During the linear missions, it’s quite hard to see, but in the overworld it’s because you’re going so quickly on the skiff, that’s when you get these slight hitches. It’s mainly visible in the overworld, with the skiff, because you’re traveling so quickly and you’re streaming a lot. We’ve done a lot to reduce latency on the Series X, and there was a little bit of a side effect with the way streaming hits the CPU for just a frame or two. “It’s because we’re streaming at those times. “When you’re seeing those slight dips, that’s not because the CPU or the GPU is overwhelmed,” says Colin Penty, The Coalition’s Technical Art Director. Comparatively the Xbox Series X handles these stutters with ease, but while The Coalition said this will be addressed soon. The effect is even more drastic on the Xbox One X as the game would dip below 60 frames per second and struggle to get back to that locked framerate. You can see the spikes to 33-millisecond frame time during these portions causing a dip to around 58 frames per second. The one area the game did have a noticeable dip below 60 frames per second was in the overworld sections with the skiff. To give you some context, Call of Duty Warzone runs in this range at 1080p on a 360hz monitor, backed by a beefy CPU and 3090 GPU making this no small feat for the Series X. This also drastically reduces the input latency you’ll experience with Gears 5, putting it down 57% in Multiplayer Versus over the Xbox One X at around 30ms on the Xbox Series X vs. The additional framerate isn’t just for show, either. If If the Initiative or any other companies aligning with the Xbox Platform take advantage of the tools and methodology showcased by the Coalition, we’re all in for something special. The fact that an engine with this level of detail can achieve anything near to a locked 120fps is nothing short of astounding. Fast forward to a new console generation and the Xbox Series X handles all of this at 4K 60 with ease with a massive amount of tech in the background making it possible.Even more surprising is the push to 120 frames per second in Versus mode. The only platform that struggled to keep up with its targeted framerates was the original Xbox One, but even then it comes incredibly close to that 30fps goal, no doubt relying on the engines Temporal Upscaling and using it to their advantage. While moments like this were locked at 30fps on Xbox One X and prior Xbox models, we now experience all of them in 4K at 60 frames. They also use Temporal Upscaling which will dynamically change the game's resolution as needed every 4 frames. It uses technology like Variable Rate Shading which only renders a portion of the screen at full resolution (like a characters face) which is where your eye would naturally go, but the depth of field background for example would be rendered at a lower quality as it doesn’t need to take up that processing power. With cutscenes rendered in real time using the Unreal engine, Gears 5 manages to hit 4K 60fps, even during in-engine moments like the Hammer of Dawn sequence which the team admitted was incredibly taxing to develop. The Coalition has succeeded in creating something truly remarkable: achieving native 4K at 60fps throughout the campaign with a visual quality that matches the PC version of the game at Ultra settings.
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