@@amnril Internal resolution its a res that this game is rendered in. Then they use temporal upscaling to fake a lil bit to get it look a liitle bit higher res.
Unreal Engine is back. And it's here to stay. This is what we can expect from future games, amazing visuals upscaled from 720p at 30 FPS or completely unstable 60. Great times ahead!
Now I get why they didn't show the resolution of each mode in their console performance infographic. We're going backwards with all the 720p resolutions from this year alone.
But this game runs like crap on PC too. Its almost unbelievable how poor the image is for how demanding it is. Its more demanding than Cyberpunk Ultra with Ultra RT
Don't fall prey to all this resolution propaganda that 4k gamers fall for. The fact is 1080p and even 720p gives a great image for most screen sizes at most viewing distances. Yeah, if you're 5 feet away from a 77 inch TV, you can see the difference, but otherwise, it's just marketing by video card companies. The upscaling nonsense is the greatest scam of a technology ever created as if some random AI algorithm could produce better quality than a source image blown up to fit the screen. All I ever see when people talk AI upscaling is "It looks awful here, here, and there. Wow, look at that!" There is a principle where you want an artist's vision to be seen. Some AI running on your cores is not anything that an artist created.
@@imo098765yea on native resolution it's pretty bad but if we use Upscaler even in the quality mode it literally doubles the performance. With ps5 equivalent settings, I am getting like 140 fps.
Ive been playing on Series X in performance mode and havent noticed any screen tearing..... but now that DF has pointed it out to me im sure its gonna be noticeable and annoying. Thanks guys 😂😂
@@justdude404 yea, you're on the money with that, I did have VRR on. I looked and, with it on, I can see slight tears occasionally now that I know to look for it, but when I switched VRR off it was super noticeable right away.
@DigitalFoundry Virtual shadow maps implement soft penumbras automatically when used. You can see them at work at 2:35 in your review: the shadow casted by the foliage on the top right is soft while the shadow casted by the character is hard. Honestly you can also see it at 2:54, where the shadow of the character is harder than the shadow on the right of the car. Is just that the effect is kinda subtle.
I think gamers and game tech enthusiasts are used to exaggerated soft penumbras from sunlight. Has to be a really tall building or tree to be dramatic IRL.
This is false, contact hardening can be implemented with a ray tracing algorithm, but they haven't done that here. The shadows you are referring to are pre-baked. Variable penumbra, or contact hardening isn't stricly the same as "soft shadows".
@@pondwhale Variable penumbra with Virtual Shadow Maps is achieved with an algorithm called Shadow Map Ray Tracing. It's not traditional hardware ray tracing, but the visual result, aside from some artifact, is usually the same. With super high resolution shadow maps such as VSM the result is 99% of the time identical. You can see it in action in the documentation, but I can't link it because the automod cancels my comment :\ (I'm rewriting it for the second time). Just search Virtual Shadow Maps UE5. If this algorithm wasn't implemented, you would only see super hard shadows. You wouldn't see the soft shadows I pointed at in my comment. And no, they can't be baked soft shadows, because VSM is a strictly realtime tecnique. Baked shadows maps from Stationary light aren't even supported by nanite as per UE5.2. I quote the documentation: "When VSMs are enabled, they replace a variety of existing shadow methods in Unreal Engine: 1) Stationary precomputed shadows, including 2D Distance Field and shadow factor "shadow maps 2) ecc"" They could still be static baked shadows from static lights, but in that case you wouldn't see shadows from movable actors, such as the player mesh, since static lights are fully baked and don't cast shadows from non backed actors.
@@InnerFury1886 I mean, you're kinda right since Digital Foundry didn't notice them. Personally I see them... Anyway these kind of shadows have an optimization passage so that the bigger the penumbra area is, the heavier the shadow. I mean, it's something that they have to do by hand so they might not have done this passage, but still. Personally I just think UE5 is a very heavy engine. It's hard to optimize. It looks extremely cool tho, IMO.
Insane 😂 I was looking at Remnant 2 and was convinced it looked exactly like Remnant 1. Seeing the comparison images makes me realise how wrong I was 😂
Well the artstyle is exactly the same, they carried it over very well, so it's basically the same kind of look but rendered in "next-gen" quality, which is what it should be anyway.
@@steel5897 Seeing this kind of "it's the same but higher fidelity" kind of thing really makes me appreciate the art direction. Like it still feels like the world in the Remnant I played but is obviously rendered "better".
Screen tearing at 60fps? No, just no. I will stick with the 30fps. We have returned to the PS3/360 era when ST was a common thing, we forgot it in the last generation and now here we go again.... Also 720p. We are getting used to it too...
Man, RTX 4090 can not run this game at 4K/60 fps, even at low settings. The problem is not in hardware. Looks like this game has a problem with higher resolutions - additional rendered pixels severely tank performance of all hardware, much more so than in case of any other recent games. A Plague Tale: Requiem runs much better than this game and looks better as well. UE5 needs some kind of optimization, as this game do not even use Lumen or any kind of RT tech, still it performs pretty horrible.
Dude play in balanced mode. Oliver said its 60fps with no screen tearing. Performance mode is unlocked framerate with screen tearing. Try listening to the video.
The game actually looks surprisingly good, and is a leap over the first game. I also prefer the predefined block method of procedural generation used in a game like this. Returnal used a similar method. It allows these handcrafted spaces while simultaneously shifting when and where the player encounters them each run. Kind of best of both worlds approach and keeps things from feeling too bland and procedure like. The Performance Mode is essentially just future proofing I suspect. I have seen plenty of complaints early on as to ‘why didn’t devs put in an uncapped framerate mode for the future’ for games that have yet to see that ‘next gen upgrade’. The uncapped mode will certainly age well, even if it’s not viable right now.
@@teddyholiday8038if you watch the vid, there is a lot going on that would not be feasible on last gen hardware. So in that it is next gen. But it is also not a full triple A title and runs 50 dollars instead of the usual 70. It looks better than what I would expect from a double A title. But I would probably still say this is a next gen double A title.
@@teddyholiday8038this is also going to be the tradeoff moving forward. The game runs at 60, and 60 is also really expensive. We’d get more impressive visuals this gen if devs were going for a 30 fps cap. But visuals need to be downgraded to hit 60. Still though, the amount of detail here is beyond last gen. Especially for a double A title. A lot of little things that people may not even overtly realize are going on on screen without the ‘wow’ factor we had with visual leaps in previous gens. Coming off the half step consoles with the Pro and X, and games taking longer than ever to develop along with 60 fps being normalized and deminishing returns, we’re just never going to get that wow factor in visual leaps between gens like we did going from PS2 to 3 or 3 to 4 even.
It's freaking hilarious how we are just starting to get next-generation visual experiences out of PS5 and Xbox, but the thing is already Limited 2 rendering at 720P without even using any ray tracing. I hope people are ready to buy another mid gen refresh console
Game has zero MTX, isn't even full-price, no live-service bullshit, has both DLSS and FSR, and was made by studio with around 80 people, and y'all are bitching because it doesn't run like Valorant.
I've been playing on Series X on balanced mode and so far it runs and looks great. It's a huge step up from the first game which I just beat for the first time 2 days ago. Remnant 2 already one of my favorite games this year.
I'm noticing a trend with unreal engine games. Alot of them are below 1080p at sub 60fps. Makes me worried about future releases with more developers going with unreal.
I'd say wait for the likes of The Coalition or Ninja Theory to really make it sing. The Coalition had Gears 5 running at dynamic 4K at locked 60fps on campaign. And was so far ahead visually of all other UE4 games it was rediculous. Granted, The Coalition actually help develop Unreal Engine and make their own add ons for the engine to. But we will see a big leap on UE5 for games like Gears 6 and Hellbalde 2. Of course it helps that they have unlimited funding etc.
I think the problem is from the Developer side rather than Unreal Engine. I used to be pessimistic about all UE games since the performance always sucks on my non-gaming laptop, but then there's Hi-Fi Rush released with incredible performance in my crappy laptop (stable 720p60fps) that doesn't feels like UE games at all based on how unbelievably smooth it is.
they (for clarity here, I am talking about epic and ue5, not the remnant 2 devs and this specific game) should really add in extended screenspace rendering , ie, beyond the visible bounds, at a lower resolution to fix the screenspace artifacting if it's going to be used for so much more besides just reflections now.
It's really weird. tbh the effect looks like one of the stock Nvidia effects that you can force on from the Nvidia control panel. I remember seeing people forcing on screen space shadows into Witcher 3 to give the visuals more depth, but obviously doing so came with the same distracting caveats as you see here. Extended screenspace rendering is an excellent idea though. I wonder if extended screenspace rendering coupled with screenspace effects could provide us with a similar suite of graphical features as raytracing, but at a cheaper cost?
@@hydzior for the devs to add in post launch, no, not easy, for epic to add in to unreal engine 5 as a feature for future versions, something for future games is much more viable.
@@legendp2011 i am not saying specifically these game devs for this game, i am talking with regards to future engine features for devs to have at their disposal in other games if screenspace shadowing is going to be used by more games going forward. I've edited my original post to add some additional info, I understand this wasn't clear on a video about a specific game to simply say they and not specify i was referring to epic.
Well, you're partly right because it looks a hell of a lot better than Redfail, but if you compare it to God of War Ragnarok or Horizon FW it doesn't look nearly as good, it depends on the AAA you're comparing it to.
I haven't heard a single thing about that ,I've also had no issues outside of a few small drops in fps but it say pretty stable at the locked 82fps setting
@@hoopla5502 its because the game kicks on upscaling by default. You're game is more than likely running at sub 1080p to stay stable. Performance is atrocious at native.
I am sure Spider Man 2 will run at 1440p 60 fps later this year. Don’t blame lack of optimisation on the consoles. Some new games struggle to hit 60 fps at 4K on a 4090 lol
@@joKerchy 10 exclusives that Sony makes in the entire console life cycle that are catered towards its hardware isn't the norm though. We are looking at more and more AAA 3rd party games dropping down to 720p.
If you're stuck with 4K long enough, your only option is to go back to 1080p/720p, as technology likes to constantly evolve. Since we just weren't ready to move to 8K, all that remained was regression.
I'm all for reconstruction tech, but for the love of God, 720p resolution is way too low for any modern game. If a game can't reach at least 1080p, modern reconstruction solutions just don't make it look anywhere near as good as advertised. I'm afraid of what games are going to look like on Series X by 2028. Ps5 at least seems to be getting a Pro model, but developers really need to evaluate their priorities with performance and resolutions as bad as this
But almost all AAA games even from PS4 and PS4 Pro ran at these resolutions and used upsacaling to make it look good. It's not 720p when it looks better than native 1080p...
@@Lightsaglowllc it’s not CPU limited. This is a GPU heavy situation. On a 4090 I’m at 98+ percent utilization at all times. It’s not like Jedi where I’m at 60 percent GPU utilization and the game is chugging
@@Lightsaglowllc 720p... Nope its GPU limited first ;]. CPU limit will also be there because UE5 suck at multithreading (but that maybe youll see on top of the top PC).
Basically it is a UE5 game used by a non AAA dev team and nanite tech is very heavy to run. Internal 720p could well end up being the norm for 60fps games on UE5.
@@JahidulIslam not sure if still the xase, after hotfixes. I am running 2080, 5800x3d, 16GB RAM: 1440p, medium (shadows at low), dlss quality. No stutter, holds 60-68fps. Edit: my gpu utilization stays at 99% in Remnant 2. That is an indicator of an optimized game. It's resource expensice, but uses all resources available and does not stutter. I did not monitor my cpu performance, but for sure it's not slacking 2 days ago it was much worse. Not sure what they changed, but it's lwaps bettee now
Wtf DF what is impressed when game runs in 720p scaled up to 1440p and can’t hit 60 fps?? On PC rtx4090 in nativ 1440p ultra have 70+ fps wtf! This is unoptimized game and you praise her? This game schould be leveled to the ground of the technical side!
I noticed those Shadow occlusion artifacts at the edge of the screen at 1:58 and from then on I couldn't unsee them, they were so distracting! Great video Oliver, thanks
I don't get why they chose 900p for the Series S while the Series X and PS5 in performance mode run at 720p, plus the upscaling topping at 1080p(SS) makes no sense, might as well don't use upscaling at all and let it run natively at 900p, since it's such a minor difference, I doubt they're actually gaining any performance due to DLSS's added GPU and CPU process, at least that would give the GPU leeway so you can turn on motion blur and help with frame drops. SS is running a higher resolution image natively but getting a worse final output image, those are some really odd choices.
If this is what internal resolutions of 720p look like in 2023, I'm cool with it. It looks excellent, even if performance has issues. I think we're nearing the point where people mocking a game for internal resolution numbers should be laughed at... especially if the results are as good as this. Not saying it's perfect, but upsampling & reconstruction tech has improved dramatically, or at least their implementation.
I kinda agree. When I heard the native res of balanced mode I was kinda shocked. The image quality doesn't look anything like 720p from last gen or the gen before. It looks much closer to 1080p, especially with that motion blur
Yeah, the fact that the alleged 4k consoles need to upscale from well below 1080p to get to 60FPS-ish would go a long way to explain why the PC version is such a mess. Gunfire appears to have not even vaguely attempted to optimise the game.
I had great performance in the tutorial and the first outside area I explored but surprisingly the first interior location absolutely tanked the framerate on my PC. Changing DLSS settings and visual options had little effect as well.
The performance on PC is not looking great, with DLSS on performance mode being required to maintain 4K 60fps consistently on my 3080 Ti, basically native 1080p on a 3080 Ti. I would appreciate a visual quality optimization guide for the various settings, are you going to add a PC specific follow-up video for this game?
That's a pretty old card, why should it continue to pump out top performance in newer releases? 4k60 is a really high bar, and was never a good resolution to target.
Well you are trying to play a new title in ue5 at 4k on a last gen card I wouldn't expect much more than 60fps. Honestly 4k is a gimmic anyway I would never shoot for 4k over better frame rates
Perhaps you are unaware that both engines are fundamentally the same. Features are what sets them apart and for the most part, those features aren’t essential to shipping your game.
The use of SSGI pretty much confirms that it's a port from UE4 in my eyes. Mostly because they would have to redo all of the lighting for the entire game if they moved to Lumen
I guess we can say goodbye to games supposed to be being ran at a full resolution. It seems we have gone backwards in resolution actually, going sub 720p at times. Now I'm one for image reconstruction too, but I feel it should be added performance instead of a requirement.
Not gone backwards at all, image quality has become incredibly better over the last 10 years, regardless of what the number says. A modern 720p game reconstructed with modern temporal tech (or better, DLSS) to 4K will look MILES better than a 1080p game from 2013 using spatial anti aliasing or as was common at the time no anti aliasing at all.
Good thing it's up to developers to decide instead of gamers with no clue what it takes to make an AAA game that is distinctively better than what has come before or the constraints of the game being made
@@anthonyrizzo9043 …The game developers of this particular game literally said they developed with upscaling in mind. This is a valid approach with DX12U requiring such tech and advanced upscaling tech available on all consoles this current gen
@DubElementMusic I wouldn't say the AI is bad. It's very aggressive but I wouldn't say bad. And yes enemies will ambush you ...a lot big part of the game is positioning yourself in a good spot amd knowing your surroundings. As for enemies jusy spawing behind you, that really jusy depends. The game works lile dark souls so if you've moved through a section of the map enemies won't jusy spawn behind you idk what you saw but sound like, whoever you watched was putting themselves in bad positions running into the middle of encounters where they could easily be flanked from all sides
@@hoopla5502 i saw 2-3 AI routines, not more. I haven't observed anything other than the absolutely basic behaviors, the different enemies interact 0 with each other, it doesn't matter how much life the player has or anything else. no idea what you saw, weird. there is no AI at all, they just randomly run at the player or take some cover. reminds me on world of warcraft mobs.
I'm playing on a 1070 with an i5-8600k. Waiting for the PC release analysis, the best way I achieved the most stable 60 fps was by setting the resolution to 1600x900 with XeSS (which seems less noisy than FSR) with low settings. My rig can't sustain 1080p and without any upscaling method it runs between 20 and 30 fps, changing resolution doesn't improve much.
Thanks to this game, I learned that expecting medium setting at 1440p on a 3060 Ti was asking for too much. Oh, and that's even with DLSS lol. it's absolutely insane.
@@alexgalays910just go low settings or med and 1440p dlss performance. It looks really good even in low , it's a weird game but it's stable and way smoother than most UE4 games that stutter a ton. R7 2600X and a 2060 non ti , playing on a 4k panel and low doesn't even look bad.
@@Laru- I tried that and it ran better, still stuttered though (including during the boss :/ ) But it started to look pretty bad imo, for instance the red moss/root in the first area was quite low res.
“Ps4 and xbox one are holding next gen consoles back. Release games only on next gen consoles so we can progress” Here you go. When the games were being released for last gen, they would get 60 fps on next gen. Now be happy with games being next gen only but having 720p res and unstable 60. Jedi survivor, final fantasy 16, this game etc.
@@DrGreenThumbNZL There is nowhere in my comment in which I talk about pc. Yeah lifespan of consoles is higher but not at 60 fps. It has been 3 years and consoles are already sub 1080p and unstable at 60 fps.
@@TakumiJoyconBoyz Motion blur actually is increasingly invaluable as you have higher FPS. It's also unnatural not to have motion blur towards game developers and budget gamers constantly at heads about this. It' s configurable nonetheless for those with low-end machines or just don't like it. It's especially invaluable in VR/AR contexts as well.
I’m so glad I held off to buy this. Seeing all the 8s and 9s out of 10 got me excited but no one really mentioned performance. Ok I look guys I may have gave in and bought the game on pc which I was still annoyed with performance as I have to run 1440p low dlss performance to get 60fps but honestly past that I haven’t been this addicted to a game since Elden ring came out.
Honestly, on pc fuckno the performance on is the worst i have seen in the last years. On ps5 it plays nice on balanced. 60 fps mostly and graphics look pretty good. But i have no 4k tv so dont know how it is on that
Anyone else feel the irony that a number of current gen releases are hitting resolutions at 720p and yet I remember Xbox One getting a lot of flack for having titles at 900p but good framerate. Can we just agree that between performance and level of detail that resolution can be variable to support the other two features.
Not comparable because back then everything used spatial upscaling or very primitive temporal reconstruction, things have changed and image quality has improved to the point a game running at 720p now being reconstructed at a higher res looks considerably better than a game from 2013 or 2014 running at 1080p native.
6:44 that's impossible, games have to be optimized for all platforms, including the steam deck. There's no settings to turn nanite and lumen on/off because the lighting system has to be set for the entire project one way or another. The only way around it is to create versions of the game for each platform, but then maintaining all of them takes a lot of time and resources. UE5 is best used for films right now.
Turn on DLSS is your settings guide. The actual settings almost don't make a difference in my experience, outside obvious stuff like not blowing your vram on textures.
@Lightsaglowllc I'm not playing on Quality mode but Performance and occasionally Balanced on the Series X (since no crossplay with PC unlike the first) The VRR (which seems to be working for me) helps masks the dips and has no tearing.
@@LightsaglowllcGetting an Oled was the biggest disappointment for me when it came to a gaming TV. I was so convinced it was a faulty TV I sent it back and when I got another I had a specialist come out and fine tune it but it turned out it's just Oled TV's. Anything under 60fps was basically unplayable for me and it had such a dull picture. Don't get me wrong it's brilliant for movie 🍿 night in a pitch black bedroom (which is where it lives now) but OMG when I went out and got a quality Qled it was just a billion times better for me anyway. I can play all my retro and older 30fps games without it making me feel sick 😂 Plus the colour and brightness are just so much better it's crazy how much more vibrant and punchy the colours it's on another level so yeah Oled turned out great for movie night but I found my Ç2 so ridiculously underwhelming as a gaming TV I had to change it and just it for movies. As for frames I have never had a problem playing anything at 30 fps on Qled. Because I found Oled so bad for gaming I warn everyone I come across who thinking about getting one for gaming because I find Qleds just superior in every way specifically when it comes to gaming but for movie's I'm Oled cause that's when those TV's excel in my opinion anyway.
It’s funny how these consoles were sold as 4k consoles, and now they’re back down to being 720-1080p consoles, just like the PS4. It’s probably gonna take 2 more console generations to actually get to 4K. Because the games get more demanding, too.
Even base PS4 ran 99% of games on 1080p, barely any we're 900p and literally just a handful were 720p, at this point ps5 is gonna have more 720p games than ps4😂
Can't get solid 60 fps with Rtx3080 12gb at 1080p res. 4090 seems to struggle at 4k also. Avarages something like 40 fps according to DSO. Unbelievable !
This game is unoptimized as hell on PC and far to demanding on the PS5 and Series X. The developers said this game is heavily reliant on resolution upscaling.
Im trying to decide between ps5 and pc.. I have a 3060ti and im leaning towards pc because im okay with it just being alright. But ive heard a lot of discussion on poor performance on pc.
@@RocWolf7 Awesome. Thank you. I was thinking that Steam has their refund policy so I can boot it up and play with the graphics settings too. Plus PC has mod support in the future so youre right, its kinda a no brainer choice. This year weve had so many bad PC ports I feel like I have to do research before making a purchase.
The fact that balance mode runs at 720p, and looks as sharp as it does feels like some kind of black magic is at play. I think once all of the kinks are worked out of UE5, it's going to become an absolute beast of an engine, giving us some incredible visuals by generation's end.
As cool as the visuals are, I'm most excited for what it will do for the independent devs attempting to get into more AAA range of visual fidelity, and how it will multiply their workload to allow for more fleshed out games in addition to larger ones.
Toggle your HDR to always on in PS5 system settings and you'll ll have HDR in this game. I usually run it "only when supported" so SDR content isn't affected. For some reason this game doesn't recognize that setting.
There's almost a 'universal' method of tweaking UE4 shadows into somewhat more akin to soft/variable penumbra shadows (however, don't quote me on this, I'm not 100% sure, and I speak only judging by what my eyes see) which is done by editing the Engine.ini located somewhere in %localappdata% of a respective game, by adding the section [ConsoleVariables] in the end of the .ini file, with the specific line being r.Shadow.FilterMethod=1 which from what I can gather enables different shadow filtering which does make shadows look more like true soft shadows than your ordinary UE4 shadows most games built on this game engine are shipped with (uniformly filtered shadows). At least that's my experience in Remnant 1 & Assetto Corsa Competizione (a note though - while it provides gorgeous soft shadows from, say, trees & foliage in ACC, it does provide somewhat similar looking results in Remnant 1, however, it also adds that blocky, pixelated, almost low-res look to some of the shadows in Remnant 1 as well, which is not the case in ACC. Say, dynamic shadows from the checkpoints in Remnant now look extremely blocky, for some reason. Thus the setting feels more of a YMMV thing, and it varies from game to game, I suppose, so actually it's not as universal as one might think). Aaand here's to my question: I wonder, does the same setting appear in Remnant 2 as well? I was surprised when heard (and saw in the video) how R2's shadows are uniformly filtered, since I've always thought UE5 would provide penumbra shadows 'out-of-the-box'. It'd be wonderful if someone could test the setting & reply if it's working in R2, or not. Currently I can't do it myself since I'm not owning the game yet, and I don't know when I'll be able to get it and test it for myself, sadly.
The technical aspect is great, but I feel that it lacks art direction a lot. It feels like a super generic game made out of asset store stuff. Sorry if I'm being harsh, but I don't feel like it's a good looking game.
that's all nice, fine and dandy. But I am waiting for a video relating PC version. This will be a interesting mix of praise and rant (performance issues reported)
@@bencegergohocz5988 i mean that wasn't the case with games that came out in 2021 or 2022. It started happening with recent games. Hopefully I can do some speach 100 magic and sell mine for a good price
If you bought a Series S expecting performance that's a you problem the thing was made for people who only care about being able to play the newest games at the cheapest possible price point it was never intended to satisfy people with graphics, resolution, or frame rate
This is why I built a machine with an RTX 3090 a couple years ago, and later upgraded to a 4090. I want to play games on my living room OLED at freakin 4k! Not 720p, not 1080p, not 1440p. Turns out, It requires MASSIVE power to actually play the latest games at 4k. And even the 4090 often needs to pull every trick up it’s sleeve to do it. My PS5 and Series X don’t stand a chance. They’re beautiful decorations on my shelf 😀
I agree. People seem delusional with their consoles power, they’re 6700xt level of performance at best. It’s like everyone is sitting around waiting for someone to crack the system open then all of a sudden you’ll get 4K 60hz. Not going to happen
Even PC has bad performance. The difference is that high end pcs can brute force most of the optimization issues ( Even tho most of them still need DLSS/FSR so run well )
I'm having a great time with it on PS5 in Balanced mode. I haven't really noticed any significant frame drops so far. I'm just really glad that the devs got to make a sequel and that they've done such a good job of it.
Despite the use of nanite iam sure you can do way more on ps5 and xsx/s but instead of like optimizing like a few months and releasing the game make it 720 and use mustard like image upscale and ship the game
I really wish these game developers would focus solely on 1 single graphics mode running at 60fps instead of 3 different ones. It makes no sense to me to have 3 different modes, all with varying framerates and graphics. When you space out your time on 2 or 3 graphics modes, it just guarantees that they won't run as well as if they just fully invested all that time into trying to get 1 mode running as good as possible. Hate that we are still seeing 30fps options in games just so they can add 1 or 2 extra tiny additions to graphical fidelity, that most wont even notice, at a huge cost to how the game feels to play. Commit to 1 mode and make it as good as it can be.
I would rather they give us a choice. Before I bought a Series X I was all on the team frame rate side. But I've noticed I play most games in quality mode if the difference is noticeable. I've never played a game and thought to myself, "wow, these frames are so smooth". But I have stopped and said "damn, this game looks awesome".
Man, the geometric detail really is impressive, but my god, 720p internal resolution is something we should only reserve for the really heavy games at the end of a console's lifespan. That's barely more than what the PS3 rendered OG Last Of Us at.
Oh I love games that experiment with new Tech, Nanite processing sounds intriguing, would you consider re-evaluating The Calisto Protocol? Going from the base game to what it is now seems like two different games now, they now read out the audio logs, which helps being more immersed in its world among other things, I still enjoy it for what it is despite the critics, but performs way better now than what it did before, remnant 2 is the new game in my sites, I still think remnant 1 still runs reasonably well on the switch compared to its bigger PlayStation brothers, always love ya videos Digital Foundry have a great day every one
The fact that a current gen game is internally rendering at such a low last-gen resolution is strange to me, i hope this game gets some updates to improve it
Do not be. The current-gen consoles run the equivalent horsepower of a 2060 with DLSS. AMD also was waaaaaaaay behind Nvidia in ray-tracing and DLSS when the current-gen consoles had to ship.
I hope you consider an analysis on First Solis, the tech in that looks phenomenal and has an impressive voice cast and story, has there been anything recently Whose story you've been impressed with? I'm curious what stories have caught your eye (or ear) of late
720p consoles are back baby. Jedi, this and FFXVI are truly showcasing the beauty of HD-ready gaming
This this the return of the ps-triple era of gaming. Pushing boundaries at res from 16 years ago. If only chad warden would see us now....
ff16 kinda sucks. Jedi is actually a good game
@@nick13b Jedi is over rated
Doesn’t look like 720p because it’s not, internal resolution isn’t external resolution.
@@amnril Internal resolution its a res that this game is rendered in. Then they use temporal upscaling to fake a lil bit to get it look a liitle bit higher res.
720p with performance mode and yet still cannot hit 60fps... NICE..
And people here cherish the devs and the game, not pointing out the unacceptable optimization for a next gen game. Unbelievable, how we got this low
@@9FAQ This game is more demanding than Cyberpunk 2077 with RT on which is mind boggling to me.
Unreal Engine is back. And it's here to stay. This is what we can expect from future games, amazing visuals upscaled from 720p at 30 FPS or completely unstable 60. Great times ahead!
@@MillenniumEarl014 not really, cp2077 with psycho raytracing performs similar or worse.
@@9FAQBecause of Blizzard bad
Now I get why they didn't show the resolution of each mode in their console performance infographic. We're going backwards with all the 720p resolutions from this year alone.
But this game runs like crap on PC too. Its almost unbelievable how poor the image is for how demanding it is.
Its more demanding than Cyberpunk Ultra with Ultra RT
@@imo098765 Many devs these days are awful at optimization.
Don't fall prey to all this resolution propaganda that 4k gamers fall for. The fact is 1080p and even 720p gives a great image for most screen sizes at most viewing distances. Yeah, if you're 5 feet away from a 77 inch TV, you can see the difference, but otherwise, it's just marketing by video card companies. The upscaling nonsense is the greatest scam of a technology ever created as if some random AI algorithm could produce better quality than a source image blown up to fit the screen. All I ever see when people talk AI upscaling is "It looks awful here, here, and there. Wow, look at that!" There is a principle where you want an artist's vision to be seen. Some AI running on your cores is not anything that an artist created.
@@imo098765yea on native resolution it's pretty bad but if we use Upscaler even in the quality mode it literally doubles the performance. With ps5 equivalent settings, I am getting like 140 fps.
@@CheesusSweet Do you have any tips for them on how to improve their optimisation?
Ive been playing on Series X in performance mode and havent noticed any screen tearing..... but now that DF has pointed it out to me im sure its gonna be noticeable and annoying. Thanks guys 😂😂
You’re probably using VRR-capable display, otherwise you would’ve noticed tearing during your first run)
@@justdude404to be fair there are people who claim they’ve never had issues with Jedi Survivor on consoles 💀
@@justdude404 yea, you're on the money with that, I did have VRR on. I looked and, with it on, I can see slight tears occasionally now that I know to look for it, but when I switched VRR off it was super noticeable right away.
@@justdude404VRR didn’t fix screen tearing for Oliver during his testing.
How can anyone not be instantly put off by screen tearing? It’s like playing on a TV that had a Wiimote thrown through the middle of it.
@DigitalFoundry Virtual shadow maps implement soft penumbras automatically when used. You can see them at work at 2:35 in your review: the shadow casted by the foliage on the top right is soft while the shadow casted by the character is hard. Honestly you can also see it at 2:54, where the shadow of the character is harder than the shadow on the right of the car. Is just that the effect is kinda subtle.
I think gamers and game tech enthusiasts are used to exaggerated soft penumbras from sunlight. Has to be a really tall building or tree to be dramatic IRL.
Instantly noticed that with the shot of the wall lamp compared to the tree shadow
This is false, contact hardening can be implemented with a ray tracing algorithm, but they haven't done that here. The shadows you are referring to are pre-baked. Variable penumbra, or contact hardening isn't stricly the same as "soft shadows".
@@pondwhale Variable penumbra with Virtual Shadow Maps is achieved with an algorithm called Shadow Map Ray Tracing. It's not traditional hardware ray tracing, but the visual result, aside from some artifact, is usually the same. With super high resolution shadow maps such as VSM the result is 99% of the time identical. You can see it in action in the documentation, but I can't link it because the automod cancels my comment :\ (I'm rewriting it for the second time). Just search Virtual Shadow Maps UE5.
If this algorithm wasn't implemented, you would only see super hard shadows. You wouldn't see the soft shadows I pointed at in my comment.
And no, they can't be baked soft shadows, because VSM is a strictly realtime tecnique. Baked shadows maps from Stationary light aren't even supported by nanite as per UE5.2. I quote the documentation:
"When VSMs are enabled, they replace a variety of existing shadow methods in Unreal Engine:
1) Stationary precomputed shadows, including 2D Distance Field and shadow factor "shadow maps
2) ecc""
They could still be static baked shadows from static lights, but in that case you wouldn't see shadows from movable actors, such as the player mesh, since static lights are fully baked and don't cast shadows from non backed actors.
@@InnerFury1886 I mean, you're kinda right since Digital Foundry didn't notice them. Personally I see them... Anyway these kind of shadows have an optimization passage so that the bigger the penumbra area is, the heavier the shadow. I mean, it's something that they have to do by hand so they might not have done this passage, but still. Personally I just think UE5 is a very heavy engine. It's hard to optimize. It looks extremely cool tho, IMO.
8:19 how exactly do you count pixels?
One by one, and only on screenshots that are sharp enough?
Insane 😂 I was looking at Remnant 2 and was convinced it looked exactly like Remnant 1. Seeing the comparison images makes me realise how wrong I was 😂
Recently played through Remnant 1. The difference is massive.
youtube can't do justice these days, everything is too soft to really appreciated the differences.
Well the artstyle is exactly the same, they carried it over very well, so it's basically the same kind of look but rendered in "next-gen" quality, which is what it should be anyway.
@@steel5897 Seeing this kind of "it's the same but higher fidelity" kind of thing really makes me appreciate the art direction. Like it still feels like the world in the Remnant I played but is obviously rendered "better".
Remnant 1 does not even look close to Remnant 2, it received a massive graphics update
Screen tearing at 60fps? No, just no. I will stick with the 30fps.
We have returned to the PS3/360 era when ST was a common thing, we forgot it in the last generation and now here we go again....
Also 720p. We are getting used to it too...
Id take screen tearing at 60fps if it means reducing input lag
Man, RTX 4090 can not run this game at 4K/60 fps, even at low settings. The problem is not in hardware. Looks like this game has a problem with higher resolutions - additional rendered pixels severely tank performance of all hardware, much more so than in case of any other recent games. A Plague Tale: Requiem runs much better than this game and looks better as well. UE5 needs some kind of optimization, as this game do not even use Lumen or any kind of RT tech, still it performs pretty horrible.
Dude play in balanced mode. Oliver said its 60fps with no screen tearing. Performance mode is unlocked framerate with screen tearing. Try listening to the video.
Did you even watch the video? Balanced mode has no screen tearing and is 60fps 😂
@@stangamer1151 I saw a performance video showing that nearly anything under the recommended CPU will absolutely have performance problems.
The game actually looks surprisingly good, and is a leap over the first game. I also prefer the predefined block method of procedural generation used in a game like this. Returnal used a similar method. It allows these handcrafted spaces while simultaneously shifting when and where the player encounters them each run. Kind of best of both worlds approach and keeps things from feeling too bland and procedure like.
The Performance Mode is essentially just future proofing I suspect. I have seen plenty of complaints early on as to ‘why didn’t devs put in an uncapped framerate mode for the future’ for games that have yet to see that ‘next gen upgrade’. The uncapped mode will certainly age well, even if it’s not viable right now.
It looks decent but it doesn’t look next gen
@@teddyholiday8038if you watch the vid, there is a lot going on that would not be feasible on last gen hardware. So in that it is next gen. But it is also not a full triple A title and runs 50 dollars instead of the usual 70. It looks better than what I would expect from a double A title. But I would probably still say this is a next gen double A title.
@@teddyholiday8038this is also going to be the tradeoff moving forward. The game runs at 60, and 60 is also really expensive. We’d get more impressive visuals this gen if devs were going for a 30 fps cap. But visuals need to be downgraded to hit 60. Still though, the amount of detail here is beyond last gen. Especially for a double A title. A lot of little things that people may not even overtly realize are going on on screen without the ‘wow’ factor we had with visual leaps in previous gens. Coming off the half step consoles with the Pro and X, and games taking longer than ever to develop along with 60 fps being normalized and deminishing returns, we’re just never going to get that wow factor in visual leaps between gens like we did going from PS2 to 3 or 3 to 4 even.
@@mandrews6282wouldn't bother with him, fella is hating under different comments.
@@uh_ant Truth isn’t hating, fella. Also, stop stalking
It's freaking hilarious how we are just starting to get next-generation visual experiences out of PS5 and Xbox, but the thing is already Limited 2 rendering at 720P without even using any ray tracing. I hope people are ready to buy another mid gen refresh console
Does it matter, if you can't see this low resolution?
Good thing i play games. I can only imagine how it would be to play resolution... Sounds boring
@@parazels83 you can see it. It gets fuzzy and artifacts
Seriously it’s ridiculous. Unreal engine 5 is going to bring these consoles to their knees. Along with graphics cards not called 4090
@@HahahanoyesV card intact, yikes
Built with DLSS/FSR in mind? I wish there were remnants of optimization in this piece of code.
@Dankinaprn well then we shouldn't bother to buy these
Game has zero MTX, isn't even full-price, no live-service bullshit, has both DLSS and FSR, and was made by studio with around 80 people, and y'all are bitching because it doesn't run like Valorant.
I've been playing on Series X on balanced mode and so far it runs and looks great. It's a huge step up from the first game which I just beat for the first time 2 days ago. Remnant 2 already one of my favorite games this year.
2019 vs 2023... Kinda a huge 4 year gap.
i mean theyshow it doesnt run great lol
@@pcgameboy8407 Have you played the game yourself? Because I have and so far it has run great on my setup.
@@dra6o0n Yeah 4 years is a big gap but normal for most sequels. What's your point?
@@hobolad Dude we can clearly see with these benchmarks that it does not in fact run great, and dips in frames a lot. lol Cope.
we don't need ps5 pro or series XL, we need devs to take their time and use the hardware more effectively, especially on PC.
lmao how, according to the video ps5 and sx cant even hold 60fps at 720p ffs. we need mid-gen refresh asap.
@@turkoman859Did you even read what OP said... it can't run well because of poor optimization, not because of weak hardware
@@turkoman859720p is not acceptable these days. Ffs.
@julianhernandez3192 these days it's down to lazy or devs who aren't skilled enough.
We need it 😂
I'm noticing a trend with unreal engine games. Alot of them are below 1080p at sub 60fps. Makes me worried about future releases with more developers going with unreal.
I'd say wait for the likes of The Coalition or Ninja Theory to really make it sing.
The Coalition had Gears 5 running at dynamic 4K at locked 60fps on campaign. And was so far ahead visually of all other UE4 games it was rediculous.
Granted, The Coalition actually help develop Unreal Engine and make their own add ons for the engine to.
But we will see a big leap on UE5 for games like Gears 6 and Hellbalde 2.
Of course it helps that they have unlimited funding etc.
Most ue5 games will be 30fps only on consoles
@xtr.7662 you know, even if ubisofts game design is super dated, there's something to be said for their optimization on ps5/series x
@@selnor1983 i dont think gears 6 will use lumen or nanite for their game they will prioritise 60fps with better visuals than gears5
I think the problem is from the Developer side rather than Unreal Engine. I used to be pessimistic about all UE games since the performance always sucks on my non-gaming laptop, but then there's Hi-Fi Rush released with incredible performance in my crappy laptop (stable 720p60fps) that doesn't feels like UE games at all based on how unbelievably smooth it is.
they (for clarity here, I am talking about epic and ue5, not the remnant 2 devs and this specific game) should really add in extended screenspace rendering , ie, beyond the visible bounds, at a lower resolution to fix the screenspace artifacting if it's going to be used for so much more besides just reflections now.
It's really weird. tbh the effect looks like one of the stock Nvidia effects that you can force on from the Nvidia control panel. I remember seeing people forcing on screen space shadows into Witcher 3 to give the visuals more depth, but obviously doing so came with the same distracting caveats as you see here.
Extended screenspace rendering is an excellent idea though. I wonder if extended screenspace rendering coupled with screenspace effects could provide us with a similar suite of graphical features as raytracing, but at a cheaper cost?
then you need to extend also the rendering window to get the screenspace effects from somewhere. Nope not that easy.
@@hydzior for the devs to add in post launch, no, not easy, for epic to add in to unreal engine 5 as a feature for future versions, something for future games is much more viable.
that would have lowered performance, something people are already complaining about
@@legendp2011 i am not saying specifically these game devs for this game, i am talking with regards to future engine features for devs to have at their disposal in other games if screenspace shadowing is going to be used by more games going forward. I've edited my original post to add some additional info, I understand this wasn't clear on a video about a specific game to simply say they and not specify i was referring to epic.
The fact a AA game can pull off these visuals at 50$ shows we don't need hundred million dollar budgets to look good.
The game looks average. 720p rendering and framerate dips
I think A Plague Tale Requiem is a better example for that, this game doesn't look that good
Blame excessive advertising and the need for hiring hollywood talent as part of the reason for bloated budgets.
Look normal…
Well, you're partly right because it looks a hell of a lot better than Redfail, but if you compare it to God of War Ragnarok or Horizon FW it doesn't look nearly as good, it depends on the AAA you're comparing it to.
Do you remember the days where we thought this maybe will achieve 4k 30fps and 1440p 60fps, those days are gone my friend, 720p 60fps is what we got
I've heard the PC port is very unoptimized right now and running terrible.
Can you please do a PC version performance analysis?
Don't. You'll give Alex a heart attack
@@Koimonoseph Alex is probably working on Rift Apart PC analysis
I haven't heard a single thing about that ,I've also had no issues outside of a few small drops in fps but it say pretty stable at the locked 82fps setting
@@teddyholiday8038 just remembered. At least he'll be happy reviewing that one.
@@hoopla5502 its because the game kicks on upscaling by default. You're game is more than likely running at sub 1080p to stay stable. Performance is atrocious at native.
These “4k” machines are quickly becoming 720p machines.
I am sure Spider Man 2 will run at 1440p 60 fps later this year. Don’t blame lack of optimisation on the consoles. Some new games struggle to hit 60 fps at 4K on a 4090 lol
@@joKerchy 10 exclusives that Sony makes in the entire console life cycle that are catered towards its hardware isn't the norm though. We are looking at more and more AAA 3rd party games dropping down to 720p.
Actually Sony advertised the PS5 as an 8k machine 🤦♂️
If you're stuck with 4K long enough, your only option is to go back to 1080p/720p, as technology likes to constantly evolve. Since we just weren't ready to move to 8K, all that remained was regression.
@@shingetsu10 Because it can actually reproduce 8K media like movies.
I'm all for reconstruction tech, but for the love of God, 720p resolution is way too low for any modern game. If a game can't reach at least 1080p, modern reconstruction solutions just don't make it look anywhere near as good as advertised. I'm afraid of what games are going to look like on Series X by 2028. Ps5 at least seems to be getting a Pro model, but developers really need to evaluate their priorities with performance and resolutions as bad as this
Yes. They should hire you to make every game 4k60
@@60weHoodsta that's a very compelling argument, Hoodsta.
@@kartzau yes... Facts
But almost all AAA games even from PS4 and PS4 Pro ran at these resolutions and used upsacaling to make it look good. It's not 720p when it looks better than native 1080p...
@@GFBunnyHopER Those same games will run 4k60 on ps5 and Series X
A game built with DLSS/FSR in mind, im sure this will run great on PC hardware lmao
A 4090 can't run it without DLSS at 60FPS.
Yep. Pretty garbage design decision.
3070ti + 5900x here it runs like garbageeee
DLSS is officially being used as a crutch by devs
Runs like dogshit on my 6950xt
Gotta hand it to Epic, Unreal Engine 5 is such a step up. Was a real visual treat jumping in when the new chapter dropped.
unless you play it on pc
ue5 looks amazing but i can list a multitude of last gen gamed that require a 10th the hardware that still look amazing
@@Superdazzu2whats wrong with the PC version?
@@mikem2253 nothing, you can even have > 60 fps with anything > 2060, with more balanced settings than consoles..
@@Superdazzu2looks great on my pc? 3080
Been playing it in Balanced Mode on PS5 and loving it. It doesn’t look perfect, but the game is fun as hell and I’m having a great time
No one cares
@@TitsMcgee-un1cj I care
@@Ch0ntrol sound like a fan boy !
@@TitsMcgee-un1cjwe care
Enjoy that 720p blur and frame drops
720p here, 584p in Jedi Survivor... Man, it seems we really need Pro-consoles 😕
They gonna make it seem like we need them at least😂 devs can definitely optimize better
Game is clearly cpu limited. Doubt better hardware would make much of a difference.
@@Lightsaglowllc it’s not CPU limited. This is a GPU heavy situation. On a 4090 I’m at 98+ percent utilization at all times. It’s not like Jedi where I’m at 60 percent GPU utilization and the game is chugging
@@Lightsaglowllc 720p... Nope its GPU limited first ;]. CPU limit will also be there because UE5 suck at multithreading (but that maybe youll see on top of the top PC).
We need PRO developers much more! ;-)
Basically it's an unoptimized game
Nope we just need new consoles
@blazedonakayak1my guess would be no, probably the one after it.
@blazedonakayak1 of course it will
@blazedonakayak1 best we can get is 4k ai upscaled from 360p, 30 fps frame gen from base Frame rate of 15fps. The future is now
Basically it is a UE5 game used by a non AAA dev team and nanite tech is very heavy to run. Internal 720p could well end up being the norm for 60fps games on UE5.
For a AA studio they have done a decent job and can't wait to play the game
PC tech review is gonna be brutal... it's BAD
highly unoptimize PoS of a game.
Bwahahahahahahahaha. Decent is Vampyr. RTX 3060Ti at 4K60 Ultra. Remnanat II is the worst performing game at native resolution atm.
@@JahidulIslam not sure if still the xase, after hotfixes.
I am running 2080, 5800x3d, 16GB RAM:
1440p, medium (shadows at low), dlss quality. No stutter, holds 60-68fps.
Edit: my gpu utilization stays at 99% in Remnant 2. That is an indicator of an optimized game. It's resource expensice, but uses all resources available and does not stutter.
I did not monitor my cpu performance, but for sure it's not slacking
2 days ago it was much worse. Not sure what they changed, but it's lwaps bettee now
The optimisation is meant to be absolutely horrendous.
720P on a fucking ps5, developers really are lazy huh
Wtf DF what is impressed when game runs in 720p scaled up to 1440p and can’t hit 60 fps?? On PC rtx4090 in nativ 1440p ultra have 70+ fps wtf! This is unoptimized game and you praise her? This game schould be leveled to the ground of the technical side!
Can't wait for a PC review. It's gonna be hilarious! 😂
Poor Alex 😭
Alex battlestar galactica rage incoming
Spoiler: there will be lots of stutter as the rule for Unreal Stutter games.
Played on pc too much stuttering so I got Ps5 version
I wonder why the UE5 Temporal Super Resolution is not an option on the PC port... was the PC FSR2 comparison with motion blur enabled?
Well DLSS is an option on PC and that’s better than both others so….
UE5 hides the TSR under "Anti Aliasing" by default. Not sure if it's the case here, but there's a big chance it is
I noticed those Shadow occlusion artifacts at the edge of the screen at 1:58 and from then on I couldn't unsee them, they were so distracting! Great video Oliver, thanks
Please, developers. We don't need 100k poly models with 4K textures that take up a 10th of our drives.
I don't get why they chose 900p for the Series S while the Series X and PS5 in performance mode run at 720p, plus the upscaling topping at 1080p(SS) makes no sense, might as well don't use upscaling at all and let it run natively at 900p, since it's such a minor difference, I doubt they're actually gaining any performance due to DLSS's added GPU and CPU process, at least that would give the GPU leeway so you can turn on motion blur and help with frame drops.
SS is running a higher resolution image natively but getting a worse final output image, those are some really odd choices.
@@killermoon635 please re-read my comment and delete your response.
If this is what internal resolutions of 720p look like in 2023, I'm cool with it.
It looks excellent, even if performance has issues. I think we're nearing the point where people mocking a game for internal resolution numbers should be laughed at... especially if the results are as good as this. Not saying it's perfect, but upsampling & reconstruction tech has improved dramatically, or at least their implementation.
If you think this game has excellent visuals, you don’t play many games. It looks average
I kinda agree. When I heard the native res of balanced mode I was kinda shocked. The image quality doesn't look anything like 720p from last gen or the gen before. It looks much closer to 1080p, especially with that motion blur
@@teddyholiday8038he wasnt talking about the graphics. But the image quality.
@@MrInuhanyou123 omg WUT
@@MrInuhanyou123 no. It’s a UE4 looking game with UE5 hardware demands, this is a failure
Would have been more interested to see why the PC port is such a failure
PC Port requires upscaling to run smoothly. It’s basically turning high end PCs into consoles
Yeah, the fact that the alleged 4k consoles need to upscale from well below 1080p to get to 60FPS-ish would go a long way to explain why the PC version is such a mess. Gunfire appears to have not even vaguely attempted to optimise the game.
Because nowadays PC games running bad is a norm.
Devs are in a really bad shape in this generation and this goes for consoles too of course.
Optimization on consoles is not better
Quality mode - ~1296p 30fps
Balance mode - ~792p 60fps with drops to ~30fps
It's just terrible performance
My 3080 gets 60 fps on ultra with dlss on 1440p quality. Dlss 2 looks very good
I had great performance in the tutorial and the first outside area I explored but surprisingly the first interior location absolutely tanked the framerate on my PC. Changing DLSS settings and visual options had little effect as well.
No issues here, stayed the same over 120FPS with a 4070ti
@iDTecKt one of the lucky few then.
OP, what's your CPU?
@@iDTecKti have a 4070 ti aswell , what resolution are you playing at? And with the best possible settings ?
@@MaxIronsThird I have the 5800X3D
Ngl, no game description bothers me more than hearing "souls like".
why?
@wilhelmolofsson965 maybe cause I don't like em and it seems like 90% of new games coming out are referred to as "soul like".
I’m in the same boat but it’s literally a skill issue on my part. Lmao I suck at those games
The performance on PC is not looking great, with DLSS on performance mode being required to maintain 4K 60fps consistently on my 3080 Ti, basically native 1080p on a 3080 Ti.
I would appreciate a visual quality optimization guide for the various settings, are you going to add a PC specific follow-up video for this game?
Performance mode DLSS 60fps for a game like this hmm.. Does it have DRM?
@@TRONiX404 Standard Steam DRM I think, it's just very heavy on the GPU.
That's a pretty old card, why should it continue to pump out top performance in newer releases? 4k60 is a really high bar, and was never a good resolution to target.
Well you are trying to play a new title in ue5 at 4k on a last gen card I wouldn't expect much more than 60fps. Honestly 4k is a gimmic anyway I would never shoot for 4k over better frame rates
@hoopla5502 Dlss at performance mode renders at 1080p. So essentially a 3080ti gets you 60fps at 1080p. That's really bad
Such low resolutions and the frame rate still drops hard 💀
"Next" gen consoles mate 💀
Welcome to modern gaming, it’s been a trend all year
@@Pranjalchoudhary100 4090 is the same mate
@@jadenepia5960 well there's a difference. Console hardware is getting USED to deliver "THIS" performance. 4090 isn't even getting used.
@@Pranjalchoudhary100 end results still the same
you guys said we don't need PS5 Pro, well this is why we need it if we want to play UE5 games.
OR we need kompetent developers. How about that?
I was shocked that this game was using UE5, because they made tremendous effort making it look like UE4.
Perhaps you are unaware that both engines are fundamentally the same. Features are what sets them apart and for the most part, those features aren’t essential to shipping your game.
It’s a AA game
@@VGFightSchooland the developers arstyle.
@@Deliveredmean42 Yup. Trust me, I spent the best part of 2022 and 2023 defending Gotham Knight's art style. 🤣
The use of SSGI pretty much confirms that it's a port from UE4 in my eyes. Mostly because they would have to redo all of the lighting for the entire game if they moved to Lumen
Now games are unoptimized even on console 😭
Thank God the series s version doesn't have motion blur iam definitely picking the game now.
I guess we can say goodbye to games supposed to be being ran at a full resolution. It seems we have gone backwards in resolution actually, going sub 720p at times. Now I'm one for image reconstruction too, but I feel it should be added performance instead of a requirement.
Not gone backwards at all, image quality has become incredibly better over the last 10 years, regardless of what the number says.
A modern 720p game reconstructed with modern temporal tech (or better, DLSS) to 4K will look MILES better than a 1080p game from 2013 using spatial anti aliasing or as was common at the time no anti aliasing at all.
@@steel5897 I already know that I have used dlss from the begining, but for games to start using techs like as the norm is not a great thing.
Good thing it's up to developers to decide instead of gamers with no clue what it takes to make an AAA game that is distinctively better than what has come before or the constraints of the game being made
@@lilkwarrior5561 ohhh you mean the devs that haven't finished optimizing yet? Those guys are the ones it's up too? Ooof
@@anthonyrizzo9043 …The game developers of this particular game literally said they developed with upscaling in mind. This is a valid approach with DX12U requiring such tech and advanced upscaling tech available on all consoles this current gen
Playing in balanced mode on ps5, it’s a nice looking game I can’t believe it’s 720p because some of the environments look tremendous
Hopefully the game gets an update soon and solves a few problems, other than that, the game looks good.
Lile what , I've played for about 30 hours and haven't ran into a single problem
i watched it on twich last night, not a big fan, enemys spawning from behind and horrible AI, worst case fore me ^^
@@DubElementMusic enemy spawns are every aggro with ambushes and there are lots of one shot mechanics
@DubElementMusic I wouldn't say the AI is bad. It's very aggressive but I wouldn't say bad. And yes enemies will ambush you ...a lot big part of the game is positioning yourself in a good spot amd knowing your surroundings. As for enemies jusy spawing behind you, that really jusy depends. The game works lile dark souls so if you've moved through a section of the map enemies won't jusy spawn behind you idk what you saw but sound like, whoever you watched was putting themselves in bad positions running into the middle of encounters where they could easily be flanked from all sides
@@hoopla5502 i saw 2-3 AI routines, not more. I haven't observed anything other than the absolutely basic behaviors, the different enemies interact 0 with each other, it doesn't matter how much life the player has or anything else. no idea what you saw, weird. there is no AI at all, they just randomly run at the player or take some cover. reminds me on world of warcraft mobs.
720p again? That escalated quickly... I own a ps5 and a pc.... Man i miss dlss on consoles... Hope tsr is getting better an better
dlss was never on console
I'm playing on a 1070 with an i5-8600k.
Waiting for the PC release analysis, the best way I achieved the most stable 60 fps was by setting the resolution to 1600x900 with XeSS (which seems less noisy than FSR) with low settings.
My rig can't sustain 1080p and without any upscaling method it runs between 20 and 30 fps, changing resolution doesn't improve much.
@@JamieRobert_ XD potato brain
@@JamieRobert_ not even a 4090 can handle this turd of a game without upscaling lol
Thanks to this game, I learned that expecting medium setting at 1440p on a 3060 Ti was asking for too much. Oh, and that's even with DLSS lol. it's absolutely insane.
@@alexgalays910just go low settings or med and 1440p dlss performance.
It looks really good even in low , it's a weird game but it's stable and way smoother than most UE4 games that stutter a ton.
R7 2600X and a 2060 non ti , playing on a 4k panel and low doesn't even look bad.
@@Laru- I tried that and it ran better, still stuttered though (including during the boss :/ ) But it started to look pretty bad imo, for instance the red moss/root in the first area was quite low res.
Last gen we complained about resolution maxed at 1080p now new games are starting to run at 720p??? What is going on? Pretty < Performance.
This video actually got me interested in this game. I also didn't know it wasn't full price.
Very similar to the first, which is affordable and often given away on the epic game store.
My goty been gaming since 78 and this game keeps me coming back more than any game i can recently remember.
This game is SMEAR city with DLSS on!
“Ps4 and xbox one are holding next gen consoles back. Release games only on next gen consoles so we can progress”
Here you go. When the games were being released for last gen, they would get 60 fps on next gen. Now be happy with games being next gen only but having 720p res and unstable 60. Jedi survivor, final fantasy 16, this game etc.
Console still have a longer life span and hold there value more then a PC
@@DrGreenThumbNZL There is nowhere in my comment in which I talk about pc. Yeah lifespan of consoles is higher but not at 60 fps. It has been 3 years and consoles are already sub 1080p and unstable at 60 fps.
It's funny that DF lists removing motion blur and DoF on Series S as negatives while the vast majority of gamers would consider that a positive.
Cause it’s 30fps on the S. 30fps looks disgusting without motion blur
@@Cruxis_Angel Honestly, it looks worse with motion blur because the quality of motion blur is even worse and motion blur is disgusting to begin with.
@@TakumiJoyconBoyz Motion blur actually is increasingly invaluable as you have higher FPS. It's also unnatural not to have motion blur towards game developers and budget gamers constantly at heads about this. It' s configurable nonetheless for those with low-end machines or just don't like it.
It's especially invaluable in VR/AR contexts as well.
Ty for the showcase uncle digitalfoundry greetings from Bogota D.C. Colombia
Wait did you say 720p? WHAT
Has it gotten any better?
720p... now that's hilarious.
I’m so glad I held off to buy this. Seeing all the 8s and 9s out of 10 got me excited but no one really mentioned performance.
Ok I look guys I may have gave in and bought the game on pc which I was still annoyed with performance as I have to run 1440p low dlss performance to get 60fps but honestly past that I haven’t been this addicted to a game since Elden ring came out.
I always wating till df's reviews comes out,never dissappointted.
Performance is pretty good. Game is fun. Especially with friends.
Honestly, on pc fuckno the performance on is the worst i have seen in the last years. On ps5 it plays nice on balanced. 60 fps mostly and graphics look pretty good. But i have no 4k tv so dont know how it is on that
@@minisneeIf you have a 720p Tv youre set 😂
@@gv2212 exactly
The lack of day 1 optimisation saves me so much money.
Anyone else feel the irony that a number of current gen releases are hitting resolutions at 720p and yet I remember Xbox One getting a lot of flack for having titles at 900p but good framerate.
Can we just agree that between performance and level of detail that resolution can be variable to support the other two features.
Not comparable because back then everything used spatial upscaling or very primitive temporal reconstruction, things have changed and image quality has improved to the point a game running at 720p now being reconstructed at a higher res looks considerably better than a game from 2013 or 2014 running at 1080p native.
Most games ran at 720p on the Xbox One. While the PS4 was either 1080p or 900p.
10/10 video as usual from DF, great team!
Is it? He didn't even test co op in a co op heavy game.
6:44 that's impossible, games have to be optimized for all platforms, including the steam deck. There's no settings to turn nanite and lumen on/off because the lighting system has to be set for the entire project one way or another. The only way around it is to create versions of the game for each platform, but then maintaining all of them takes a lot of time and resources. UE5 is best used for films right now.
Please do a PC settings guide for this game
Turn on DLSS is your settings guide. The actual settings almost don't make a difference in my experience, outside obvious stuff like not blowing your vram on textures.
@@steel5897 yep, also Nanite doesn't really use that much VRAM, so you're going to be GPU bound before you overflow the GPU's VRAM pool.
Don't buy, the game is another trash pc port that requires an rtx 3080 to run at 1080p ultra with barley 60fps (lower in more demanding battles)
1. Refund.
2. Buy another game.
12:56 Hmm that's odd, i dont see screen tearing on my LG (G1) TV.
VRR seems to be working for me which is why im playing on performance.
How are you able to play a game with such a low frame rate on an oled. Doesn’t it make you Motion sick?
@Lightsaglowllc I'm not playing on Quality mode but Performance and occasionally Balanced on the Series X (since no crossplay with PC unlike the first)
The VRR (which seems to be working for me) helps masks the dips and has no tearing.
@@LightsaglowllcGetting an Oled was the biggest disappointment for me when it came to a gaming TV. I was so convinced it was a faulty TV I sent it back and when I got another I had a specialist come out and fine tune it but it turned out it's just Oled TV's. Anything under 60fps was basically unplayable for me and it had such a dull picture. Don't get me wrong it's brilliant for movie 🍿 night in a pitch black bedroom (which is where it lives now) but OMG when I went out and got a quality Qled it was just a billion times better for me anyway. I can play all my retro and older 30fps games without it making me feel sick 😂 Plus the colour and brightness are just so much better it's crazy how much more vibrant and punchy the colours it's on another level so yeah Oled turned out great for movie night but I found my Ç2 so ridiculously underwhelming as a gaming TV I had to change it and just it for movies. As for frames I have never had a problem playing anything at 30 fps on Qled. Because I found Oled so bad for gaming I warn everyone I come across who thinking about getting one for gaming because I find Qleds just superior in every way specifically when it comes to gaming but for movie's I'm Oled cause that's when those TV's excel in my opinion anyway.
It’s funny how these consoles were sold as 4k consoles, and now they’re back down to being 720-1080p consoles, just like the PS4. It’s probably gonna take 2 more console generations to actually get to 4K. Because the games get more demanding, too.
Consoles will never hit 4k consistently because thats what pc will be aiming for nobody will use 8k
In 2 gen games will be lot more demanding and consoles wo continue to use mid tier hardware so they will still be struggling to do 4k.
Even base PS4 ran 99% of games on 1080p, barely any we're 900p and literally just a handful were 720p, at this point ps5 is gonna have more 720p games than ps4😂
Nah, any extra GPU compute will be used for even more details in screenshots, framerate be damned.
Same with PC hardware. Nothing works without DLSS/FSR anymore. I don't mind DLSS though cause it makes the picture look better.
7:50, you all didn't notice the warbling ground textures??
That’s an artifact of screen tearing due to VSync being off. :-/
@@MichaelPohoreski that's not what I was pointing at though, I've seen screen tearing and that's not what I saw
Can't get solid 60 fps with Rtx3080 12gb at 1080p res. 4090 seems to struggle at 4k also. Avarages something like 40 fps according to DSO. Unbelievable !
This game is unoptimized as hell on PC and far to demanding on the PS5 and Series X. The developers said this game is heavily reliant on resolution upscaling.
Thanks. Note that with the latest patch, you can remove motion blur on console.
Do you have the game? Could you tell me if we can button remap? I just want to dodge with O
@@allandm No you can't, dodge is on Cross button. Circle is for crouching.
@@Shenmue79 noooooooooooooooooooooo (thanks for responding!) i don't understand why games dont give us button remapping options
720p on next gen consoles? What a shame
imagine this game running on the switch!
@@nick13b maybe on 240p 24fps shadows disabled
_Current_ gen.
The Xbox 360 and PS3 got flack for running games at 600p/640p.
Every time I watch one of these digital foundry videos it makes me glad I switched to PC
Im trying to decide between ps5 and pc.. I have a 3060ti and im leaning towards pc because im okay with it just being alright. But ive heard a lot of discussion on poor performance on pc.
@@Everrrrr your 3060 TI will destroy a PlayStation 5. Trust me it's not even close
@@RocWolf7 Awesome. Thank you. I was thinking that Steam has their refund policy so I can boot it up and play with the graphics settings too. Plus PC has mod support in the future so youre right, its kinda a no brainer choice. This year weve had so many bad PC ports I feel like I have to do research before making a purchase.
The fact that balance mode runs at 720p, and looks as sharp as it does feels like some kind of black magic is at play.
I think once all of the kinks are worked out of UE5, it's going to become an absolute beast of an engine, giving us some incredible visuals by generation's end.
As cool as the visuals are, I'm most excited for what it will do for the independent devs attempting to get into more AAA range of visual fidelity, and how it will multiply their workload to allow for more fleshed out games in addition to larger ones.
Even The Order: 1886 ( a PS4 only title from 8 years ago ffs) still looks more impressive than this ...T
On PS5 the lack of HDR(or proper implementation) hurts the overall clarity in a lot of areas. I don’t get how devs look past this in 2023.
Toggle your HDR to always on in PS5 system settings and you'll ll have HDR in this game. I usually run it "only when supported" so SDR content isn't affected. For some reason this game doesn't recognize that setting.
Seeing how most games are performing this gen, I'm all for a refresh console. I'm tired of getting such compromised experiences.
Horizon Forbidden West shows the potential of next gen consoles. These consoles can do so much better than 720p
These clown's can't optimize their games even on 4090. Midgen refresh wouldn't help them much.
Rachet & clank, horizon and god of war show that this console can easily handle 60fps with great graphics.
No amount of hardware can fix some of these janky games, Hogwarts and Starwars are still Stuttering mess.
@@ogikay7056 that’s a different engine
There's almost a 'universal' method of tweaking UE4 shadows into somewhat more akin to soft/variable penumbra shadows (however, don't quote me on this, I'm not 100% sure, and I speak only judging by what my eyes see) which is done by editing the Engine.ini located somewhere in %localappdata% of a respective game, by adding the section [ConsoleVariables] in the end of the .ini file, with the specific line being
r.Shadow.FilterMethod=1
which from what I can gather enables different shadow filtering which does make shadows look more like true soft shadows than your ordinary UE4 shadows most games built on this game engine are shipped with (uniformly filtered shadows). At least that's my experience in Remnant 1 & Assetto Corsa Competizione (a note though - while it provides gorgeous soft shadows from, say, trees & foliage in ACC, it does provide somewhat similar looking results in Remnant 1, however, it also adds that blocky, pixelated, almost low-res look to some of the shadows in Remnant 1 as well, which is not the case in ACC. Say, dynamic shadows from the checkpoints in Remnant now look extremely blocky, for some reason. Thus the setting feels more of a YMMV thing, and it varies from game to game, I suppose, so actually it's not as universal as one might think).
Aaand here's to my question: I wonder, does the same setting appear in Remnant 2 as well? I was surprised when heard (and saw in the video) how R2's shadows are uniformly filtered, since I've always thought UE5 would provide penumbra shadows 'out-of-the-box'. It'd be wonderful if someone could test the setting & reply if it's working in R2, or not. Currently I can't do it myself since I'm not owning the game yet, and I don't know when I'll be able to get it and test it for myself, sadly.
This game looks bizarre. It feels like a mish mash of random locations and enemies that look like they should be in completely different games.
The technical aspect is great, but I feel that it lacks art direction a lot. It feels like a super generic game made out of asset store stuff. Sorry if I'm being harsh, but I don't feel like it's a good looking game.
Its time for ps6 or ps5 pro !!
It's time for developers to optimize their games . DF admit more than 10 times current gen console are powerful enough
that's all nice, fine and dandy.
But I am waiting for a video relating PC version. This will be a interesting mix of praise and rant (performance issues reported)
again 30 fps on series s. Im starting to regret buying it :\
Oh man.
I'm sorry but literally every person said it's ganna be a problem since day1.
@@bencegergohocz5988 i mean that wasn't the case with games that came out in 2021 or 2022. It started happening with recent games. Hopefully I can do some speach 100 magic and sell mine for a good price
If you bought a Series S expecting performance that's a you problem the thing was made for people who only care about being able to play the newest games at the cheapest possible price point it was never intended to satisfy people with graphics, resolution, or frame rate
@@AzaiaMonota i expected next gen. That's barely doing it
720p but still cant hit stable 60fps?
Are game devs making games expecting people to have 4090 or what? Wtf?
This is why I built a machine with an RTX 3090 a couple years ago, and later upgraded to a 4090. I want to play games on my living room OLED at freakin 4k! Not 720p, not 1080p, not 1440p. Turns out, It requires MASSIVE power to actually play the latest games at 4k. And even the 4090 often needs to pull every trick up it’s sleeve to do it. My PS5 and Series X don’t stand a chance. They’re beautiful decorations on my shelf 😀
Yea, thats a great comparison. Comparing 1600$ 4090 with ps5 & seriesx. They dont even stand a chance...
I agree. People seem delusional with their consoles power, they’re 6700xt level of performance at best. It’s like everyone is sitting around waiting for someone to crack the system open then all of a sudden you’ll get 4K 60hz. Not going to happen
The new games are just too demanding, especially from Unreal 5 game engines. They do a bit better with 1st party titles on those game engines.
Unpopular opinion: Sharp shadows look better than real life shadows. Realism, for me, ain't the goal of good graphics.
720p on a next gen only game 😂😂😂😂😂😂😂😂😂😂😂😂😂😂😂😂😂😂😂😂😂 and they boasted how well optimised this game is 💀 clear they only focused on pc
Even PC has bad performance. The difference is that high end pcs can brute force most of the optimization issues ( Even tho most of them still need DLSS/FSR so run well )
I'm having a great time with it on PS5 in Balanced mode. I haven't really noticed any significant frame drops so far. I'm just really glad that the devs got to make a sequel and that they've done such a good job of it.
That's reassuring to hear as I'm not far off starting it just doing 2 dlcs first from 1st one
@@HI-pi1erdid you watch the video or
720p?? Bring on that mid-gen refresh.
Another 720p game, but hey... we really don't need a mid-gen refresh, right?
I have AMD 58003DX w a RTX3080 but played Remnant 2 mostly on my Steam Deck on my balcony in the sun. Played on low with almost locked 40 fps.
Despite the use of nanite iam sure you can do way more on ps5 and xsx/s but instead of like optimizing like a few months and releasing the game make it 720 and use mustard like image upscale and ship the game
Fortnite on consoles runs better, and that uses all of the features of UE5
@@evanrutledge-sz4yo yeah bad optimization on this one rushed game
I thought the game looked a littly muddy, then i read the game can dip to 720p?? Wth lol
I really wish these game developers would focus solely on 1 single graphics mode running at 60fps instead of 3 different ones. It makes no sense to me to have 3 different modes, all with varying framerates and graphics. When you space out your time on 2 or 3 graphics modes, it just guarantees that they won't run as well as if they just fully invested all that time into trying to get 1 mode running as good as possible. Hate that we are still seeing 30fps options in games just so they can add 1 or 2 extra tiny additions to graphical fidelity, that most wont even notice, at a huge cost to how the game feels to play. Commit to 1 mode and make it as good as it can be.
I would rather they give us a choice. Before I bought a Series X I was all on the team frame rate side. But I've noticed I play most games in quality mode if the difference is noticeable.
I've never played a game and thought to myself, "wow, these frames are so smooth".
But I have stopped and said "damn, this game looks awesome".
Usually it's only 2 with the only difference being resolution and ray tracing.
Man, the geometric detail really is impressive, but my god, 720p internal resolution is something we should only reserve for the really heavy games at the end of a console's lifespan. That's barely more than what the PS3 rendered OG Last Of Us at.
720p ?
Wow 720p render in 30 fps is finaly possible! So amezing😢
Oh I love games that experiment with new Tech, Nanite processing sounds intriguing, would you consider re-evaluating The Calisto Protocol? Going from the base game to what it is now seems like two different games now, they now read out the audio logs, which helps being more immersed in its world among other things, I still enjoy it for what it is despite the critics, but performs way better now than what it did before, remnant 2 is the new game in my sites, I still think remnant 1 still runs reasonably well on the switch compared to its bigger PlayStation brothers, always love ya videos Digital Foundry have a great day every one
The fact that a current gen game is internally rendering at such a low last-gen resolution is strange to me, i hope this game gets some updates to improve it
Do not be. The current-gen consoles run the equivalent horsepower of a 2060 with DLSS. AMD also was waaaaaaaay behind Nvidia in ray-tracing and DLSS when the current-gen consoles had to ship.
720p
VRR doesn't work
Very poor performance on both console and PC
Sounds like the game needed a few extra months to cook.
“Years”
I hope you consider an analysis on First Solis, the tech in that looks phenomenal and has an impressive voice cast and story, has there been anything recently Whose story you've been impressed with? I'm curious what stories have caught your eye (or ear) of late
720p is the future now! 😂