Robocop Rogue City

Yeah been juggling a whole bunch of stuff so only bits of time here and there to play 1 of 4 games currently on the go.

I will punch everything :D
 
Will probably pick this up, performance in the demo was a bit crap but it was playable, the visuals somewhat justify the performance at least, not like some recent games.
 
I got around it by running into the guy and holding forwards from the left as he starts talking. He pops out of the ground and finishes his animation to the right and out of the way. Took a few tries but got there in the end.
I mentioned this bug a few days back, and that's how I did it:

SNIP

Edit -Had one bug on the second visit to the Downtown area. You go and see somebody at an apartment, and a bodyguard is supposed to step out of the way, but he had sank in to the floor. After a few reloads I was able to work out away around him to trigger a cutscene and continue
 
I finished the prison area earlier and despite the jank, I'm genuinely enjoying the game a lot.

I just wish these guys had more of a budget to work on, there's a lot of asset and area reuse but I could see the devs making something incredible given the time and money. They clearly respect the franchises they use when creating their games, Terminator Resistance was similar.
 
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HD texture mod needed, ASAP:

NiV4sek.jpg


=

aCwz6ms.jpg


oh and I figured this was a novel way to dispatch goons:


 
Ok so 21:9 fix works great, nice. just be sure to follow the instructions and slide and apply the FOV slider in settings to make sure there's no conflict.

Also, seems in daylight that DLAA is more temporally stable than XeSS Ultra Quality, but XeSS is more stable at nighttime where you have specular highlight shimmering in puddles using all the other upscalers or TAA.

DLAA seems to offer the best overall balance having tested it indoors and in daylight during the lead-up to the ED209 fight. Also performance is mega whether DLAA or upscaled lol at 100fps+ 90% of the time only in DLAA dropping to around 91fps in some areas. It's always above 120fps with XeSS Ultra Quality though essentially. This is the first UE5 game/demo I have played that runs this well on Epic settings.

E:
Some frametime hitches in the flavour of traversal stutter is apparent though. This is never going to be truly solved with Unreal Engine.
 
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Ok so 21:9 fix works great, nice. just be sure to follow the instructions and slide and apply the FOV slider in settings to make sure there's no conflict.

Also, seems in daylight that DLAA is more temporally stable than XeSS Ultra Quality, but XeSS is more stable at nighttime where you have specular highlight shimmering in puddles using all the other upscalers or TAA.

DLAA seems to offer the best overall balance having tested it indoors and in daylight during the lead-up to the ED209 fight. Also performance is mega whether DLAA or upscaled lol at 100fps+ 90% of the time only in DLAA dropping to around 91fps in some areas. It's always above 120fps with XeSS Ultra Quality though essentially. This is the first UE5 game/demo I have played that runs this well on Epic settings.

E:
Some frametime hitches in the flavour of traversal stutter is apparent though. This is never going to be truly solved with Unreal Engine.

FOV slider should be at 80 I think? i.e. the lowest



Yeah the game runs great here on 3080, notice the textures loading in which appears they have done to resolve the shader compilation stutters, don't know why they ddidn't just add a pre-load compilation, seems the most sensible option.
 
don't know why they ddidn't just add a pre-load compilation, seems the most sensible option.
The game compiles shaders on first launch in the menu.

Slow texture loading is unrelated, and personally I find it so annoying that I am waiting for a patch (AW2 occupies me anyway).
 
FOV slider should be at 80 I think? i.e. the lowest



Yeah the game runs great here on 3080, notice the textures loading in which appears they have done to resolve the shader compilation stutters, don't know why they ddidn't just add a pre-load compilation, seems the most sensible option.

No 80 is way too narrow!

Before FOV fix:
105:
9JE50KT.jpg


After FOV fix:
105 (untouched):
1U0AvfM.jpg


Manually slider adjusted to 100 (new max):
JW2Xscv.jpg


80:
ElcAmKH.jpg


The game compiles shaders on first launch in the menu.

Slow texture loading is unrelated, and personally I find it so annoying that I am waiting for a patch (AW2 occupies me anyway).

Every time you launch the game it's doing some form of compilation, it starts during the intro video things on game launch, so if you skip them, the compilation is noticed more obviously as the menus stutter for a bit:


The funny thing is if you close and reload the game within a couple of minutes then this compilation doesn't happen and all's really quick, so obviously it's taking into account the pre-comp from moments ago, but leave any longer length of time before loading the game again, and it does the compilation all over again. Slightly annoying and needs a rethink from the devs on how they go about implementing this.

On a better note, I like the way they've modelled water physics based on where you shoot:

 
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Graphics aside, is there actually a good game in there somewhere?
There's a steel mill level that's really good, I wish the rest of the game was this good. Police busywork is boring so far, dialogue and voice acting can be cringeworthy and character animations are often awkward. The graphics are very good during the day but at night there is really awful noise on parts of the street.

The main hook of the game is the satisfying and extremely gory combat.
 
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The noise is ray traced denoisers being used. Ray reconstruction wood clean that up nicely but as it's an Intel sponsored game, don't expect that to happen!
 
The noise is ray traced denoisers being used. Ray reconstruction wood clean that up nicely but as it's an Intel sponsored game, don't expect that to happen!
Would they need to switch to full hardware raytracing though to use that given they use Lumen? Perhaps RR works with Lumen too which would be cool.
 
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