Epic Games announced the release of Unreal Engine 5.2. This update adds improvements to the anti-stuttering system, Lumen, Nanite, and more.
Spearheaded by AdamDubiGames, the sole creator of Chordosis, the game has some terrifying sceneries, amazing visuals, and some Alien madness.
Immortals of Aveum is the true debut of Unreal Engine 5 in a brand new triple-A game, and it largely disappoints from a technical standpoint.
On consoles, things are not much better below 900p on the Series X and PS5. And 480p on the Series S. Before upscaling to 1440p.
The excuse is that UE5 is just too demanding for current-gen hardware (being console or PC). Which is sort of funny, given it was supposedly built with them in mind.
The Digital Foundry tech analysis of Remnant 2 reveals the advantages of a current-gen focus with Unreal Engine 5 and Nanite technology. It's a current-gen-only title that takes advantage of Unreal Engine 5 features and the enhanced horsepower provided by PS5, Series X and Series S. We've tested the game on each of these consoles to discover whether its visuals befit its ninth-gen heritage and whether its procedural systems can deliver a satisfying adventure.
TL;DR
The game runs at fairly low resolutions and with unstable frame rates. But is very complex visually and DF believes that it was enough to show something that outstrips last-gen software. Even though it came with a hefty price of low internal resolutions and frame-rate dips.
There are differences between the modes available. With Quality giving more foliage, better reflections and shadow quality. Motion blur is permanently locked, but DF described it as "pleasing" and the game target upscaling to deliver something usable, probably using UE TSR instead of FSR.
For the Series X and PS5, the only difference is that the Series X allows the game to run at frame rates higher than 60fps. But it doesn't really maintain that with both consoles performing quite poorly:
Quality - That goes for 30 fps and 1296p internally.
Balanced - That goes for 792p internally and tries to maintain 60fps, but dips all the way to 30fps.
Performance - That goes for 720p internally and tires to maintain 60fps, but didn't really show better stability and actually adds screen tearing to the mix.
As for the Series S. It only comes with one mode that is similar to Balanced but runs at a higher resolution internally (900p) and lower fps (30).
Great news for PC gamers experiencing shader compilation stutter...
"The previous release, UE 5.1, had introduced an experimental PSO precaching system to improve hitching in DirectX12 games. In UE 5.2, the performance and stability have been increased, and the system now supports skipping drawing objects altogether if the relative PSOs aren't ready yet. While the goal is to have them ready, there is no guarantee they will be. With the new support for skipping, the stuttering shouldn't happen if the PSO hasn't been compiled."
Better to have a missing object somewhere for a few frames than drawing no frames at all. And it should be a bit quicker at compiling shaders as well