Soldato
- Joined
- 14 Aug 2009
- Posts
- 3,159
Who (I assume you refer to the enthusiasts on youtube) and where ignores it when it works? Does RT need constant praise like DF does to be viable?
So, should Hogwarts not be criticised for bad reflections, or what is your point here? At least from my side the critique is always aimed at lazy devs, where I can often see very good results from indie studios and very bad ones from AAA studios. One would think it would be the opposite, but here we are.
Sure, if you go down to 480p on 4090, then it can handle it relatively well with PT. And I wish I was over-exagerating, but I am not - that's what I see in Indiana Jones for example, on my 4090 with PT, as I have to go to DLSS Ultra Perf from 1440p resolution to get to 60FPS without FG. To be clear, FG is bugged horribly for me in that title, so not usable (horrible stutter making game unplayable, even on clean Windows and clean drivers etc. - as I tested) - seems to be relatively common judging by Steam's and other forums full of complaints about it on 4090, though it could be related to 16 cores CPU as well, hard to say in this specific game (I've seen people confirming both). I don't think that's what people actually want - to go back to 480p gaming. Even with best DLSS crutch it's a blurfest.
That would result in a slideshow even on 4090 in 480p (or just horrible noise all over the screen) - you can see that in actual 3D rendering software (for example by moving camera live in the scene). They might be lazy (devs) but they're not that crazy.
As I wrote above, updating often breaks things, cost monies and there's no profit in it. If company gets funded by for example NVIDIA to do it to promote new functions in successful title - they'll do it. Otherwise, forget about it.
I would be fine with his little rant, pointing out lazy development and the usual shortcomings of the tech that can appear here and there, just like you or I can go on about the same issues with typical raster. But then he goes and says: "As we're moving towards this more realistic, more accurate lighting system in modern games, we're sacrificing image clarity, detail and image stability", as a sort of universal constant which... just ain't true.
He can critique Hogwarts, that's a bad implementation for reflections, but that isn't the worse for shadows for instance.
I have only a 4080. I'm not sure what version of Indiana Jones you're playing, but in Italy now and doing 4k @ Balanced DLSS is around 50fps + (where CPU limited, even with a 5800x3d ) ) or usually above 60fps when not. That's what, 1440p? BTW, using Vulkan is one of the smoothest experiences that I've seen, so hats off to them! On Game Pass, btw.
CB77 Path Tracing is 60fps + with 1080p DLSS Quality or 1440p with DLSS Balanced. 4k @ Performance is around 50fps I believe with 60-70fps+ at Ultra Performance.
AW2 is 60fps with DLSS Quality 1080p and above that it depends, I haven't messed around much.
Usually 4k with Ultra Performance (720p) is above 60fps pretty well, but due to the flexibility of DLSS, I can use DLSS Tweaks and play with the ratio, so DLSS Ultra Performance can get closer to Performance and find a nice balance.
Moreover, I downsample from 4k since I have a native 1080p screen, so perhaps some performance lost there as well.
As for updating the engine version, let me quote you on it:
Tinek said:Again, gamers don't need to know, don't want to know etc. how things are made - they just want good final product, as that's what they pay for. Sadly, often they get a poo these days, for a lot of monies - badly optimised, lazily done, buggy as hell and priced higher than ever before.
It did happen, Immortals of Aveum got upgraded to UE5.2., even thought it didn't do well on sells and it was under EA umbrella. Other devs, including those with Stalker 2, have no excuse.
Actually, it got changed twice: from UE4 to UE5 and then to UE5.2.
There were so many design meetings for Immortals over the course of five years, but I remember one very clearly being a pivotal moment for us. Bret, our writer, and our combat team were dreaming up a huge battle that would serve as a big moment in the game’s story. They were talking about an entire level taking place on a giant 400-foot mech that walks across the ocean and comes under attack by the enemy. The player would fight inside of the mech’s chest, and on scaffolding outside, and at one point fall off the mech and catch themselves with their lash ability. All the while the mech is taking heavy fire from flying enemy ships and smashing them out of the sky. As the person in charge of environment art, I was in heaven. I thought this sounded like a really memorable set-piece moment in the making. Mark, our CTO was more like, “how the hell will we actually make this level? It’s not technically possible in this time frame. You content people are absolutely dreaming!”
And that’s when it hit us. Well, it hit Mark first, really. UE5 would be entering Early Access soon and in theory its new features could solve most of the technical impossibilities Mark said were standing in our way of making this level a reality.
Within two months of UE5’s Early Access in 2021, our team was working in the untested and in-progress version of the engine. A year later, we moved our full game from UE4 to UE5 as it entered Preview.
Switching to UE5 wasn’t an instant-win button for us. Afterall, we started work in UE5 before it was even production ready. We faced many challenges along the way. But with constant communication, trial and error, and great teamwork, we worked through these challenges.
Our studio’s journey continues as we update Immortals of Aveum to UE 5.2 and begin work on our next project in UE 5.3. Here’s a sneak peek into some of what we’ll be exploring with the engine upgrade:
Players can expect to see a number of visual and performance improvements with the move to 5.2, and we’re excited to share what we learn along the way.
- Lumen – In UE 5.1, Lumen solved the indoor-to-outdoor lighting transition seamlessly, allowing four lighters to light over 15 levels, and also allowed our modelers to instantly view assets in a variety of lighting scenarios. In 5.2, we want to take that even further by improving lighting detail around characters and visual fidelity of animations.
- Nanite – Nanite gave us unprecedented geometric fidelity, while saving our artists countless hours of setting LODs. In 5.2, we’re looking to further enhance overall game visuals as well as faster geometry calculations that can help further reduce pop in.
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