View: https://youtu.be/IMytJKuIjQs
This game has come into a hot contention in regards to its PC performance, DF (Oliver) has taken a look at how this game performs on current gen consoles, PS5 & Xbox Series X|S.
The titles makes use of Unreal Engines 5's Nanite and virtual shadow maps. No use of Ray Tracing or Lumen (software or hardware).
Shadows are uniformly sharp, with no penumbra effect (the softening effect as a shadow contours around a object with respect to the lighting angle).
There's a praise of the increase geometric detail compared to the previous entry, but there's some issues w.r.t. screen space effects with oclussion issues. The threshold it too harsly cut from the viewport, meaning that it'll pop in and out as you pan the camera. The character models may not be as impressive, but they have decent production value, but not comparable to big budget titles. The cutscenes do have some issues such as visual shadow artifacts, although to they were specific to the PS5.
Overall the fidelity of the game is very high in quality and it does hold up well.
I'll highlight the Resolution and Performance noted for the consoles respectively.
Playstation 5 & Series X:
- Quality Mode: 30 FPS target - ~1296p
- Hits its FPS target and there's some single dropped frames,
- Denser foliage
- Screen space reflections are more detailed and coherent
- Shadows are higher in resolution, less breakup and artifacting
- Uses dynamic resolution
- TSR* upsampling to 1440p
- Balanced: 60 FPS target - ~792p
- Does it hits FPS target most of the time, but there are dips in heavy action scenes with one instances going to the 30's. Lab area is denoted as a heavy FPS tanking scenario
- Balanced & performance look identical
- Uses dynamic resolution
- TSR* upsampling to 1440p
- Performance mode: Unlocked frame rate - ~720p
- Screen tearing issues are present in this mode.
- TSR* upsampling to 1440p
In motion; quality mode delivers a more stable visual image. Motion blur helps. Series X and PS5 are basically identical. However, if you set the output to 120Hz the refresh rate will be set to go higher than 60fps. On PS5 it will stay in a 60Hz container, meaning that there's no perceivable difference.
VRR does not seem to affect the game as there's still screen tearing, Oliver denotes that this could be an issue with his TV.
Xbox Series S:
- Quality Mode - ~900p
- 30 FPS target, same drops are experienced as the bigger console modes, but they are more noticeable and more frequent.
- TSR* Upsamples to 1080p
- No motion blur
* Oliver speculates that TSR is used and not FSR 2 as comparing to native 1440p on PC the artifact patterns on PC + FSR2 are not similair to the console output at all. Thus concluding that TSR is in use, which is UE5's own method for upsampling
I hope I summarized it all correctly.
Companion article to the video:
Remnant 2 is a fitting showcase for Unreal Engine 5's Nanite technology
The Digital Foundry tech analysis of Remnant 2 reveals the advantages of a current-gen focus with Unreal Engine 5 and Nanite - with PS5, Series X and Series S.
www.eurogamer.net
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