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Я ждал FH5. Чота я и забыл, что купил ХОХ 4 года назад. Это уже реально олдген. Сука стоил 40 000...Так сразу бы и купил
- Frame rate and stability aren't exactly where they should be.
- Both PS5/Series X turn in a full 4K with dynamic resolution.
- Lowest counted during tested areas were 1800p on PS5 and 2016p on SX.
- Series S has typical pixel count of 1296p with a low of 1080p (I'm guessing the highest is 1440p ?)
- SSR and AO can look a bit messy on Series S.
- Modes with 64 players or below can run with a flat 60 FPS with occasional 1 frame drops on all consoles.
- In the 128 player modes, somewhat frequent dips on all consoles
- Generally 60 FPS with worst readouts in mid to low 50s.
- However the main issue lies with the unpredictable frame time spikes which can often go in the 100s of MS.
- The best way to remedy is to download the PS4 and XBO versions on either next-gen consoles. You get lesser player count on all the maps with 128 players, but none of the spike issues.
- SX version is not smart delivery so you can individually download the XBO version.
- "Rubber banding" issue familiar to series fans from BF3 is still present. Again, it comes and goes on unpredictable basis.
- DF also touches on some of the bugs seen in their testing (loadout disappearing, loading maps where they can't spawn etc).
- native Series and PS5
- native 60fps
- 2.65s loading on PS5. 15.20s on backwards compatible
- 4-5s for Series
- same texture and object draw, better AF
- Series S is dynamic 1440p, scales on horizontal axis
- Series X is dynamic 2160p, horizontal scaling
- alpha is 66% of 4k
- PS5 is fixed 2160p
- alpha is full res
- PS5 is nearly perfect, dragon fights drops around 50fps
- PS4 version is now 60fps
- no haptic feedback or adaptive triggers
- Series has fewer drops when fighting dragons
- 50-70 people worked on this
- made to tackle criticisms of previous demos (small area, lack of interactivity, ROCKS)
- uses hardware accelerated Lumen
- Lumen is ray traced and screen space
- nanite for skinned geo is still work in progress
- car deformation switches cars from nanite to more regular geometry
- chain link fences are actually geometry!
- the most important aspect of Nanite is probably the reduction of pop-in
- the open world demo will be available on pc as a UE5 project
- world partition used to stream in the open world
- zones of the city is streamed it via world partition and it's how they populate the world
- the city is generated as a point cloud in Houdini
- the point cloud is then imported into UE5 and the point cloud data to build the world
- devs were regenerating the world up to twice a week, right up to the finishing of the project
- virtual shadow maps and area light shadows
- Keanu and Carrie Ann Moss were scanned
- and player pedestrians made using metahuman
- the scene with Laurence Fishbourne and two Keanus is a mix of stock footage and digital
- the army of Carrie Anns was video because of performance, but was rendered in Unreal
- John appreciates the integration of video and render
- made them a new AI system, cars and pedestrians represented as points
- AI updates based on the distance from the camera
- pedestrians and AI are persistent
- the shooting segment's destruction was driven by the Chaos Physics system in real time
- cares are 3 nanite zones, when collision happens, one of the zones is replaced with a deformable mesh, does have a performance cost
- Chaos also used for cloth
- the recreation of the famous bullet time scene used the original character model from the movie
- the bridge destruction scene was video for performance reasons
- lumen gets ride of the "ue4 look"
- in general, the "ue4 look" is gone due to reduction of bloom
- temporal super resolution works on every system
- demo is dynamic resolution, but always scales up to 2160p
- not DLSS level due to the lack of hardware
- TSR works very well
- native 4K ain't a panacea, just look at Forza Horizon 5
- shimmering effect around the main character due to reconstruction
- 24fps when they blend with cinematics
- gameplay is 30fps targeted
- frame pacing isn't great in 24fps segments, will be improved
- PS5 runs about 1fps better on average
- driving around cause slowdown when driving across zones
- faster the driving, the more the frame rate dips
- asset initialization is causing slowdown
- SSD is not affecting performance
- asset streaming isn't as much as you think
- Series S targets 1080p
- resolution based artifacts
- nanite might have some resolution scaling issues
- stutter between camera cuts, difficulty to count pixels due to a number of factors
- with TSR off, 1620p on both high end systems when not stressed
- Series S is 720p-ish
- internal res counting is for academics
- Series S to high end duo is like DVD to BluRay
- camera cut pause is due to the scene being in a different area and loading new data
- this isn't really done in other games
- shout out to all the "HT ray tracing is dead" journalists! yall wrong
- HW acceleration allows for deformable objects to contribute to ray bouncing
- higher fidelity asset tracing than sign distance field
- you can see indirect shadows in RT reflections
- HW RT in consoles increased performance of Lumen
- this demo is impossible on last gen machines due to memory, storage, gpu, etc
- VRR is recommended
- Alex thinks UE5 has to prove itself at 60fps with some of this tech
- it's not just a "turn off lumen to get 60fps"
- due to the lack of new rendering tech, there's a lot 60fps games; could change in the future as new rendering tech gets used in games
- 40fps on 120hz screens? viable
- DF has a precomiled Valley of the Ancients if you're a supporter, *wink wink*
- the demo shows that manpower is probably the limiting factor nowadays
- RT reflections, only on high end devices
- looks great
- dynamic 4k (1620p-2160p), 30fps
- RT is in every scene, so resolution can jump to 4K
- the perfect mirror in Starlord's room doesn't use RT
- cubemap fallback
- TAA makes 1620p nearly indistinguishable
- ambient occlusion is of lower quality in RT mode
- there's no difference in consoles
- consoles match PC's high RT setting
- consoles don't have transparent reflections
- Series S has a frame rate toggle
- unlocked framerate gets up to 60, but not during combat or cutscenes
- if you don't have a VRR displace, keep the lock on
- RT mode is a near locked 30, only drops when using Starlord's visor
- no real point to Quality Mode now
- performance mode still has drops in combat
- one of the best RT Reflection implementations on consoles like DMC5
- Framerate is tied to dynamic resolution scaling with no way to turn it off unless using mods.
- Some texture options are very lack luster and don't add much to the visuals.
- High end systems have frametime issues
- DX12 seems to be the cause of major frametime issues.
- Running the game in forced DX11 seems to fix most frametime issues, still not a perfect solution. Some frametime issues still exist, but the FPS is significantly improved.
- 30FPS mode has frametime issues too, so putting that on won't help.
- Running DX11 breaks the vsync but can be enabled at the driver level.
- uses the Kex4 engine
- PC uses Kex3 engine
- fov slider, hd textures options, TAA toggle, AO toggle, motion blur toggle (camera included), AF toggle, shadow maps toggle, film grain, dof toggle
- textures have HD or orignal options
- all light sources cast lights when shadow maps on
- dynamic resolution
- Switch: 1080p/720p; scales as low as 50%
- minimal settings keeps max res
- TAA gives it that retro, n64 look
- PS4/XBO: 1080p
- Pro/X: 2160p
- 5/Series X: native 2160p
- Switch and Optimized Settings
- Nightdive is aware of issues and are being worked on
- disabled settings: mostly 60fps, has some drops (possibly due to CPU/Bandwidth)
- toggling options off then on fixes some issues
- highest settings: frequent drops to the 50s
- optimized settings (mostly 60fps)
- TAA on
- HD Textures on
- Shadow Maps on
- Film Grain on
- AF x4
- higher AF causes stutters, probably due to bandwidth
- XBO/PS4
- practically perfect 60fps on highest settings
- some aggressive DRS
- turning off motion blur sustains higher resolution
- customizable controls and deadzones
- has right stick camera, though makes the game easy
- loading is fast (2 sec warps, 5 sec level transitions on switch)
- Better LOD
- Better motion blur
- Less noisy shadows
- Clearer textures
- improved shading for some objects
- improved contrast
- better water reflections
- One X / Pro run at PC's Medium preset equivalent.
- One and PS4 run at PC's Low present equivalent.
- Mid gens have improvements in lighting and AO.
- All last gen have less foliage density, no light bloom compared to newer consoles (PS5/SX)
- Base consoles: 864p.
- Mid gens: 1080p.
- No signs of DRS
- IQ looks very soft and blurry on base consoles owing to the low resolution and lower quality TAA.
- Mid gens have OK image quality but fall short of typical Pro/One X releases.
- Performance is quite strong.
- All consoles target 30 FPS, but can still drop frames but tear to compensate.
- PS4, Pro and One S suffer tearing and the odd frame drops, PS4 Pro suffers the most here.
- One X is rock solid 30 FPS in DF's testing.
- Above issues mostly relegated to the opening Forest area, once in the city, performance is pretty good across the board.