Inside Immortals of Aveum: Unreal Engine 5 And The Next-Gen Difference [Sponsored]
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- Опубліковано 19 чер 2024
- Video sponsored by Immortals of Aveum. Ascendant Studios' debut game is the first non-Epic game to ship with all Unreal Engine 5 technologies in play: Nanite geometry, Lumen global illumination, Niagara particles and virtual shadow maps. Taking the PC version for a spin, Alex concentrates on each of these technologies and how they raise the bar compared to traditional rendering.
00:00:00 Introduction
00:01:17 Niagara Particle Effects
00:04:17 Lumen Global Illumination and Reflections
00:12:07 Nanite Microgeometry
00:16:35 Virtual Shadow Maps
00:17:59 Conclusion - Ігри
New technology is great and all, but this game shows how much the art matters. The visuals here look so sterile, reminds me of Godfall.
It looks quite "boring" it is not good enough to be realistic but it doesn't have a proper style either
Well to quote Syndrome, when everything's diverse, nothing will be.
Exactly. The game looks like it doesn’t know whether to go realistic or have it’s own art style.
""all the technology in the world wouldn't be able to savalge boring enviromental design or shotty art" - Digital Foundry a few weeks ago while talking about Robo Cop
Exactly right. You can have all the fancy tech you like but the end result of this uninspired art direction is a game that looks no better than a UE4 title but runs very poorly.
With all honesty, I fail to notice the beauty of Immortals of Aveum. I’ve seen numerous games, that employ a less impressive set of technologies and yet, subjectively, deliver more impressive visuals at higher rendering resolution.
Not even subjectively in some cases. Texture detail, for one, is extremely unimpressive in Aveum, and the overall visuals also don't really show any benefit. Unreal 5 is great for the technical stuff, but even that technical stuff is a little too heavy for very little visual benefit.
Returnal and Control seem to use particle effects better.
@@mrsir4274 Particle effects were great in Witcher 3, barely any videos on it tho
And RDR2 had some fires on par with Far Cry 3
@@AbhijeetMishra That is exactly what i noticed watching this video. All the items shown and even rocks and wood surfaces had very unimpressive textures.
When your game only runs 720p on console and somehow still has more pixels than players
Cool. I hope the 18 people who played this game enjoyed it.
I know one of them! (Not me)😂
I played it on ps5 and honestly it wasn't a great experience. The image quality is horrible, fuzzy upscaled from 720p and the frame rate drops had to be dropping into the 30s which created a really bad stuttering because it's below the vrr range of the ps5. Then you have particle effects that fill the screen so much that you can't see what the hell is going on. I'd give it a 4/10.
Hey! Don't say that. 15 max played it.
Yet everyone who plays it - and gets past the first 1.5 to 2 hours - says it's an really enjoyable game. I played it twice, it's actually quite awesome. But I play it on PC, with console-style hardware with nvidia DLSS. And no hate to AMD, but in this case it really helps (because the < 1080p internal resolution still looks very acceptable).
@@jorismaksame, I played it on the EA pass and was surprised by how much fun it was. It's just a competitive year, and current consoles aren't ready for this kind of thing.
I actually worked on this game (and yes, was laid off with half the company back in Sept.)
It’s super cool to see DF doing a video on this to highlight all the tech, even if it’s a sponsored video.
At some point, Immortals will hit the bargain bin for $10-20. Definitely worth trying it at that price point.
Thank you for your hard work on the game. It's £34.99 on Amazon atm so almost worth giving it a try. Have you managed to find work?
Sorry to hear that and keep up the great work champ
Your efforts were not wasted, the game certainly looks state of the art
Do you know that a game is subpar when you are making it, or do you just try and get on with your job and not think about it?
I wish I played it sooner, but I had a blast. I wish it was more sustainable to make straightforward, fun story games like this. But everyone should check it out on EA's pass for $15!
Didn't DF previously release a video on this pointing out how terrible the image quality was and how polluted from visual effects it is?
Yeah, but it wasn't sponsored lol
Yes on console, but on high end pc the game looks amazing.
Also that was criticism for the console versions
@TheBean87 I see...
A good year for Unreal 5, then. Fortnite, this, RoboCop (which I'm playing and can confirm, looks amazing with lumen and nanite).
@@brutalschel also try jusant, it’s not realistic but it is fantastic.
The particles looked kinda cool but they have no lighting effects attached to them. I swear we haven’t had any games that’s when you shoot the bullets light the environment anymore. Remember the alien guns in the old halo on original Xbox and then the remake got rid of all that cool lighting effects.
Even (I think?) the original Quake had that.
Plus 'Firefly Forest' from 3DMark *2006* (!) really got me excited for dynamic light - and it still feels more lush and advanced, and all in all directed way better, artistically.
Digital Foundry for some reason gushes so much about little details - when viewing the *entire* picture as a whole in this case, that all these details make, still feel like a washed out and bland PS3 era game to me.
Yeah even Metroid Prime Remastered lost all the dynamic lights its awful!
@@StarRain6 If RT just simulates light by it self shouldn't it be able to do that if a game has full RT?
@@SIPEROTH If they are set up to emit light in the renderer/material yes - though it kind of depends on the renderer & perhaps performance targets/sample counts, also note that the scene you see might be different to the scene that is actually ray traced, sometimes they might add or remove things for different effects as well.
Also last time I evaluated UE5 I found Lumen was not very good at dealing with smaller emissive and by small I don't mean particle size even stuff like 50cmx50cm cubes.
Playing old fps games with rtx feels great for the same reason, it's a cool effect
They have money to sponsor this video but they laid off half their staff?
Every big publisher can lay off like 90% of staff after their game release, keeping just a leading staff and small support team (sometimes not even related to main developer studio). This is how it works these days and this is why games usually sucks - they are made mostly by hired personal, from outsourced assets, development stretched between different teams that may not even have any communication but one director. So forget about EA or some other company "killing studios", mostly it's just a name, office and a dozen of permanent developers responsible for a game direction.
@@J0rdan912 Nah, games suck because you have ideologues making shitty creative decisions and corporations trying to squeeze every last drop out of their staff with as small an outlay as possible.
@@johnboylan3832 A pox on all your houses. The government gives subsidies for game companies to be socially inclusive thanks to the likes of Blackrock.
Our publisher handles the marketing budget. Our studio is an independent company, separate from our publisher and self-funds the development of our games. We aren't insulated from slow sales like a large, established company, and the cynical internet mob can and does kill games and studios just as much, if not more than any other factor. But we're still here, and we're still pouring our passion into Immortals because we love new IP and feel like we have something fresh to offer players.
@@Ascendant_Studios "cynical internet mob can and does kill games and studios just as much, if not more than any other factor"
What was that? "Those effin toxic gamers can't appreciate our masterpiece" crap once again? I though game companies should've learned a lesson from the past controversies by dropping statements like this one. Apparently, not. And the fact that Immortals devs wasn't affected by low sales, leaving publisher to deal with this disaster is the reason why this game sucks, because no one directly involved into development were taking an actual responsibility for final result. This type of behavior will cut you out from big projects and big sales, and will kill your studio without any "internet mob" involvement.
The Unreal Engine 5 difference! 50% fewer frames for 50% more blurriness with aggressive upscaling...
Tim sweeney loves blurriness, i dunno why he even wears glasses tbh
also lovely traversal stutters, but those were present in UE4 so i guess no difference
@MyPie9042-what does Microsoft have do with Epic, unreal engine and lazy developers? Lol
@@anakinskyguy6582he’s salty, his comments have been pretty sour.
Didn't y'all already do this game, unsponsored, where you said, "It's kinda meh, in terms of showcasing UE5" (paraphrasing)?
Outside some of the post-processing effects, if you had told me the game was UE4, I would´ve believed you.
UE5 games so far like this or Lords of The Fallen have failed to impress me. Nanite can do wonders at time, but Lumen is just another name for RT Global Illumination, which we´ve had for years in say Metro: Exodus EE. The worst part is how demanding these UE5 games are. I suddenly feel like my RTX 3080 is not even good enough for 1440p.
Then you see what Alan Wake 2 is doing with in-house engine and it´s not even close, that game is the pinnacle of graphical fidelity with path tracing.
UE4 don't have global illumination and geometric detail like this?
But I do agree with you that engine isn't optimized enough. 1080p upscalled on consoles is not ideal
I get what you mean, but it’s also pretty early on. I’m sure as time passes games will begin looking much more impressive on the engine, I’m waiting to see what someone like The Coalition can bring to the table because that Matrix Awakens demo is still more impressive than a lot of the full games releasing on UE5 right now.
@MyPie9042-salt mine!
I think the marketing Nvidia did for raytracing ended up hurting the public view of the tech a little bit. It can boost visuals if used right, yes, but for developers, the principal use is probably making the development process of a game easier. We have seen that pretty much only small studios have used UE5 so far, and aside from Epic Games themselves using it on Fortnite, I can't recall another big studio using it.
The thing is, the 'UE5' games spent most of their time in development as UE4 games and were moved over to UE5. And doing such large engine changes is bound to cause a lot of problems.
So i believe you will start seeing proper UE5 games around 2025, built from ground up UE5.
Watch this video at 240p to experience the visuals the way the developers intended.
I'll probably get this game for my Series S when it's on a big sale just to see what a smudge the game looks like.
😂😂😂
prime roasting here I see
@@SlaegarIt’s shocking there’s a game on Series S hitting Switch port levels of blurriness.
@@Slaegarseries s has absolutely terrible image quality comparable to switch games in handheld mode that are often 540p and under however its still the most stable 60fps compared to ps5 or series x
It's amazing how they can spend so much on graphics and the game still looks like ass with 0 art direction.
Art direction will always prevail over hyper realistic graphics that age out within a year or two.
The sponsors thought, "Lets get DF to talk about the graphics. Maybe people would wanna buy it." DF can't make the game fun
850p is next gen - Digital Fool$
15:40 the irony that a whole tree spawns far left on screen the exact second Alex claims there’s no visible pop-in ;)
I was searching for this comment. First thing I noticed in that scene.
hhaaaaaha , DAAAMN , Didn't expected that to be honest
Killzone Shadowfall looked more impressive all the way back at the PS4 reveal. This gen you need a booklet to explain to you why the games “look better”
Killzone 2 looks better than this game and that's two gens prior.
this is the most UnreaI Engine Iooking game ever made Imao, you couId teII me it was a tech demo and l wouId 100% beIieve you
I figured out it was unreal engine just by the shader cache creation and constant poor performance on release, fixed months later of course.
lol it plays like a tech demo too
No. If this was a tech demo unreal will look very mediocre.
Textures and assets are very unimpressive compared to that PS5 demo for UE5.
Hasn't 50% of Ascendant's team been layed off?
Yup
DF ain't cheap these days, lol
If only these advanced technologies made the game fun and worth playing.
my exact thought
Do you say the same thing to Robocop?
Plenty of reviews said Immortals was a 6/10-8/10. ACG reviews said it was a good game but that it had come out in a stacked year full of great games. I personally wouldn't play it cause it's not my thing, but to say it's not fun or worth playing is a stretch.
@@zaczeen1121 If only Robocop had this game's cutscenes, lip sync quality, facial animations and acting performances.
@@zaczeen1121Dude Robocop has 'very positive' reviews on Steam. If you find it interesting, you should play it and make up your own mind... Or you should have played the demo for it when it was available.
Very strange for Ascendant to commission a sponsored vid so long after release but hey! Always appreciate some Alex analysis.
They have all that extra money after laying off a bunch of people.
Or they paid for it ages ago and didnt have a release date clause in the contract
This kind of things are usually dealt with by the publisher so it's likely just EA trying to generate some buzz given how everyone already forgot about this game.
they are likely severely in debt from that sh1tshow of a game
It might have been released to coincide with Black Friday and 50% off on Amazon.
Getting those particle effects integrated into Lumen and VSM will help that art style a lot. The smorgasbord of bright particles casting no light on the environment looks _particularly_ ungrounded with the otherwise-excellent consistency of presentation.
I see what you did there
I’m excited for the day when this tech gets implemented into an extraordinary game that is actually fun.
Not to mention these mediocre UE5 titles trade an unacceptable amount of performance for this better IQ, not the balance I want to see especially as poor scaling is thrown in to boot.
The Talos Principle 2 just came out.
@@QWERTYCommander No one is talking about the tech of that one, only that it's a good game. This suggests they're not actually using UE5's new rendering features, only its better production pipeline.
@@concinnus I literally am playing it maxed out on my computer right now. It fully utilizes Nanite, Lumen, the particle effects, etc. and unlike this game it actually has the art direction to utilize everything to its full potential.
Insane how this technically impressive game still looks so bad
also runs like absolute garbage on PC lol
terrible framepacing and stutter galore
The exact opposite of Elden Ring on both sentences
@@MKR3238This is one of the few games I tested on both Radeon and GeForce and it ran noticably better on Radeon.
its insane how this game looks terribad compared to ue5 demo
@@fabrb26What? Elden Ring was technically in the past. It released without constant 60fps with PS3 graphics and without widescreen support. The game is good, don't get me wrong, but technically it was par with 2010 standards
I mean sure, but even with nanite and lumen it still doesn't look as good as a lot of last generation games with discreet lods with precalculated lighting and GI probes. Nanite is cool, but the actual models themselves are already pretty low detail, even if you can zoom in all the way and see that they have "round" edges. On a macro scale, stuff like rocks, foliage, and other small bits of detritus are pretty scarce, much like you'd see last generation. Does it really matter if it's real geometry this time instead of say, pom or gpu tessellation if the end result conveys a similar sparse amount of detail? It's not like we're seeing film quality assets here, they are still very clearly optimized game assets. The example of the cart, sure the belt buckles are cool in that they're 3d, but the rest of it? Eh. Could have a similar looking model with LODs no problem. Even auto generated LODs. It's not like the wood has geometric micro-cracks in it or something with nanite. Lumen is cool but I mean... the game's lighting doesn't really move unless you shoot a projectile or something, which is going to be a point light anyway. I understand the memory constraints prohibit such detailed baked lighting but again, there are similar last generation games that have a similar looking end result just using lightmaps + some SSAO technique like GTAO. The only thing that I feel you would really notice would be the GI on moving objects like characters, but even GI probes or stuff like enlighten have come a long way and look pretty similar if done well by and artist. VSMs are great though. Really the benefit here is mainly for the developers. No light baking, artists don't have to create discreet LODs, stuff "just works," but the end result for the consumer is still just, meh. I'm excited to see this tech used in a more effective way. I'd like to see assets with nanite that are GENUINELY impossible to create performantly with artist authored LODs. I'd like to see real-time GI in a game where real-time GI would actually out-shine existing solutions, like a game with a real-time time of day system. Not just a static environment with almost no moving objects. A game like Halo Infinite is a great example of a game in dire need of something like this, as seen in Metro-Exodus.
100%
The problem with this game is that it has no distinct creative anything really... Just a bunch of assets that look really good. Compare this to Alan wake 2 or Jedi survivor, it's night and day... It's not about the visuals, it's about how the visuals contribute to the game's story and/or mechanics.
27 people currently playing on steam
yea and half of them are probably channels like DF who use it as a benchmark or highlight UE5 features. The game flopped HARD. 482 players was the all time peak
@MyPie9042-so salty.
There's still a soft look to everything that's not a moving character, the assets do not look or resemble a super sharp look. There's work to be done.
I played nearly all newer UE5 titles on my 13700K/4090/4K OLED and I have the feeling DF is praising UE5 a little bit too much recently, nicely said. These games can look nice, but often times also just decent/okay. Most importantly though, the visual/performance ratio is IMO pretty awful with UE5. Something like Horizon Forbidden West, God of War Ragnarök on PS5 pretty much humiliates UE5 titles running on monster PCs. I'm way more of a friend of In-house engines and not really impressed by UE5 so far.
Agreed the stutter is insane in ue5 games
Gotta get that bag
I played this game and it honestly just doesn't look very good considering the performance. It isn't exactly a great selling point for Unreal Engine 5 when games look basically the same as last gen but the performance is far worse. And if you do push UE5 to look better than last gen, you get even worse performance like what we saw with the Matrix demo.
I think most of this could have been done on previous tech and run better, especially being a relatively linear game with fixed time of day. But it sounds like it enabled smaller teams with lower budgets to make straightforward story games like this and Robocop, and I'm 100% in favor of that!
The grainy reflections and splotchy, flickering lighting can get pretty distracting though, I hope future versions of the engine can polish that up.
Honestly ue5 seems too be both a gift and a curse at this point on one hand ue5 makes game development easier due too not having too use baked lighting and not having to make multiple lods per object on the other hand it definitely has been poor in the preformance department but I’ve heard that later versions of the engine have made steps too address this like completely rethreading the engine too use the cpu more efficiently plus most games have been on ue5.1 sooooo I think it’s a combo of growing pains poor optimization
Exactly, seeing this and comparing it to say Driveclub, the only real improvement is Virtual Shadow Maps. Ghost of Tsushima basically is Driveclub with screenspace shadows, which is basically the only rasterization effect missing from Driveclub, but that makes games like Ghost of Tsushima, and Driveclub pretty comparable to Mortals of Aveum. All three games were built using different game engines and utilize console HW differently, but MoA is only for next-gen HW, and while up to this point, I didn't mention I was only looking at the last gen version of Ghost of Tsushima (there is no PS5 port of Driveclub).
The only other major concessions revolve around anything that functions like Nanite. Driveclub and Ghost of Tsushima feature nothing that even remotely acts like Nanite to hide or effectively replace last-gen LoD pop. Nanite is still UE5's most next-gen feature, and no other game engine uses anything exactly as robust as Nanite.
The closest I've seen is how Polyphony Digital handles LoD 0 car models in Gran Turismo games since "Photo Travel" modes on PS3. This beyond ultra-high geometry level was actually used in gameplay in GT Sport on PS4 and then again in GT7 on PS4 and PS5, which is why no other racing IP comes close to replicating the detail of GT's car models since about the year 2010. You can probably also tell that I play a lot of PS games, too, at this point.
There is a reason PS 1st party devs win awards. It's not just for making really nice and fun games, but it's also for their nearly alien technological prowess.
@@VariantAEC The level if detail here is way higher then Ghosts of Tsushima.
@@Gabi-bv9ux
Looks like you need to learn to read. I never said GoT had better LoD quality... as a matter of fact, my unedited comment says that Nanite is basically the only next gen thing UE5 brings to the table that, to my knowledge, no other developers game engines can yet replicate.
@@VariantAEC My comment isnt limited to lod. I said level of detail. Two different things. Ghost of tsushima has a much better art style but from a technical perspective it isnt even close and it is silly to pretend otherwise.
there wasn't a single frame made me go "wow" .. there's just something about this game that makes it look very unappealing
I played Aveum for several hours. Of course at the highest graphics settings. I was never impressed by the graphics and therefore asked myself why that was the case. But then I found some reasons for it. The surroundings usually look loveless and unbelievable. The entire game looks very clinical and artificial. The story, the characters and art design as well as the atmosphere seem cheap and soulless to me. The gameplay is relatively fun, but not really motivating. I don't know if it's just me, but for me Aveum is just a kitschy facade with no substance.
It's insane how good it looks at times and then you just turn the camera and it looks super bland and inconsistent
Remember how good Red Dead Redemption 2 looked at 4K? Guess we're not getting games like that again on console any time soon.
It's interesting, though, how with all that tech and detail it still looks so absolutely like a video game. Like, not realistic at all, just technically impressive.
it's a choice of color grading and post processing. Same assets can look realistic with toned down colors
The tech doesn't make it photo realistic. The art style does.
@@tenow Yeah even if the technology was 10 times better, the game does have an action-figure, "larger the life" art style rather than pure photorealism. Halo has a different style, but it also goes for more action-figure than pure realism.
I mean, I guess it depends on the devs were even targeting photo realism in the first place.
Stylized games often age way better anyway. Stylized games can still look graphically underwhelming of course but looking video gamey isn't inherently a bad thing imo
Even the best brushes in the world won't make for a life-like painting. It's the artist (or artists) holding the brushes.
Compare the new Forza Motorsport to Gran Turismo 7 for example. The Xbox Series is actually a tad more powerful than the PS5, and yet, Gran Turismo 7's presentation looks massively more realistic than Forza's very "gamelike" rendition.. All comes down to art direction.
Kinda weird to release this ad now and not before the game was out and the development company gutted.
EA's last push to drive sale numbers of this game before and during the holiday season. Quite a pathetic attempt in my opinion.
It's 50% off, which is probably its intended by the devs price before EA hijacked it, so it's actually a good opportunity to sell bunch of copies
@@giannis_tar Aveum most seems like a game I’d check out if I bought EA Play Pro for a month and then move on. What a bad year to release massive budget games that are decent at best.
@@giannis_tar Is not a horrible game, it is a mediocre game.
With 50% off i think is not a bad buy but not great ether.
Pop in is the biggest thing I hope game developers can figure out for the future, that it becomes a thing of the past. Amazing to see Naninte soften the visual pop in so much that its subtle, if barely noticeable. Can't wait till more titles can hold the image integrity when going backward and forward.
Same thought. It's been since the beginning but for some reason it started to bother me recently. All these popping up objects and geometry change. Nice that UE5 solved it.
Sorry DF, but even rdr2 looks miles better than this and I'm not even joking, and I won't disrespect requiem or alan wake 2 by putting this game in the same sentence
A video on talos 2 would have been cool since that also includes all of these technologies (and is actually a good game)
I wish we would differentiate between games looking ''better'' and more ''realistic''. Something that looks more realistic doesn't automatically look better. I still think artstyle is the most important part of making a game look good. Something like BoTW looks amazing at 4k 60fps emulated despite it not being realistic at all. And to me it definitely looks better than this game which runs at such a low resolution that all the high quality assets don't even matter anymore.
Every AAA game looks the game.
I don't care how much DF talks about it, I'm still not playing... I forgot the name of it while I was writing the comment
Sponsored Alex is not Alex
I see this video as more of a coverage of Unreal Engine 5 and not the game itself. Nothing is really said about the game itself being good or not, but the UE5 technologies were explained pretty well
The game being good as a game is not something Digital Foundry is for since they analyse the technical aspect of games not how fun they are as games.
But in this case they didn't really analyze the technical aspect of the game ether but just the capabilities of the UE5.
Because they showed what UE5 can do but they didn't bother to show how the game actually looks since they done it in previous videos that weren't sponsored.
Thats becouse this is a sponsored material and the game Itself is shit with user score on meta below 6
I played it on RTX3090 at 4K DLSS performance and IT DID NOT LOOK LIKE THAT. Extremely blurry, almost as blurry as the console version. Had to set post processing to low to reclaim at least some sharpness.
And a screenshot with 4K DLAA?
I have a 3090 an I will never play on dlss performance
It was a bug at launch. It’s patched now
There was an early bug causing DLSS (upscaling, not framegen) to use the wrong mipmaps or something in textures and be blurrier than it should be. Ollie even mentioned in his video that FSR2 somehow looked sharper on PC (if you use it at reasonable settings, not like the console versions).
I do think it looks blurry, but then when I switch off DLSS and go native resolution, it still looks that blurry. Just a part of the art style in those sections, because other parts look super detailed again. Or there is a bug in 1440p or 1080p somewhere :).
maybe a bug
You know, I think that videos like this are the only kind of sponsored content that I don't mind at all. You're not talking about whether or not the game is fun or worth buying; You're just looking at the technology behind it. It could be Superman 64 levels of bad but still have interesting new technology.
It’s one of the most devious types of advertisement what are you on about?
@@inquisitive6786 It's "devious" because they're explaining the technology behind UE5 and how it's implemented? For some of us, that's why we watch Digital Foundry.
Fascinating Alex, but you've left one very important angle unexamined! how exactly is it they have the budget to sponsor this video while laying off their staff?
Alex got paid 5 bucks.
Trying desperately to earn some of the money back. They shouldn't have made the combat a color matching simulator. Even Hogwarts Legacy was more engaging with various utility spells instead of all variations on shoot colored enemy with same color gun.
lol you must think a sponsored YT video costs like 500k or something. This probably cost like 10k, which is nothing
@@giannis_tar 10k is quite a lot for a single video.
I thought this would just be 2k or something.
Hilarious that EA think paying DF to discuss UE5 features might help drive any sales at all for their crappy, eye-searing game nobody cares about.
Lets get some hustle up on that Teardown console analysis. BS sponsored videos shouldn't take priority.
Playing this is like watching unicorn puking rainbows non stop
"Immortals of Aveum is, first and foremost, awful..."
"CUT! Do it again."
"Immortals of Aveum is, first and foremost, a magical shitshow...."
"No, no, no, NO! DO IT AGAIN!!"
Particles that dont even interact with the geometry or cast lights?
They do interact with geo and cast lights, they lack shadows in this version.
Particle Effects the video game
The big problem as I see it with these recent titles, mostly UE5 but also Alan Wake, is that they do not perform. Okay they do run at 60fps but the render resolution needs to be so low it compromises the image. 720 for Aveum or 835 for Alan Wake is just not acceptable, and with FSR, major issues arise at such low render rez. Depending on your viewpoint one can characterize it as one step forward and two steps back, or two steps forward and 1.x steps back. I think 1080 has to be considered a rock bottom minimum.
Don't do all that glorious high poly geometry if it chokes the performance too much.
Yup Alan Wake gave me XBOX Chronicles of Riddick vibes because the internal res had to be so low for 60fps on my 3070.
The big problem is the woke identity politics jammed into everything.
Except no one is forcing you to play AW2 at 60 fps. You can play at 4k30 with FSR on consoles.
Probably nanite the reason for this game poor performance.
Alan Wake probably because of RT being always on.
Aveum has sponsorship money??? Didn't the game tank epically?
Particle effects casting no light around when an attack is executed kills the experience
When all the selling points are just using next gen tech, you know for sure they spend no effort in the gameplay 😂
Thanks for making a tech review of one of the biggest flops of 2023. Totally worth the attention
😂
Is this essentially advertising?
Cool looking game. I'm excited to finally be able to max it out by the time the next decade comes around
idk man, not a fan of the unreal engine at all
All of this fancy tech, all of that wasted GPU and CPU resources, and they still could not make a game that looks even on par with what we had 5+ years ago.
And now they are paying DF to gaslight us into caring about the "Next-Gen" when the "Next-Gen" looks worse than "Last-Gen" and requires 1600$ GPU + 2 layers of upscaling + a bloody interpolation to get acceptable framerates.
UE5, this game and all similar games are an absolute disgrace in the gaming medium.
Hardly 'gaslighting' if you know the video is sponsored.
I think they should focus more on the angle that they wouldn't have been able to make it with their limited team and budget. It could have looked/run way better on previous tech, but it would have to come from a massive AAA studio, and they're all busy making live services and battle royales.
Stop lying. Whatever you think of the subjective content this game definitely does look next gen, far better than most UE4 titles.
@@tomalexander4327 I am also refering to DF's general insane push for "next-gen" features like upscalers, RT and whatever other buzzwords the tech giants throw at us.
DF cares about that the technology is being used, not how and not what kind of results it brings in.
oh my god yes, you spend a jillion dollars and still have to upscale its madness.
Real next gen alright. Looks like a soupy inconsistent mess that barely functions on consoles. Games from nearly 10 years ago can put out a more appealing graphical package than this.
Way to collect that paycheck DF.
i really love your consistent frame pacing in gameplays causing them look very smooth, other channels usually doesn't care about it
Those technical breakdowns tell the viewer so much more and are much more fun to watch, than the usual performance and resolution analytics videos.
Keep 'em coming.
I would rather play a fun game than a pretty game any day of the week.
Jussant has the best use of Lumen so far thanks to its highly stylized art. Playdead's Inside was on Unity, but that game is also highly stylized and i would love to see a version that used Lumen GI.
Lumen looks the best with stylized graphics. It helps with realistic but stylized environmental lighting, hero lighting, etc. When its used with more realistic graphics, it can be technically impressive, but less artistically impressive. Now that medieval broom closet the player will run past in 2 seconds looks more realistically lit, big whoop.
The utilization of engine capabilities is actually outstanding, big W on that part.
19 minute commercial of something that is supposedly cutting-edge but really just looks like more of the same
It says sponsored in name - not like in cyberpunk that definitely wasn't. What was the original quote - seeing the screenshot of dlss3 FG+RR printed on black and white printer is more real then native :).
Comment section does not dissapoint. Very weird timing on this one though...
Render at again 240p "Chefs kiss"
I’m interested in what The Coalition can do with UE5 as they played a role in getting the Matrix demo done AFAIK. Gears 6 or something new, doesn’t matter which.
Gears Trlogy Remake... Something like a "Marcus Phoenix Collection"
Not much if they stick to software tricks
They always deliver the best visuals from unreal engine.
I just wish Immortals had art and creative direction to match its tech. The concepts present aren't terrible, but the art direction is some of the most generic off brand fantasy I've ever seen. It really undermines it all.
So how do you make a fantasy setting less generic? The game is filled with color, complex scripting, and really cool enemy design.
What EXACTLY would you do to improve upon this?
I actually really enjoyed this game and played through the technical issues. I have a beast rig and I still had almost constant stuttering despite trying everything the internet suggested to fix it.
When the game ran well it looked amazing. But still, I thought it was pretty fun and I actually watched the cut scenes and cared about the story.
So glad to hear you actually played the game! Thanks for that. Today's update adds New Game+ and other endgame content, and we've continued to optimize the game for the past three months both in terms of upscaling quality on consoles, as well as performance framerate across all platforms. If you give it another playthrough, let us know what you think!
Style notwithstanding (which is purely subjective) this is very interesting from a technical standpoint of view. Thank you again, DF! :)
What about The Talos principle 2? it's also used UE5 and run nicely on video card PS4 Pro level and little bit below
Lmao 😂 DF had to squeak out this turd of a video due to it being sponsored content. Gotta love it
The biggest weakness for upscaling techniques are particles. It's a shame that the insane particles in this game are filled with so many artifacts.
It seems like the consensus in the comments is that there were technical issues and the artstyle wasn't great. That's probably all true, but is that really a reason to dislike the video? Just because DF isn't trashing the game in a sponsored video doesn't mean they are selling out. It would be very different if this was a review of the game or if they were calling the game a masterpiece or something.
It's a look at some of the tech used, which is done in a reasonably fact-based manner.
Only reason I'd call this less than their best, is that it's all stuff they've talked about before, so it's not really anything new to me. Still a fine video though.
Can’t wait to see how good the next Gears of War will look like.
Looked like a regular old game. I played it for about an hour total. I bang out 5 minutes every other week.
EA sucks UE sucks EG sucks
just ignore that stuff and move on
why did you guys even accept this sponsor
Hopefully the skill and experience here isn't wasted. The transition period for UE5 needs to be quick for the most benefit over the next decade since this will power nearly all video games in that time.
432p Gaming. Now we're Next Gen Gaming.
Game looks like a UE5 tech demo. And I've seen UE5 tech demos that look way more inspired than this.
This game again? 🤭
DF: I am paid for a sponsor video that no one watches. I see this as an absolute win
I played the PC demo for this game today and quite enjoyed it. The action/attacks/colors/music were all great. Fun to also have a new sci-fi world to explore. Story was alright but enjoyed the gameplay more. Worth checking out.
It's a sponsored video so bear that in mind while watching
I make particle effects like that in unity for fun to watch in vr i think it would be better if the app i used ran on UE5 it would make things easier!
Looking forward to playing this on the computer after my next computer, probably around 2035!
Theres been a lot of patches since release. How much has performance improved by?
yeah yeah turn on all the shiny new option from UE5 and change the resolution to 640p to hit 60fps, some people will say its worth it.
Not worth it if I can't go 320p to get 120FPS :P
"All the technology in the world wont be able to savalge boring enviromental design or shotty art." - Digital Foundry 2023.
I hope there is a Tech Review of The Talos Principle 2. Very good looking game.
This is how you do sponsored content. You stated upfront that it is sponsored so I know it's a showcase and not a review, but it was still content that I enjoyed watching. Kudos to everyone involved in putting this video together.
Send them a tip if you loved it so much.
Hey guys we're back! and now that we're Sponsored we're here to tell you how great Immortals is!
its so opposite too. This isn't fooling anyone.
I heard Alex say “it doesnt look video gamey” so much in this video. For movies, we often say the CG looks bad when it “looks like a video game”. Now even video games look bad when they look like a video game 😂😂. How far we have come.
The game makes a compelling argument for "design over tech" from the side of tech.
And yet RoboCop looks more appealing
b... But why tho?