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Digital Foundry: Marvel Rivals Hands-On - PS5/Xbox Series/PC - Can Unreal Engine 5 Deliver A Locked 60FPS?

adamsapple

Or is it just one of Phil's balls in my throat?



Marvel Rivals follows hot on the heels of Sony's Concord in offering an Unreal Engine 5-based hero shooter experience - but this time we're actually seeing higher-end UE5 features in play, specifically Lumen global illumination. Can Unreal Engine 5 deliver a locked 60 frames per second on consoles, and to what extent is Series S compromised to maintain its performance level? In the meantime, to what extent does PC offer a more graphically rich experience? Tom Morgan played the recent beta on all systems and this is his report.

00:00:00 Introduction
00:01:53 Tech Highlights
00:04:48 PS5 vs Xbox Series X/S Comparisons
00:06:55 PC vs Series X Comparison
00:09:42 Performance Testing
00:10:42 Final Thoughts
 
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adamsapple

Or is it just one of Phil's balls in my throat?
- Uses UE5 features like Lumen
- "A more ambitious ... but a more technically troubled game"
- Destructible environments, fast traversal across maps, making portals from one place on the map to another are praised
- Lumen is Software version

PS5 / SX
- 1440p with DRS to 810p.
- Both use Lumen GI but SSR for reflections and identical visual settings

Series S:
- Series S target 972p to 540p DRS with lower resolution textures, removed dynamic shadows, Lumen GI removed and replaced by screen space shading, SSR reflections also removed for cube maps

PC:
- Console Lumen GI setting is not equivalent to any PC pre-set, it is somewhere between High screen space GI and lower than High Lumen GI
- PC has Lumen reflections in combination with SSR, console only use SSR.

Performance:
- 60fps held 95% of the time on all consoles
- The other 5% is marred by traversal stutter or server side issues
- Dr. Strange's portals can cause drops to mid / low 50s on all consoles with Series S dropping a bit more than the other two

- PC version has likely shader compilation issue even though there's a shader caching process at booting the game
- Native 4K with max settings can cause the game to have drops to 40's on 4080 GPUs.
- Up-scaling techniques can remedy this but it still is prone to traversal stutter

Summary:
- More ambitious than Concord as it uses more UE5 features
- DF hopes the console hitches get fixed by the full release.
 
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PeteBull

Member
Series S:
- Series S target 972p to 540p DRS with lower resolution textures, removed dynamic shadows, Lumen GI removed and replaced by screen space shading, SSR reflections also removed for cube maps
Once again, cutbacks to switch like resolutions on top of many more, i bet ppl who play it on series s gonna feel terrible with their purchase knowing few more usd spent on proper console would save them all the headache and peasant treatment ;/
 
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