Marvel Rivals: Another Example of the Unreal Engine 5 Pushing Console Limits! [VIDEO]

NetEase’s Overwatch competitor is further proof that Epic Games’ technology is starting to outpace the PlayStation 5 and Xbox Series.

 

Digital Foundry has provided a technical analysis of the Marvel Rivals beta and its technical features, comparing console and PC performance. The PlayStation 5 and Xbox Series X bring the Lumen Global Illumination technology from Unreal Engine 5, but PCs are left with the older solution of screen space reflections. This was probably done to achieve a lower system requirement, so that the game doesn’t have to be downscaled to a very low resolution…

The PlayStation 5 and Xbox Series X will run Marvel Rivals at a dynamic 1440p, but the minimum resolution can be as low as 810p. On the Xbox Series S, the situation is obviously even worse. Here, too, Lumen isn’t used, and screen area reflections, character shadows, and texture resolution are reduced to a dynamic 972p, which can drop to 540p (!) in some places in order to keep the frame rate stable at 60 FPS. That’s 95% of the time, but according to Digital Foundry, it’s the remaining 5% that you really get to feel. Stuttering and hitches are noticeable as you move around the maps, and this could be a weakness of Unreal Engine 5. (CD Projekt RED can fix this, though, as we wrote).

Unreal Engine 5 seems unprepared for the technology we currently have. A GeForce RTX 4080 graphics card, one of the best on the market today, has a hard time delivering stable performance above 30 FPS (and a powerful processor may not help), and they don’t even make much use of the other UE5 technology besides Lumen, Nanite. No wonder Epic Games is constantly trying to optimize and improve.

No wonder there are rumors that Sony will soon announce the PlayStation 5 Pro…

Source: WCCFTech

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