s also apparent on the Series S version in performance mode as I played through it through cloud streaming.
It’s stuff that every modern engine should have, I suppose. It’s a true game changer.
Is there any difference in file size?
I don’t know the file size of this current chapter, but even if I did it would be a hard thing to figure out because this is indeed a new chapter and it wouldn’t be as easy as comparing Chapter 2 Season 8 to Chapter 2 Season 7, which would be more comparable. It’s a completely new island so it would be really hard to tell.
That said, conceivably it would be a slightly smaller file size once you get rid of all of the other LODs? Just a guess.
But that doesn’t remind me of one thing I’ve noticed, it’s not like these models are made out of millions of polygons like you would see with laser scanned objects. There is clearly a polygon budget that would have to be adhered to depending on your target platform. I noticed some of the terrain being a little low poly. But I do need to do some investigating on the terrain as well as player builds.
How sure are you, that Fortnite uses Nanite for all its world geometry? You can use UE5 and not enable Nanite for a mesh.
This did the trick, wow. I have it at 25 now and it’s still as crisp but without shimmering. Had no idea this option was there, but then again it’s completely at the bottom.
seems the game is pretty demanding despite being made for the base xbox one in mind
I think they’ve done a good job on the base XB1, plus that console will have the option to play off Series X blades via xCloud. Would have been interesting to see DF do xCloud comparisons as well but they had their hands full with 4 consoles and 2 modes each to test.
The thing is that this game was made with X1 in mind and Series/pc versions are mostly upscaled ports, as it appears clearly from the DF videos, so XSS suffers more than XSX, because it cannot force its way with raw power. I think it will be properly optimised with coop and forge launch sometimes next year. The game HAD to be launched this year image-wise.
Generally the performance on consoles is good, they only need to fix the frame-pacing issue on 30fps modes, optimize the 120fps mode on XSX and restore the old 60/120 modes on XSS from the alpha.