Game Science’s game, released a week and a half ago, doesn’t have the scaling technology we expected, but there’s certainly an explanation for that.
Digital Foundry’s editors took a close look at why AMD’s technology was used in the PlayStation 5 version of Black Mythos: Wukong. They think it might be because the game was previously made on Unreal Engine 4, and although the Chinese studio switched, they may have used a fairly old version of Unreal Engine 5, perhaps the very first version, for development. The frame generation technology used in Performance Mode may also have played a role in this decision.
The other scaling solution, TSR, requires much more power and lacks some optimization for the PlayStation 5 and Xbox Series. PS5 gamers don’t lose much though, because while TSR is better than AMD’s FSR (FidelityFX Super Resolution) 2 in some cases (less ghosting and flickering), it’s not as good overall.
We’ve already written about why Black Myth: Wukong hasn’t been released for the Xbox Series yet, but Digital Foundry says it’s not the Xbox Series S. The game doesn’t rely heavily on the processor, and Unreal Engine 5 doesn’t overload VRAM, so it should be easy for developers to scale the game down to the smaller console, but for certain features (like lumen and some visual settings) everything will definitely have to be scaled down, and the resolution will of course be lower.
The below-average experience may also be due to the developers’ lack of experience in console development. This is evidenced by the performance of the PlayStation 5 port. If there are no strange optimization decisions (e.g. using frame generation to generate 30 instead of 60 FPS in performance mode), this shouldn’t be a significant problem. Game Science may still make some changes to the Xbox Series port, so it’s possible that we’ll get a better experience on Microsoft’s console.
But there’s no word yet on when Black Myth: Wukong will come to Xbox Series…
Source: WCCFTech
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