playsaves3
Banned
But it will on the proIt will be 30 fps on PS5, like nearly all true next gen games going forward.
People denying this fact are fooling themselves badly.
But it will on the proIt will be 30 fps on PS5, like nearly all true next gen games going forward.
People denying this fact are fooling themselves badly.
Doesn’t this not release till 2024 I’d prefer them not even skimping to make a 60fps mode at that point let that be a ps5 pro thingIf the fog is this good in the final game, and its actually volumetric, this will not have a 60fps mode on consoles.
1080p60 with TSR to boost it up to whatever res maybe.Doesn’t this not release till 2024 I’d prefer them not even skimping to make a 60fps mode at that point let that be a ps5 pro thing
UE5 with nanite/lumen asks for a 1080Ti.Seriously, a GTX 1080 as minimum ?
Are they coding with their feet or a NES gamepad ?
PC System Requirements:
UE5 with nanite/lumen asks for a 1080Ti.
Be glad they are even trying to fit this on a 1080 base.
There's nothing to optimize, they are using an engine done by others. Nanite will handle the load and they have to set for the resolution that will allow a stable frame rate. They have just to get it right artistically.Bloober Team + Unoptimized Mess. Name a more iconic duo.
No reason for any dev making a nextgen only title this far into the generation to be using UE4.Asking again since this has popped onto another page, have you seen UE5 officially listed for SH2r, or is that just part of the rumor still? I don't recall that being mentioned in the stream and mainstream press just says "Unreal Engine".
This is not their mediocre engine. UE5 is more than able to handle the job.The Medium also ran like shit on every platform. I love SH2 but I have no faith in Bloober.
Developers themselves confirmed that it's developed on UE5:Asking again since this has popped onto another page, have you seen UE5 officially listed for SH2r, or is that just part of the rumor reports still? I don't recall that being mentioned in the Konami stream nor on the Steam page, and mainstream press just says "Unreal Engine", if anything.
Playstation themselves confirmed its Unreal Engine 5:Asking again since this has popped onto another page, have you seen UE5 officially listed for SH2r, or is that just part of the rumor reports still? I don't recall that being mentioned in the Konami stream nor on the Steam page, and mainstream press just says "Unreal Engine", if anything.
There's nothing to optimize, they are using an engine done by others. Nanite will handle the load and they have to set for the resolution that will allow a stable frame rate. They have just to get it right artistically.
It's also a very slow game. If there is a game that would be fine at 30 fps, it's this.
Lumen and Nanite. With them we’re raising the graphics to new, highly-detailed and realistic levels, while turning the game’s signature nerve-racking atmosphere to eleven.
are you actually suggesting that Unreal Engine games don't need to be optimized by the developers? UNREAL ENGINE... like the same engine that runs fine on PC when The Coalition makes a game, but has stuttering issues with almost every other developer laying hands on it?
the engine that makes this game run like ass while looking much less demanding than many other UE titles that run better on the same hardware?
Nanite can't be used for everything either, not to mention that this game certainly will not need to use Lumen either because there aren't many instances where baked lighting would be just as effective, but Bloober could be idiots and just let Lumen handle all the lighting because that's easier than to have artist-driven lighting that is hand tailored to look good while running fast.
I'm suggesting that developers don't have to mingle with the code of the engine. They just have to optimize the game's load. That's much, much more straightforward than having to solve problems at code level. It's basically a live measurement of performance at different loads of detail (being it detail of models, lighting, resolution, etc.).
GI even with indoor scenes can be absolutely worth it.so basically confirming that they will waste render budget on Lumen even tho this is Silent Hill, a game with basically no dynamic light sources except for 1 and where baked lighting would work just as fine.
if The Last of Us 2's lighting can look as good as it does without raytracing, then Silent Hill 2 should be a walk in the park... but Bloober is throwing away render budget with this most likely because it's easier for them
GI even with indoor scenes can be absolutely worth it.
Imagine this ^ scene with some good GI....everything would be planted in the world.
Without good GI everything looks detached from everything else in the scene.
When TLOU comes out on PC Ill be sure to inject SSRTGI and show you just how much of a game changer GI makes to pretty much any scene.
Its not like you really really need a 60fps mode in Silent Hill.
Pray they are shipping with 5.1 or 5.1x and Lumen isnt as costly so they can still get a 60fps mode.
But looking at that fog......i dont think 60fps is an option either way.
Not high enough. PC just got a 100 tflops card. 8 tflops minimum is fine.I think the requirements are a bit too high.
Damn the Xbox Series S really is about to be the lowest common denominator this gen5700 minimum for 1080p30?
Ahahahahahahaha
Im predicting late 2024 so bookmark this1080p60 with TSR to boost it up to whatever res maybe.
But if you want any reasonable resolution this is not going to be 60fps on PS5 and XSX.
The PS5 Pro aint showing up in 2024.
UE5 with nanite/lumen asks for a 1080Ti.
Be glad they are even trying to fit this on a 1080 base.
With this fidelity of visuals?If the fog is this good in the final game, and its actually volumetric, this will not have a 60fps mode on consoles.
Bloober Am Gods.Indies devs jumping to next gen even before Sony studios that still stucks to crossgen still, would never excepted to see this 2 years ago tbh.
Yeah you could use prebaked lighting but everything dynamic in the scene would still be detached from all the lighting....and the game has alot of fog....directly lighting that fog or having it not be affected by the prebaked lighting would look like shit.you can prebake GI in a game as static as Silent Hill, Screen Space based like in Gears 5 is of course also an option, especially in a slow, dark and static game like Silent Hill.
Will bookmark it.Im predicting late 2024 so bookmark this
U5 probably = poor optimization.
Me wondering why this game has such requirements when it looks the same as RE3Remake that have GTX1060 in recommended for high 60FPS/1080p
Oh yeah, I'm so glad with my 1070. How magnanimous they are to try to code with a gamepad for a 1080 and not even trying to optimize as their habits. Let's make a new UE5 game poorly done.UE5 with nanite/lumen asks for a 1080Ti.
Be glad they are even trying to fit this on a 1080 basbase
Oh yeah, I'm so glad with my 1070. How magnanimous they are to try to code with a gamepad for a 1080 and not even trying to optimize.
Because you are blind.
Me wondering why this game has such requirements when it looks the same as RE3Remake that have GTX1060 in recommended for high 60FPS/1080p
They confirmed on the PS blog. they are using Nanite and Lumens. So its true UE5, not fake UE5 like Fortnite.So, has this been confirmed / stated by Konami as being a UE5 game? I haven't seen it specified and don't remember it in the video, but I see it taken as locked so I wasn't sure (Bloober is already on UE5 with Layers of Fear, so it's worth assuming... everybody should be on UE5 by now unless reasons otherwise, but it's not been a rapid adoption as expected.)
If so, I believe this is the first major publisher title with actual specs listed out for a UE5 release (besides Matrix Awakens, but even that was only City Sample on PC.) Interesting details to note there.
Of course, that was exactly the point. But it's doable on a realtime tester, very fast. I agree that the use of Lumen appears to be unnecessary. Unless they intend to introduce some more dynamic lighting eithr outside and/or inside buildings. At the very least, if they chose to use it, that means that they are confident that it would be better than not using it, so in their opinion is a better trade off. We will see the actual final resolution. The Matrix demo had also to manage an open world and mani systems. In addition to further advancements in the engine optimization, a more closed game should allow to punch more on the visual side, res included.so they might not need to optimize the engine itself, but they sure as fuck still need to optimize their render budget
Oh yeah, I'm so glad with my 1070. How magnanimous they are to try to code with a gamepad for a 1080 and not even trying to optimize as their habits. Let's make a new UE5 game poorly done.
Have you watched the trailer ? I don't think so. During the opening shot, the lightning of the entire scene is changing drastically at every second as the door opens and then closes. It's simply impossible to get this result without GI, and you certainly do not see anything of this sort in TLOU 2 (or any non RTGI game for that matter).so basically confirming that they will waste render budget on Lumen even tho this is Silent Hill, a game with basically no dynamic light sources except for 1 and where baked lighting would work just as fine.
if The Last of Us 2's lighting can look as good as it does without raytracing, then Silent Hill 2 should be a walk in the park... but Bloober is throwing away render budget with this most likely because it's easier for them
Just turn off the fog.
It’s ue5. So…. YesBloober Team + Unoptimized Mess. Name a more iconic duo.
GI even with indoor scenes can be absolutely worth it.
Imagine this ^ scene with some good GI....everything would be planted in the world.
Without good GI everything looks detached from everything else in the scene.
When TLOU comes out on PC Ill be sure to inject SSRTGI and show you just how much of a game changer GI makes to pretty much any scene.
Its not like you really really need a 60fps mode in Silent Hill.
Pray they are shipping with 5.1 or 5.1x and Lumen isnt as costly so they can still get a 60fps mode.
But looking at that fog......i dont think 60fps is an option either way.
its def in engine. probably real timeIs this real-time or CG?