Agreed. It was pointed out that in some scenes Xbox was pushing twice the amount of pixels. Like PS5 is closer to Series S territory in a lot of examples. That’s not really normal and I don’t think that would be a common thing as if Lego is some harbinger of performance. Good for Xbox and Series S for performing strongly though.
This seems to my untrained eye and brain like there’s something wrong with the PlayStation version rather than the Xbox versions being outstanding.
Yikes, didnt know some spots were 2x delta. I was going off the listing of 1800p and 1440p and figuring the desire to stick to common resolution targets.
For those interested, the Series S version runs at 1296p in 30fps mode and will occasionally drop down to 1152p in 60fps mode.
Looks like good results for the most part on all consoles. Though the PS5 version probably could use a patch or two to up the resolution. There’s no reason for the resolution deficit we’re seeing here, especially considering how the game isn’t CPU bound at all.
A cool talk about the architecture of the game
So I don’t know how much you have been keeping up on UE5, but I found this initial impression surprising in that UE5 seems to be very CPU intensive in a way we haven’t seen since the 90s and early 2000s really.
The DF crew speculates that atm this will probably mean 30fps being the default and even PCs struggling to hit higher framerates. I feel The Coalition for example will have to do a lot of custom work for their games if they want to hit 60fps like they did with Gears 5.
Oh that’s unfortunate, to say the very least.
Makes me kinda more happy that not every single RPG by XGS is UE5. In fact, Avowed is UE4? Do we know what engine ToW2 and Cobalt will be?
Good thing that this time consoles are not CPU limited.
It depends on what subsystems the game developers use. They could still opt to produce 120 fps games using UE5.
May you please elaborate?
What does subsystem do and what could be sacrficed to do so?
Not using Nanite and Lumen / Raytracing means you can run 120 FPS on console with UE5 just like you can with UE4. It’s basically the same engine.
No it is actually not that great news actually. Atm, it seems like UE5 is very frequency sensitive, so even with these consoles the clock frequency is good but nothing amazing.
It’s actually similar to what Crytek did with Cryengine and Crysis and how the engine was built in a way to scale with clock frequency and not cores.
Subsystem such as what lighting options. There are a handful of different ways to do lighting using Unreal, including all the former means from UE4.
SuperRes can’t come soon enough.
Oh… But then what’s the point of UE5?
Maybe they can turn down the settings? But not using Nanite and Lumen makes it pointless I believe
This gen CPUs are much better than last, but tbh I can’t help but be a little disappointed they aren’t on the 5000 series architecture and are on the 3000 series. Less instructions per clock / gaming perf in comparison Still should be good enough for the gen
Longer support, easier tools to use for things like world streaming and level design, general improvements not really highlighted like Nanite/Lumen. Obviously those will be the key things attracting developers, but the point is that it’s not required to use them, so it’s not like UE5 inherently means poor performance.
Huge improvements in the actual production workflow for artists and level designers as well as the huge improvement in the world streaming so it more readily support open-world style games “out of the box” without requiring extensive modification or rewrites from the developers.