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Thank you very much for making this available to the general public.


Some thoughts (both positive and negative):

- The LOD calibration is very good, it seems like the first time it's been calibrated almost correctly.

- At the boss fight if you approach the boss and look almost 90 degrees to the left, and then move forwards and backwards you will see scenery completely popping in and out. Digital Foundry missed this and it's probably a bug.

- The lighting is very good, the shadows do show different levels of aliasing depending on the settings.

- In the light part of the demo, the pixels shimmer in a way that isn't present in the dark part. It seems to be trying to show a heat haze effect but it's strange as some distances from the player show it and some don't, ie from the camera to the far distance it is off then on then off etc. This is probably a bug.

- Motion blur seems to be on which makes the scenery look poor when in motion, mouse smoothing being on doesn't help either. Of course these settings are personal preference.

- In the light part of the demo it's possible to have the clouds in the sky flicker at certain locations/camera angles even when the camera isn't moving. This doesn't happen in the dark part and is probably a bug.

- There was a lot of stutter at times, I assume this is because of the amount of data being transferred and also because this is a demo showing off features and not an optimised product.

I ran your demo on a factory overclocked 3080 on a 1440p 165Hz monitor.

Can you say exactly what the 8 and 9 keys do? I assume it enables/disables TSR but maybe it's something else.

Hi @redcorduroy,


Thank you very much! For sure, Epic would appreciate your comments too.

1- Yeah, that's Nanite!

2- Oh, true! But only with one rock, right? It's probably related to Nanite and its 'minimun LOD' thresold. But it shouldn't dissapear...

3- Yeah, that's Lumen! And related to Nanite too, as shadows are less detailed with distance, based on mesh detail (which is reduced with Nanite).

4- I don't notice any strange behaviour on that effect; always seeing it correctly.

5- Confirmed, it's motion blur. There is something strange over there... like a lot of noise around the character.

6- True again. Related woth the 'new' volumetric sky system.

7- I think so, too. They commented it on the Digital Foundry review. It should save some things on cache, so it could run smoother in a second run. Also when implemented a faster loading system, as in PS5.

8- TSR is always enabled, as it won't hit on performance. Those options has slightly different TSR resolution (75% and 50%, if I remember well) and specially, it lowers things like AA, PostProcess, Bloom, textures, etc.


Best regards!

Thanks for your response @MARvizer.


Here is an example of the shimmering:

https://www42.zippyshare.com/v/XHxTGOfJ/file.html


The foreground and the rock on the left are stable, in the centre the pixels are shimmering in a band extending to the right, the top of the cliff is stable.


The file has been encoded but the encoding isn't causing the shimmering to stop at the rock on the left.

Thank you or the explanation, but I can't see that image, could you fix it?

Maybe this will work:

https://mega.nz/file/iKgAXYzb#guNarxgwc1-WYspkwzp__8GMbofECUl_xAu6EZxMJg8

I see!

So shimmering is only happening along a horizontal band, right? But it's not a bug, but a design "mistake". It's a post process effect added to the scene and, for some reason, they have limited it to that certain height. With a simple tweak to the effect I have extended it up to the top of the cliffs too. So it's a design issue, but not a bug.


Best regards!

I understand this better now after more testing, there are only 3 layers for this shimmering in the light part of the demo. The near plane, the middle plane and the far plane. The shimmering effect is being applied to the middle plane only, ie horizontally the middle 1/3 of the screen. It is also being occluded by objects in the near plane which is correct.

However a real heat haze should continue from the middle plane to the far plane and be more pronounced in the far plane (like Nanite it should be calibrated) but it is only being applied to the middle plane and then it stops for some reason.