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[NEWS][DIGITAL FOUNDRY] Gears 5 Next-GEN | 4K dinamico su Series X fino a 1080p, Series S fino a 720p


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Fossetti ci aveva visto giusto :asd:...Quindi dopo Yakuza che pur essendo un gioco cross gen (quindi presumibilmente una sciochezza per il mostro mandarlo a 4k 60) non contava perchè un gioco giapponese mo ci si mette pure un gioco old gen e nemmeno di sto gran spessore tecnico come Gears che addirittura scende a 1080p...e pensare che c'era chi perculava un gioco di ben altra caratura come DS perchè non aveva i 4k fissi 60fps :asd:
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https://www.eurogamer.net/articles/digitalfoundry-2020-gears-5-xbox-series-x-upgrade-tested

 

Leggete tutto l'articolo non solo la parte della res :D

 

The multiplayer mode is a little more aggressive with its dynamic resolution solution owing to its higher performance targets - yes, 120 frames per second is the target - but it still looks solid. Image quality was already good thanks to Unreal's temporal anti-aliasing implementation and it's improved here thanks to a higher average resolution. We don't yet have a Series S console but we were told that Gears 5 maxes out at 1440p on the high-end suggesting an average resolution somewhere between Xbox One and Xbox One X while still hitting the same frame-rate targets as Series X.

 

In terms of detail levels, the PC version is used as a basis with settings bumped up to ultra across the board. This means higher quality volumetric lighting, improved shadows and more. There is an increase in detail in the new version too thanks to level of detail being pushed out - but the overall effect is relatively subtle but leads to a more stable, solid-looking game. Effects work is also increased. The Coalition bumps up the quality of screen-space reflections, increasing the quality and number of surfaces using the effect - many of these surfaces lacked SSR completely on Xbox One X and the effect is more broadly in line with the PC version.

 

This might have been enough on its own, but the developers took the time to implement some new features not previously available on PC. The big one here is screen-space global illumination. It's a ray tracer done in screen-space (software-based, not using the RT hardware within the console) which takes care of indirect illumination. According to The Coalition, the GI pass is calculated at half resolution but uses eight rays per pixel. This is fine grain enough to allow things like muzzle flashes and item pickups to contribute realistically to the lighting. This also naturally takes care of darker areas - places that were overly and unrealistically lit previously now feature additional detail and shadow on Series X. Again, it's kind of subtle, but it's a neat step forward in creating more realistic lighting. Unlike the March demo, however, this is now coupled with more traditional screen space ambient occlusion which takes care of finer details. It is worth noting that SSGI is only used during gameplay - but cut-scenes do benefit from improvements to SSAO at least.

 

Another fascinating addition is the implementation of Variable Rate Shading. VRS is used to claw back performance in heavy situations by varying shading precision in a scene which, in turn, allows for a higher average resolution. Check out the image below for a great visualisation of how the effect works out in Gears 5, and how various areas of the frame are rendered at different resolutions depending on content. Impressively, it's not something that is really evident during normal play but having tinkered with Gears Tactics on PC - which includes a somewhat noisy implementation of VRS - I was curious to know what has changed and why the effect was so much improved over what we'd seen before.

 

Well, apparently the changes are down to using what is known as Tier Two variable rate shading. Gears Tactics uses Tier One, which allows developers to specify the shading rate per draw call, while Tier Two allows for more granular control within a draw call. This allows more precise control over which parts of the screen are adjusted. They use an edge detection filter to figure out the rate of shading and can vary it across the screen in a series of 8x8 tiles. In this case, using VRS basically saves five to 12 per cent of rendering time per frame which leads to a higher average resolution, making for a sharper looking game. Artefacts from VRS are not completely eliminated with Tier Two, but they're very hard to discern.

 

Speaking of shaders, a lot of work was done to maximise the use of relaxed cone step mapping. This was featured in the original game and resembles parallax occlusion maps - essentially, it adds proper depth to an otherwise 2D texture. For the Series X version, however, the team spent months adding lots of extra details to each stage. Depth write has also been enabled for cone step maps meaning actual contact shadows and proper depth - they basically integrate more realistically into the world.

 

All told, these updates look great but what's perhaps more important is the feel of the game. Using Dynamic Latency Input, the team was able to greatly reduce input latency. This is really interesting to me as it does result in a noticeably more responsive gaming experience. Microsoft's numbers are on this page and my quick and dirty tests produced similar results, but the difference in feel is everything. I hope this focus on latency reduction becomes a common thing this generation as it definitely makes for snappier aiming. Of course, it's even lower when playing multiplayer owing to the 120hz update.

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Ma che il gioco sia bello da vedere non lo mette in dubbio nessuno...diciamo che fa un po' sorridere, considerando le crociate contro le risoluzioni non 4k native che sono state portate avanti fino a ieri da parte della fazione verde, a maggior ragione trattandosi di un titolo cross-gen.

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