• Hey, guest user. Hope you're enjoying NeoGAF! Have you considered registering for an account? Come join us and add your take to the daily discourse.

STALKER 2 - PC/Xbox Series X|S Review - Digital Foundry Tech Review

Midn1ght

Member


adamsapple adamsapple
Ninja GIF by Walk Off The Earth
 

adamsapple

Or is it just one of Phil's balls in my throat?
- Atmosphere, environmental artwork etc are the games greatest strengths
- UE 5.1 used, so vegetation is not using Nanite and not fully treated with Unreal's shadow maps
- Texturing across the game is high quality, hence the games massive install size (150GB~)
- Storms and weather effects highlight visual quality as well
- Cut-scenes and NPC's are synced properly to either localization

- A number of light sources do not cast shadows, something the original game did (eg muzzle flash causing shadows)
- Lumen light and reflections present but use a lot on SSR and can cause light break
- No Hardware Based Lumen at present, devs have said they will add post-release

- Xbox:
- Fidelity and vegetation lower than PC's Epic settings, but even Series S has a 'shocking' amount of vegetation on screen
- Shadow maps on Quality mode (SX) look similar to PC but Performance is lower quality with more jittering
- Lumen is lower quality in Performance mode and can have more light breaks compared to Quality mode or PC in its Epic settings
- Performance mode and Series S has lower quality translucent effects on windows etc, where SX in Quality and PC render it properly

- DRS on both console with Unreal's TSR
- Series S: 684p to 864p reconstructed to 1080p with TSR (single mode)
- Series X Performance: 864p to 1152p reconstructed with TSR to 4K
- Series X Quailty: Around 1440p with TSR to 4K at 30 FPS

- DF note that make sure to change sRGB on monitors (something I also pointed out in the OT) as the game looks very dark by default

- The day 0 patch fixes a lot of the initial problems in the review period, but still has some problems that need to be addressed by the developer.

- Shader comp at boot prevents shader stutters, but game still has some CPU / traversal related stutters. This issue was much more prominent before the day 0 patch.

- The game is super CPU limited.

- The CPU limitation extends to console. SX in Performance in outdoors is almost always low 50's or high 40's with sparse indoors hitting 60.

- Performance mode feels a lot better on a VRR display but is not recommended on fixed rate displays

- Cities with a lot of NPC's can cause dips to low 40's.

- DF note an issue where the game can freeze for a few seconds on Xbox when entering the first big settlement ((adam note: The freeze frame locks Alex talks about in the video, I did not encounter it in my run, there has been one more patch after the day 0 which likely fixed that too.))

- Quality mode is 'vastly preferable'. Only very rare drops to 29~28fps when a lot of NPC's are present.
 
Last edited:

GHG

Member
A great showcase for Nanite. Having a blast playing this.

??

However, it suffers from major pop-in issues. STALKER 2 uses Unreal Engine 5.1, which does not support Nanite for grass/vegetation. As such, you’ll see trees and grass popping in the distance. Big buildings will also suddenly appear and disappear while exploring the environments.


This is what I meant the other day about some of you being encapsulated by PR and marketing buzzwords. It's embarrassing.
 
Last edited:

Gaiff

SBI’s Resident Gaslighter
PC on Epic Settings
  • High-quality dense foliage visible in the far distance. Lack of Nanite on foliage means vegetation details popping in and out
  • Textures and materials look very good
  • Weather effects are varied and impressive, with sci-fi weather effects such as red lightning storms
  • Poor shadow quality at times. The flashlight does not cast shadows and often times, NPCs standing in front of light sources don't have shadows either
  • Typical Lumen issues with light leakage and inconsistencies such as it disappearing in and out of existence
  • Reflections seem to be screen spaced and foliage isn't reflected
PC Performance
  • Game is very CPU limited with the 7800X3D maxing out at 100fps. The 3600 maxes out at around 50fps and 50ms frame time spikes. All at Epic settings
  • No shader compilation stutters, but traversal stutters that affect every version. 20-30ms spikes on a 7800X3D at around 100-110fps
  • CPU performance becomes very erratic when many NPCs are present, even a 7800X3D is all over the place and is limited to 60fps with drops to the 40s and 30-50ms frame time spikes
  • With the town with many NPCs, the 3600 barely goes above 30fps and often drops to the 20s with 50-80ms frame time spikes
  • In a basement scene with many NPCs, the 7800X3D barely managed to hold 40fps
  • Blasts the Ryzen 3600 to nearly 100% usage
  • Dev expressed interest in adding hardware ray tracing for reflections and lighting. May come letter
  • Does not recommend playing the game with an unlocked fps with a Ryzen 3600. Recommends locking it to 30. Recommends locking the 7800X3D to 60fps
  • Still needs work, especially on the CPU side
PC vs consoles
  • Compared to PC, shadows on consoles are worse, reflections and translucency are worse as well
  • Hair rendering is simplified in Performance Mode and on the Series S is highly simplified
Xbox consoles
  • Dynamic resolution is likely in place, but TSR artifacts make pixel counting difficult
  • Series S is 648p to 864p reconstructed to 1080p
  • Series X in Performance Mode is 864p to 1152p reconstructs up to 4K, but looks nothing like 4K
  • Series X in Quality Mode is 1440p and looks great, but is 30fps
  • Series X in Performance Mode never hits 60fps when it matters. Otherwise, always is in the 40s and 50s during gameplay. Shouldn't be used without a VRR display
  • Series X has even worse CPU problems than the 3600 with the game completely freezing for about 6 seconds when many NPCs are present. Hovers around 40fps in the town with many NPCs
  • Series X in Quality Mode and Series S run fine at 30fps, much better than Performance Mode on Series X. Minor frame time spikes and drops. Traversal and combat are locked. Still get major freezes when entering towns with many NPCs
  • No motion blur at 30fps
 
Last edited:

Darsxx82

Member
- Atmosphere, environmental artwork etc are the games greatest strengths
- UE 5.1 used, so vegetation is not using Nanite and not fully treated with Unreal's shadow maps
- Texturing across the game is high quality, hence the games massive install size (150GB~)
- Storms and weather effects highlight visual quality as well
- Cut-scenes and NPC's are synced properly to either localization

- A number of light sources do not cast shadows, something the original game did (eg muzzle flash causing shadows)
- Lumen light and reflections present but use a lot on SSR and can cause light break
- No Hardware Based Lumen at present, devs have said they will add post-release

- Xbox:
- Fidelity and vegetation lower than PC's Epic settings, but even Series S has a 'shocking' amount of vegetation on screen
- Shadow maps on Quality mode (SX) look similar to PC but Performance is lower quality with more jittering
- Lumen is lower quality in Performance mode and can have more light breaks compared to Quality mode or PC in its Epic settings
- Performance mode and Series S has lower quality translucent effects on windows etc, where SX in Quality and PC render it properly

- DRS on both console with Unreal's TSR
- Series S: 684p to 864p reconstructed to 1080p with TSR (single mode)
- Series X Performance: 864p to 1152p reconstructed with TSR to 4K
- Series X Quailty: Around 1440p with TSR to 4K at 30 FPS

- DF note that make sure to change sRGB on monitors (something I also pointed out in the OT) as the game looks very dark by default

- The day 0 patch fixes a lot of the initial problems in the review period, but still has some problems that need to be addressed by the developer.

- Shader comp at boot prevents shader stutters, but game still has some CPU / traversal related stutters. This issue was much more prominent before the day 0 patch.

- The game is super CPU limited.

- The CPU limitation extends to console. SX in Performance in outdoors is almost always low 50's or high 40's with sparse indoors hitting 60.

- Performance mode feels a lot better on a VRR display but is not recommended on fixed rate displays

- Cities with a lot of NPC's can cause dips to low 40's.

- DF note an issue where the game can freeze for a few seconds on Xbox when entering the first big settlement ((adam note: The freeze frame locks Alex talks about in the video, I did not encounter it in my run, there has been one more patch after the day 0 which likely fixed that too.))

- Quality mode is 'vastly preferable'. Only very rare drops to 29~28fps when a lot of NPC's are present.
Very typical result of UE5 on console. Same types of cuts or sacrifices to offer a performance mode.

2 good things compared to other cases of UE5 games on consoles and that are appreciated:

1-The use of TSR instead of FSR. The IQ in both modes is clearly better than what we have seen in other games that use FSR or TAA.

2-The framerate in quality mode is free of framepacing from day one. The average framerate in performance mode falls within the good range of VRR and seems to work well.

I hope that successive patches can fix what is still not right.
 

adamsapple

Or is it just one of Phil's balls in my throat?
Was there another patch? Alex played on patch 0.

I don't know if patch 0 is the 135GB one over the weekend, or the other 35GB one that the game got one day before release.

I'm assuming it's the former.

But I'm definitely not seeing any kind of freezing like Alex shows in this video.
 
Last edited:

Gaiff

SBI’s Resident Gaslighter
What's your point?

DF say it doesn't use nanite, DSO say it doesn't use nanite. So how exactly is it a "great showcase for Nanite"?
No, DF says it uses Nanite. UE5 has supported Nanite since the first version or close to it. STALKER's version just doesn't have support for foliage/vegetation, but the rest still uses Nanite.
 

Zathalus

Member
Mixed bag on the on the visuals front. Nanite and textures look great but it’s a shame Nanite doesn’t extend to the foliage. Characters and some of the lighting look bad at times. Glad to see shader comp issues are becoming a thing of the past, but UE still has that annoying issues with traversal.

I’m eager to play but I think I’ll hold off for a few months, until some patches have been released.
 

GHG

Member
No, DF says it uses Nanite. UE5 has supported Nanite since the first version or close to it. STALKER's version just doesn't have support for foliage/vegetation, but the rest still uses Nanite.

There's still nanite, just not for foliage.

That's all good and well, but it's not much of a showcase then if there are still plenty of assets that are popping in when in the outside areas.

The whole point of Nanite was to comleletly eliminate pop in and LOD shifts.
 
Curious they don't mention anything about Frame Gen, it's a blessing specially in CPU limited scenarios, sadly the input lag is noticeable even when im at 100-120 FPS.

And yes software lumen sucks, same with Silent Hill 2, if you can afford it, activating hardware lumen is a must there, much better than pretty much any other graphical settings

Also it's funny this game is probably the one with the best and most impressive foliage in the ground, since it only makes the game harder, the NPC's will still shoot you even if there's no vision at all due to this foliage, while you can't see shit lol
 
Last edited:

Gaiff

SBI’s Resident Gaslighter
That's all good and well, but it's not much of a showcase then if there are still plenty of assets that are popping in when in the outside areas.

The whole point of Nanite was to comleletly eliminate pop in and LOD shifts.
Well, yeah, but they would need to update the version of UE5 they're using, which apparently is quite difficult, so meh.
 
  • Like
Reactions: GHG

twilo99

Member
- The game is super CPU limited.

- The CPU limitation extends to console. SX in Performance in outdoors is almost always low 50's or high 40's with sparse indoors hitting 60.

  • Series X in Quality Mode and Series S run fine at 30fps, much better than Performance Mode on Series X. Minor frame time spikes and drops. Traversal and combat are locked. Still get major freezes when entering towns with many NPCs

laptop Zen 2 CPUs FTW
 
Last edited:
Didn’t try the quality mode… Looks like is the best option right now… BTW, good to see that DF is more on the positive side… Let me grab some popcorn 🤣.
 
Last edited:

Senua

Gold Member
Nanite Foliage support only got added in 5.1 and even then performance was terrible and still had limitations. I think it was either 5.2 or 5.3 where it started to make sense to use it. Hence Black Myth also sticks to not having Nanite vegetation as it is still on 5.0.
Any games out there yet with nanite foliage?
 

od-chan

Gold Member
If this is the best UE5 can look (with nanite and everything, and the game eating this much performance) then it's really not worth it. The game honestly looks barely better than, I don't know, RAGE or something. Sure, the enthusiast might disagree because the foliage is slightly more dense or something, but honestly, the game just doesn't look good. At least not in a way that would remotely justify these hardware requirements.

it's simple diminishing returns

So no, I disagree with DF. The game is both poorly developed and looks like shit.
 

Mister Wolf

Member
Yup, the textures and objects are impressive so I have no problem with what Wolf said

The removal of far distance pop in aspect of Nanite has never been much of a concern to me. That has never bothered me in games unless it was ridiculous like Sonic Frontiers. I certainly dont notice it playing Stalker 2. I appreciate up close detail.
 
Last edited:

SlimySnake

Flashless at the Golden Globes
??




This is what I meant the other day about some of you being encapsulated by PR and marketing buzzwords. It's embarrassing.
Settle down.

Nanite support for foliage was added in UE5.2. UE5 still supported nanite before that on everything else.

Black Myth also doesnt use nanite for its foliage, but its an amazing nanite showpiece thanks to nanite being used on pretty much everything else.
 

GHG

Member
Any games out there yet with nanite foliage?

Immortals:

When we first switched over to Unreal [5], we turned Nanite on everything we could. I think 5.0 wasn't [compatible with] foliage, that came a bit later, but as soon as we were able to have Nanite foliage we turned it on. Then we started to pull back from that and [asked] "does this really need to be Nanite?" We were encountering some assets that [were problematic due to] their construction and the way that the UV shells were set up, so we had to rework some of those assets to make it workable with Nanite or change it up entirely and go back to the traditional method. We couldn't use [Nanite] for things that would move, like flags. We really threw everything into the Nanite bucket, to learn from it. Now we've been able to build a huge Confluence [corporate wiki] page on how Nanite should be handled going forward.


Fortnite also uses it if you count that as a game.


Black Myth also doesnt use nanite for its foliage, but its an amazing nanite showpiece thanks to nanite being used on pretty much everything else.

I wouldn't call black myth a "showcase" for anything either in this sense considering it's very apparent flaws and inconsistencies (paired with the fact that it disproportionately performs poorly once everything is dialed up to maximum for very little in the way of pay-off).
 
Last edited:

DanielG165

Member
Series X performance in Quality mode has impressed me quite a bit, especially now knowing the resolution for it. 1440p upscaled to 4K, with this level of fidelity, utilizing lumen for the lighting system, at a locked 30 fps is pretty damn impressive for a $500 system. Played for an hour and a half last night, and not a single crash. I was honestly expecting MUCH bigger cuts and drawbacks on console with an open world UE5 game, but the SX kind of chews through this one.

The game looks incredible in-person; a bunch of depth is lost when simply looking at it in a compressed video on a 6.7 inch screen.
 
Last edited:

SlimySnake

Flashless at the Golden Globes
Any games out there yet with nanite foliage?
None that I know of. If there is, it’s not an AAA release.
the real question is why not? I think i downloaded the electric dreams demo back in 2022. So devs releasing games at the tail end of 2024, wouldve had 2 years to build their games on UE5.2.

SH2, Black Myth and now Stalker are all running on old versions of the engine. and i just dont understand why. The performance improvements for the GPU and especially the CPU are amazing in UE5.4. They have literally doubled GPU performance for hardware Lumen and the CPU performance by 50-80%. You can literally run the game using hardware lumen instead of software lumen and it will perform better.

Epic needs to get involved here. This is a really bad look for the engine. no one likes it. Everyone thinks it performs like shit, and i dont blame them.
 

twilo99

Member
Series X performance in Quality mode has impressed me quite a bit, especially now knowing the resolution for it. 1440p upscaled to 4K, with this level of fidelity, utilizing lumen for the lighting system, at a locked 30 fps is pretty damn impressive for a $500 system. Played for an hour and a half last night, and not a single crash. I was honestly expecting MUCH bigger cuts and drawbacks on console with an open world UE5 game, but the SX kind of chews through this one.

The game looks incredible in-person; a bunch of depth is lost when simply looking at it in a compressed video on a 6.7 inch screen.

From what I see it's still far from what they showed in the pre-release

 
PC on Epic Settings
  • High-quality dense foliage visible in the far distance. Lack of Nanite on foliage means vegetation details popping in and out
  • Textures and materials look very good
  • Weather effects are varied and impressive, with sci-fi weather effects such as red lightning storms
  • Poor shadow quality at times. The flashlight does not cast shadows and often times, NPCs standing in front of light sources don't have shadows either
  • Typical Lumen issues with light leakage and inconsistencies such as it disappearing in and out of existence
  • Reflections seem to be screen spaced and foliage isn't reflected
PC Performance
  • Game is very CPU limited with the 7800X3D maxing out at 100fps. The 3600 maxes out at around 50fps and 50ms frame time spikes. All at Epic settings
  • No shader compilation stutters, but traversal stutters that affect every version. 20-30ms spikes on a 7800X3D at around 100-110fps
  • CPU performance becomes very erratic when many NPCs are present, even a 7800X3D is all over the place and is limited to 60fps with drops to the 40s and 30-50ms frame time spikes
  • With the town with many NPCs, the 3600 barely goes above 30fps and often drops to the 20s with 50-80ms frame time spikes
  • In a basement scene with many NPCs, the 7800X3D barely managed to hold 40fps
  • Blasts the Ryzen 3600 to nearly 100% usage
  • Dev expressed interest in adding hardware ray tracing for reflections and lighting. May come letter
  • Does not recommend playing the game with an unlocked fps with a Ryzen 3600. Recommends locking it to 30. Recommends locking the 7800X3D to 60fps
  • Still needs work, especially on the CPU side
PC vs consoles
  • Compared to PC, shadows on consoles are worse, reflections and translucency are worse as well
  • Hair rendering is simplified in Performance Mode and on the Series S is highly simplified
Xbox consoles
  • Dynamic resolution is likely in place, but TSR artifacts make pixel counting difficult
  • Series S is 648p to 864p reconstructed to 1080p
  • Series X in Performance Mode is 864p to 1152p reconstructs up to 4K, but looks nothing like 4K
  • Series X in Quality Mode is 1440p and looks great, but is 30fps
  • Series X in Performance Mode never hits 60fps when it matters. Otherwise, always is in the 40s and 50s during gameplay. Shouldn't be used without a VRR display
  • Series X has even worse CPU problems than the 3600 with the game completely freezing for about 6 seconds when many NPCs are present. Hovers around 40fps in the town with many NPCs
  • Series X in Quality Mode and Series S run fine at 30fps, much better than Performance Mode on Series X. Minor frame time spikes and drops. Traversal and combat are locked. Still get major freezes when entering towns with many NPCs
  • No motion blur at 30fps
Something is very wrong both PS5 and Xbox Series X CPU performance when it comes to 3rd party games. It performance worse than 3600, which is equivalent to both Console CPU.
 

Gaiff

SBI’s Resident Gaslighter
If this is the best UE5 can look (with nanite and everything, and the game eating this much performance) then it's really not worth it. The game honestly looks barely better than, I don't know, RAGE or something. Sure, the enthusiast might disagree because the foliage is slightly more dense or something, but honestly, the game just doesn't look good. At least not in a way that would remotely justify these hardware requirements.

it's simple diminishing returns

So no, I disagree with DF. The game is both poorly developed and looks like shit.
Silent Hill 2 and Black Myth Wukong both look better and use UE5. The quality of the visuals depends far more on the dev than on the engine.
 
Top Bottom