@@WUKONGSerieS10GBofRAM "Xbox Sphere" is a tiny streaming cube using 6090 Ti servers that also keep the entire game in RAM if you subscribe to GP Platinum Ultra. So you're good! Err.. will be good!
Ive never seen water caustics affected by the water's geometry being physically manipulated. That is absolutely insane. Feels like playing with the old PhysX simulations on PC back in the day, tearing cloth and whatnot.
@@TurboMintyFresh that's not really the caustics fault.. they are just highlighting that the the movement of the water itself is pretty stiff and jello like.
Jaw dropped at that sight. Almost wish they didn't put it in here so I could be surprised but I understand it was the best representation of volumetric fog Alex could fit in here.
7:18 A nice detail is that in spite of the stereotype being that "Realistic" = grey and drab, the more sophisticated lighting here makes the environment look brighter and more colorful!
This is mostly a cultural issue. For years UK And American developers dominated the gaming market. In the UK and some parts of the USA, realistic actually means grey and drab, especially in the UK. They rarely see the sun.
As someone who lives in a city with lots of woods around, the grey drabness of video game forests has always bugged me a little. Real moss is often a vibrant, yellowy, lime green, so many games that aim for realism will opt to have it be a dull middle-green. Whether it's Skyrim or Tarkov, it always seems like the saturation slider has been turned down to 60%, even in the wilderness.
The texture issue is a classic case of not paying attention to texel density of assets. They used a giant cliff or small rock megascan asset and scaled them past .1-.2. Photogrammetry doesn't support that so you will have terrible texture resolution next to ultra high resolution. As someone who's used the megascan store, I recognize a lot the assets here.
Wow what a great explanation ! You know your stuff, but it so distracting ! Seeing super beautiful ultra detailed textures next to a N64 rock texture kill it a bit for me, its worst in chapter 2...
@maximefraisier1010 I'm glad you found it helpful! Usually, people just ignore my 3D knowledge! 😁Texel density is super important, it's something studios like Naughty Dog or Sony Santa Monica pay a lot of attention to cuz it can be immersion breaking.
YASSSSS I was so disappointed when Phys X died out. I always thought high end particle effects were so cool and added so much to games. Really hoping now that we are kinda in diminishing returns for geometry that we will start seeing more of it.
I'm not a software engineer, but I think the problem is a lot of developers don't put the appropriate work in to eliminate those problems in their workflows. Ninja Theory comes to mind, because Hellblade 2 didn't seem to have the shader compilation stutters that so many UE games have. But then again maybe that was only possible in such a short and focused experience like Hellblade 2.
As someone who grew up with games made up of no more than little coloured pixels, it blows my mind how far we've come. We seem to be very, very close to the images I could only dream of as a kid. When every game uses nanite quality models and RT quality lighting throughout (without pop in), the dream will be realised. Future generations will simply take perfect visuals for granted.
@@Soraviel That seems to be the easy answer for any of the consumers that don't want to upgrade their hardware. "just patch in performance". I find console users became more realistic, and understanding of a game that doesn't release on PS4, because it is optimized for PS5/current gen hardware. PC is the opposite, they can have PC hardware worse than a PS4 and expect developers to "just patch in performance", for some crazy reason. Console users actually didn't like how PS5 hardware was held back so long, in order to optimize it for PS4. PC is the opposite, kind of like spoiled entitled brats. They want games to move forward and stay back at the same time. They think every game should work on their PS3 equal PC hardware, PS4 equal PC hardware, PS5 equal PC hardware, or "just patch in performance" and have no issues. The whole "Unoptimized! Lazy devs!" gets kind of old, and it's perfectly understandable something like Alan Wake 2 didn't release on PS4 generation hardware. PC though "just patch in performance". Crysis was a game ahead of it's time, you had to keep getting better hardware, you couldn't "just patch in performance", you actually needed high end hardware to run it. The PC community loved it back then, I wonder what occurred that turned them into an entitled group that wants everything extra, free, and never anything needing to be done on their part, like hardware progression or even optimizing a game themselves for complaining about not being able to run higher settings unless they upgrade their hardware.
The kind of graphics and framerate people demand/expect now, simply aren’t possible at console prices. This is exactly why you don’t buy a console if you’re serious enough about games to complain about frame rate or extreme detail. Consoles end up landfill after a few years. PS5 was honestly underpowered when it released.
@@sub-jec-tiv tbh i expect 2k 60fps. I dont think that its too much to demand in 2024 for a mainstream console. But some games cant have even that and im worrying Wukong could be one of them.
@@seciak595 Yeah, i’m pretty sure PS5 players are going to be mad even if they get 2k 60 (which might be possible on PS5 with lower settings). But again, the look of this game is head and shoulders above pretty much anything out there right now. It really deserves to be called ‘next gen.’ It’s a game that’s pushing the envelope. (See also, "does it run Crysis?" For historical perspective)
11:19 This is the first game ever to do real-time light caustics. Most games simulate this with an animated texture. These kinds of details are why this game is quite heavy when run at best quality (with RT). Slower frame rates are not "the devs did a bad job programming." As i read in other comments. The devs did a good job. They’re just pushing the technology much further than other games. Personally, i don’t need all the fancy detail or 100+ fps, necessarily. But you know there will be PS5 players angry because they’re not getting this same high-detail experience. 🤷♂️ 10:05 reflections and effect of water lighting underneath like this, you just don’t see this level of detail. 🤯
The graphical presentation definitely has that next generation wow factor. If only they added other small details such as frogs, bugs and fish swimming in the water, that would have brought these environments to life.
@@carpetfluff35 You don't know what you're talking about. It's easy to just make the water populated with animals without taxing the system. Just reuse the assets and make them move in almost random but scripted patterns. We don't need them to be like Red Dead Redemption or GTA where they react to your inputs.
@@yc_030 The problem is not UE5. UE5 doesn't force developers to turn on all these features and create the best looking game possible. That is a developer's choice.
As the other guy said, it's the oversharpening along with the dithering, i've seen other people gameplays and this game doesn't look stable in motion at all. It actually kinda ruins the great graphics they need to fix that
OKAY I thought it was just me! Lol I'm like is there stutters in the video or am I crazy. I winded back and then it played fine. I did just get new internet today so I thought they messed something up. Saved me a phone call lol
It's just ass programming, when you consider that the most powerful supercomputer in 2000, the ASCI White, had as much Teraflops than a SeriesX. And the 4090 has 7x that.
Skill issue (poor optimization) ... There are countless games looking better than this shit and runs Butter ! Edit : For eg . RdR2 , Farcry 5 , TLOU 2 ... All old without RT games still looks better than this Ape Ass Game
Switch 2, maybe, but a Switch 1, I suspect this would be an impossible port that they won't even bother trying to port it over, especially with how demanding UE5 is. I do wonder if the Steam Deck can run the game and if so, how well it runs, I suspect if it runs at all, it probably doesn't run well unless trimming things back a lot.
This game will be the benchmark to test GPUs in the future, just like it was the case with Cyberpunk. Both games were ahead of their peers in terms of technical fidelity.
Game Science has 140 employees and possibly 3-4 times as many people working through outsourcing.They can be considered a new company in the 3a field, but they are not small.
Can I just shock you? I think left side looks more realistic. It's a shallow body of water in a forest. I don't think I've ever seen crystal clear water in such an environment. Cloudy and murky much more likely, or what I've personally observed more often when walking through woodland. Either way, I don't find the right side essential; just different.
these salty people working for dei or what i've never seen a game comment section filled with so much blind hate and hostility they are in literally every black myth wukong videos
@@loucipher7782 All of sudden a rise of unnecessary negatives comments, I've noticed that too. This is what mobs do, actively trying to ruin things people enjoy. They don't care about tech or games, in fact they're against it.
We've had so much Japanese influence in games and media. Nothing wrong with that I fully enjoy that theme. I do appreciate my culture having a spotlight now. And hope others read up on it.
my most excited moment in gaming was gameboy colour pokemon trust me, nothing beat that and you missed that generation handhelds went from black and white tetris to full blown jrpg with colour
Worth mentioning, that the Game Science devs actually solved a general unreal issue for me. I have 14900KF, which is, unfortunately doesn't run shader compiling in front of Unreal games - always crashing left and right. And with Wukong it was no different - but the devs actually handled that issue and from the game they directed me to a help article when they noticed that shader compile was failed. It turns out I had to underclock my CPU, and that actually solved the issue not only with Wukong but with EVERY other Unreal game that I had.. I had issues where Nightingale was not loading in my old profile, Palia failed to load at all.. It was a CPU issue and I didn't even know how to solve it or what was the issue before the devs actually showed it to me.. Now my beast of a PC can run Wukong on Cinematic, 2k Full ray tracing at 80-100 FPS, while streaming in 2K.. Madness..
Yeah that sounds like the problem recently discovered. That effects 13th and 14th gen intel CPU's. I've heard they were also releasing drivers to help , by the middle of the month they might be out now.
@@Andre217 Sweet, I'll check it. To be honest, I am pretty happy with that 5% underclocking. I can literally run all Unreal games that were struggling before, with no issues..
Props for recommending "high" instead of "very high" or "cinematic" as a starting point. I've noticed that for UE games anything above "high" usually isn't worth the performance hit. I think it's time to ditch that entire scale of low to ultra super hyper high and just have three presets "performance", "balanced" and "quality" and then expose the raw numbers (tracing steps, effect resolution etc.) in an advanced options menu.
Yes, you aren't running this at high native res on anything out there. I tested a bit on 4080 Super + 12900K (OC'd to hell), 64Gb DDR5, Firecuda M.2 and max settings (DLAA) RT Very high, FG Off and 3840x1600 Ultrawide was 27FPS. RT Off + FG Off was 50FPS. Adding a bit of res-scaling (68-75%) and it's getting very playable.
@@wille84fin Turn down shadow quality I was getting around 53 fps on a 3080 with 1440p and dlss quality when shadow quality was very high. Bumped shadow down to medium and was getting around 85-90 fps.
@@mrdappernature8861 That was my point, sort of. Recommended for me was DLSS 68% (Quality), everything on Cinematic. With FG Off/RT Off 81FPS, FG On 120FPS (Display set to 120Hz 10-bit), RT On Very High + FG On 80FPS.
Yeah, I caught that too. In lots of apps, simulations run in a box called domain. That to optimize the calculations because it than only needs to do it in that "small" box. This is quite a visible error though of you ask me. Guess or hope it will be fixed with a patch.
@@RomboutVersluijs Yeah its a very easy fix, less than a minute and they fix it since you just have to increase the domain bounds or remove the colision with the bounds
There is a free and open source little tool called WukongTweak that lets you do things like enable the developer console, change the sharpening setting (or turn it off etc) and enable UE5's virtual shadow maps. It dose say that turning on VSM's can cause some graphical artifacts. I've been playing for ~1 hour with it on and haven't noticed any yet. And boy do the shadows look SO much better and I haven't noticed any performance cost.
No HDR support is bonkers though. RT is the new thing and can be amazing, but seeing how HDR has become such a disregarded technology by the industry and average users is a real tragedy for the quality enthusiasts.
Developers don't include HDR in their games because not enough people own HDR televisions because they're still so much more expensive than regular TVs.
@@1meen1 If your "budget monitor" has HDR - that's not even HDR. The ONLY HDR that is good is that found in OLED panels. If it's an IPS/TN/etc - HDR is absolute garbage.
@@TheUltimateBlooper That's what I said, and the point I made. That while yes the implementation is garbage, it still accepts an HDR signal. Also OLEDs aren't the only good ones, so you're wrong there. LEDs and Mini LEDs off higher peak brightness. The deeper blacks of OLEDs tend to balance out the lack of brightness.
This game by far has the best VRAM optimisation. Lately, a lot of games that don’t look that good required serious amount of vram while this game has so complex detailed geometry and texture work while only doing under 6GB at 3440x1440 at cinematic
I don't have a pc master race, but I have ps5, and it looks great! I've seen some pop-up graphics, but nothing that breaks the game. Game is awesome!!!
Chinese almost own the mobile game market , but as for Console games, its a whole different story. Hopefully we are off to a good start thanks to your incredible support around the world.
@Monkey.D.Luffy.King.Pirates I agree , now where are those games from Kazakhstan ? The soviet union had tetris right before the collapse now non of the former soviet countries have produced many mainstream successful games besides war thunder which was made in Belarus I think
@@suloea Yes please more games from more places in the world = more creativity especially if ppl make games based on their own history or stuff based on popular media from their culture
They'll get my money when the stutter fest is gone. By that time the game should be getting discounts and price drops. Win win. Day one gaming days are over for me. Been let down way to often.
Unfortunately, I fully expect that just as with all other UE5 games the traversal stutter will never be fixed. I think this is something Epic is going to have to solve. Fortunately, it sounds like CD Projekt Red is working with them on it for the next Witcher game. We may finally see it solved. Probably won't be back ported to many if any games, but at least titles going forward shouldn't have the issue.
@@loucipher7782Not this again…no PS5 can’t match a 4060, and the PS5 port of this game is very rough (DF just put up a video). Even my old 3070 laptop runs it better.
2018: laughing at Nvidia for pushing ray tracing that destroys frame rate. 2024: laughing at Radeon while begging Nvidia for a bigger, more expensive GPU to run ray tracing.
Yes, it destroys frames, but it's a miracle of technology. When Nvidia introduced this feature, CGI and VFX artists were crazy about it, because it was a feature they never thought could be implemented. happening in real time, technology had to develop, RT was a turning point, just like the time we switched from 2D to 3D games while the hardware back then was also very difficult to run them and after many years of different systems. The new console absolutely runs buttery smooth with those games. From that point on, RT is something that needs you to accept it, not like AMD, their terrible performance in GPUs has slowed down the industry a lot, because their APUs are in every console but games. If you want to push for new graphics, you have to hesitate about whether to abandon the console when its performance is not enough
@@creativityfails1ray tracing is overhyped trash 😂. You don’t even pay attention to that shit once you start playing the game. Y’all care wayyy to much about how a game looks. These hyper realistic graphics have little to nothing to do with immersion
@@chien.nguyen. is the oposite way i have ps5 and high end pc, i am laughing , i find hilarius that a game that it does not look that good needs that much hw, the problem is sw that needs to be optimized... is not a HW problem or amd , you develop unoptimized SW and you need nasa gpu...
I fell in love with the Lore of this character & it's weird world & other characters in this world. I saw that gameplay were u shift into a bug, then fight groups of low lvl enemies before meeting a old man covered in warts. I love that stuff. The only thing I'm worried about is I hope it didn't turn into mostly 1 on 1 boss fights with locked in camera (really mirroring just another dark souls clone) i really just hope we can see more 3rd person action adventure games that lets you fight with style against groups of non boss enemies because there is so much there waiting to be used in new games to really bring these other game genres back to life. Just please chill with all the souls like clones. I would just love more game variety once more.. remember when we had game variety? Anyways this game looks amazing and looks very creative no matter what.
The reason for the sudden frame drops is because of how UE5 handles levels. Each level is split into sub-levels, each sub-level is loaded on the fly from one sub-level to another. The stutter is caused by the engine getting the information from the next sub-level. In earlier version's this was not much of an issue because sub-levels were mainly used for controlling the amount of detail, so you would have main geometry on one sub-level, tree's on another and so on. This meant that that the frame stutter was tiny, only a couple of frames but allowed huge amounts of detail to be added. For some reason dev's seem to use it to literally break up whole part's of a level which is not what it is used for.
@@yourlocalhuman3526 yeah. makes their comment kinda bs. I've not tried the demo but based on this vid my 3080, which is pretty much 4070 perf, won't be running it that well at all. That's why I bet they're using frame gen, or in like 1080p and using dlss. or rt on but all settings low. Or ya know, a combo of all those things.
Sharpening is insane in this game. While I was running the benchmark tool, I had to double check if I was using FSR by mistake due to how grainy DLSS looks with this sharpening.
There is a free and open source little tool called WukongTweak that lets you do things like enable the developer console, change the sharpening setting (or turn it off etc) and enable UE5's virtual shadow maps. It dose say that turning on VSM's can cause some graphical artifacts. I've been playing for ~1 hour with it on and haven't noticed any yet. And boy do the shadows look SO much better and I haven't noticed any performance cost.
Pretty much. It's not going to be fixed I'm calling it now. It's a systemic issue with the engine. It's important to call it out though to make sure Epic and devs know it's not okay. Fortunately, it sounds like Epic and CD Projekt Red are working up a solution for the next Witcher. Maybe we will see that incorporated into the main stream version.
@TheDarksideFNothing i think the solution is better hardware, but that would take years, both for the hardware to release and to become mainstream. Unfortunately, nvidia doesn't seem to want to improve performance for the average gamer
@@TheDarksideFNothingYep. They even uploaded a new talk to the unreal engine channel recently. Where CD project talked how they fix the stutter in UE5 and what's the cause of it. In short: it's a lot of work lol
IIRC, some devs have been able to fix/mitigate it (maybe by changing engine code, I don't remember the details), but yes ideally Epic would fix it at the root for everybody.
@@kettenotter right. Not something you can expect the average dev to do. I don't fault them for releasing games with the problem. It's something that needs to be solved at the root. And hopefully it now will be!!! Important to always call it out in the meantime so Epic knows it needs to be fixed and that people care!
The graphics are honestly mind-blowing! 🌌 I remember when games were just simple sprites, and now we're here with such detail. Just hope they fix those stutter issues before release! 🔧
This is just a gorgeous game. I am a huge fan of similar games and of course, like any title, there are downsides like the stuttering to a degree, but...wow...the graphics look better than nearly all pre-rendered CG I've ever seen. Beautiful. And also...I really hope more games of triple A quality start either coming out of China or implement Chinese myths, history, and art styles. It's a breath of fresh air in terms of artistic styling, I'm personally a big fan of feudal age Chinese art and architecture.
The crappy shadows that close to you without full RT on sucks. I hate when games basically say use RT to have this look good, otherwise it will look crap. The standard shadows should not look so bad. I mean something like Genshin Impact puts it to shame with its shadows. That shouldn't be the case at all.
I downloaded a tool called WukongTweak that lets you do things like enable the UE dev console in the game, but most interesting to me lets you enable UE5's Virtual shadow maps. It dose say that it can cause some graphical artifacts but so far (just downloaded and started using it ~1 hour ago) I haven't noticed any. And the difference in the shadow quality is night and day and I don't notice any performance impact.
@@loucipher7782 AW 2 def can look amazing even with no RT. But man the game looks amazing with everything maxed out and the RT stuff maxed out with the path traced lighting.
Lol at 17:13, "UE is truly my bane" is so funny but can't help feeling sad for Alex. He is just done with UE issues at this point. Seriously though, such a good-looking game.
Please please please please actually inforum us whay the 3 different levels of "full RT" do. I beg you. No publication will actually tell us that its almost as bad as no one telling what the diffuse light ray tracking on control did :( please we need to know
I think that has to do with how the water is simulated in the game which is very simplified to be able to run, I think that is why the caustics move so strangely, they just reflect that change in the water surface.
Like in the above shot? I think mainly it's not "real" caustics like the presenter would like you to believe, but rather a caustics texture that's being warped in real time. Caustics are insanely expensive even in non real time, so a texture warping solution like this makes perfect sense.
One gotta love these ''tech demo'' games like Black myth, alan wake 2, hellblade 2 etc, they make your system cry, but man do they look good, they are truly what you'd call ''next gen''
That water reflections issues with lumen are artificially placed just to promote the nvidia branch of ue5 100%. There are exactly 3 checkboxes in UE5's project settings which would remedy all of the water reflection short comings mentioned. 1. Support for Ray-Tracing 2. Use Hardware Ray-Tracing with Lumen 3. Use High-Quality Translucent Reflections Enable those 3 settings in default UE5 and boom all the water reflection issues are gone even with just lumen + ray-tracing instead of NVIDIA's "FULL" ray-tracing. That part is just purely marketing bs for the nvidia branch. They could've easily gone for a more recent version of UE5 (which would have also performed much better throughout and would have supported nanite on foliage instead of the very buggy and unperformant 5.0 release) while having the same exact visual quality (if not better) without any vendor specific extensions. Also they caustics could have been faked relatively easily by just getting the deformation of the water surface (which is/can be stored in a volumetric texture) and apply that to a secondary texture below the surface of the water, it would have reacted and looked almost the exact same way and would have probably performed around 40-50% better then a ray-traced implementation. Also the dithering effects on hair and motion blur are caused by the excessive oversharpening. Again you will see the same exact result by just opening UE5's editor and cranking the sharpness of your camera/post-processing volume to around 50-70% (0.5 - 0.7), you will start to notice those dither effect an all smaller and especially translucent/masked geometry and on the motion blur aswell as it comes after everything else in the post-process pipeline and sharpens every effect on screen. They would just need to disable UE5's sharpening (or at least drastically reduce it) and both of those short-comings would be gone instantly. At least the sharpening fix could be easily implemented in a very small post-launch update. Don't wanna bash the game or anything, just saying they could have made much better decisions on these parts which would've helped many people that struggle to run the game while making it look even better without the sharpening artifacts. For me it will run fine anyways as my system is close to the systems specs in this video (little bit stronger cpu, little bit weaker gpu).
Using UE 5.0 is indeed baffling. The performance were extremely poor compared to 5.4 and the lack of Nanite for foliage should have been a reason enough to at least wait a few months before starting to branch their own version. Also, as you mentioned, you could get Lumen Hardware looking like full ray-tracing if not even better (and better performing).
@@HDRGamingHub while it looks a bit worse, the performance benefit is just too great compared to the slight quality loss (not to mention it can actually run decently on AMD lol)
@@OverJumpRally Nvidia gotta sell those overpriced GPUs somehow! A game letting you use hardware lumen means Jensen will not be able to put food on the table!
Most of the gamers here are waiting for the optimized settings guide 😆😆 I believe Alex will do it once the PS5 version is available and comparing it to PC version side by side as usual👍👍
Alex, thank you so much for all your hard work not only on this title but everything you contribute towards. I'm currently running an I9 14900K with a 4080 Super. I'll probably just bite the bullet and downgrade my resolution to 1440p. Thanks man.
Why turn down the res. Just run the game with recommended settings. Turn down the settings to either high or higher and you should be running this game around 80 to 100 fps. Thats what I did on my 4080 and the game still looked great.
Awesome breakdown. Thank you. This game is getting so much press, for many different reasons. But we can all agree, the art is super cool, and the implementation is, I think, very strong.
The channel “GamingTech” , which focuses specifically on HDR in games, has published a video in which it complains that Wukong does not support HDR at all. I love your channel and am always impressed by the technical depth. But the word “HDR” was not mentioned at all in this video. For me, HDR is one of the greatest achievements in years. So my request would be to include it in future analyses.
Waiting for the PS5 drop in five hours, so hyped. At this point I’m just praying that if there are frame dips they are not too frequent. The occasional frame dip I can deal with, constant frame tanking is something I can’t.
Cinematics here I come! somewhat jokes aside this turned out amazingly like what was promised if not better, I'm so impressed by the consistency of quality. Chinese Devs are usally really egar to tend to community with quality of life and patches to I won't be surprised to see stuff like the sharpening get exposed to the user
Rtx Noctua 3080 Super here. 4k DLSS super res on 70-75. The rest is set to chinematic except for view distance very high, shadow quality very high and global illumination high. No frame gen or ray tracing. Fps locked on 60. For monitor i use 55" LG Oled C3
Futureboy: This game runs fine with no problems on my 6090 TI
My 9090ti Titan runs it at 8k 120fps and native at that. Plus gpus get cheap in the future. Only payed 10k US for it
Can't wait to come back to this comment when this drops 😂
I wouldn't bet on the traversal stutter going away with a 6090 lol
@@WUKONGSerieS10GBofRAM what box?
@@WUKONGSerieS10GBofRAM "Xbox Sphere" is a tiny streaming cube using 6090 Ti servers that also keep the entire game in RAM if you subscribe to GP Platinum Ultra. So you're good! Err.. will be good!
Ive never seen water caustics affected by the water's geometry being physically manipulated. That is absolutely insane. Feels like playing with the old PhysX simulations on PC back in the day, tearing cloth and whatnot.
that very same light effect can be reproduced in the UE4 engine.
MGSV4 had a similar effect on the PS3. I spent like half an hour just crawling through a stream
Crysis 3 had it too! That was the first and only game where I have ever seen this kind of effect.
The water caustics are a bit sketchy. Its more like jello than water
@@TurboMintyFresh that's not really the caustics fault.. they are just highlighting that the the movement of the water itself is pretty stiff and jello like.
Crazy that one of these "too good to be true" looking games actually came out and holds up visually
AND isn't a cash grab with subpar gameplay. The gameplay is phenomenal.
Funny how lost soul aside got revealed before this game and still isn't out yet @W4r10ckm4n
@@linneausmsiska1184 Yeah when is that game coming? It had sick combat!
Too bad performance doesn't.
@alispeed5095 still no release date
It's so brutal that you can the best consumer pc available and never eliminate frame lag spikes on these games
Reminds of the era ‘can you run crysis’
Can you run Monke'?
this monkey is hard to run
Lol I remember when I started getting into building a PC, the question at microcenter was "can it run crysis?"
Wow... the opening battle cloud arena is simply... wow!
Jaw dropped at that sight. Almost wish they didn't put it in here so I could be surprised but I understand it was the best representation of volumetric fog Alex could fit in here.
didn't ask
@@GrEeCe_MnKyand still you replied 😂😂😂😂😂😂
@@wanshurst2416 haters gonna hate.
Still no ps5 review yea these developers are sketchy as hell
But do horse balls shrink and grow dependent on weather?
Howdy, pardner.
Someone's finally asking the real questions. Like what are the RT caustics like on that sac?
It is my understanding that horses' scrotal sacks do grow and shrink depending on air temperature.
@@richardtucker5938screw the lighting.. that sac is what I need to see. 😊
Damian, my boah!
i remember when they announced the game, people didn't think it was actually real
I've actually never heard about the game until about 2 weeks ago. But seeing it now it could be I just ignored it. Not my style of game at all.
@@HerZeL3iDza Okay.
Yeah I thought it would stay a myth!
racism.
@@HerZeL3iDza can't remember asking
7:18 A nice detail is that in spite of the stereotype being that "Realistic" = grey and drab, the more sophisticated lighting here makes the environment look brighter and more colorful!
This is mostly a cultural issue. For years UK And American developers dominated the gaming market. In the UK and some parts of the USA, realistic actually means grey and drab, especially in the UK. They rarely see the sun.
As someone who lives in a city with lots of woods around, the grey drabness of video game forests has always bugged me a little.
Real moss is often a vibrant, yellowy, lime green, so many games that aim for realism will opt to have it be a dull middle-green. Whether it's Skyrim or Tarkov, it always seems like the saturation slider has been turned down to 60%, even in the wilderness.
The texture issue is a classic case of not paying attention to texel density of assets. They used a giant cliff or small rock megascan asset and scaled them past .1-.2. Photogrammetry doesn't support that so you will have terrible texture resolution next to ultra high resolution. As someone who's used the megascan store, I recognize a lot the assets here.
Wow what a great explanation ! You know your stuff, but it so distracting ! Seeing super beautiful ultra detailed textures next to a N64 rock texture kill it a bit for me, its worst in chapter 2...
@maximefraisier1010 I'm glad you found it helpful! Usually, people just ignore my 3D knowledge! 😁Texel density is super important, it's something studios like Naughty Dog or Sony Santa Monica pay a lot of attention to cuz it can be immersion breaking.
Holy hell those fog effects are insane.
YASSSSS
I was so disappointed when Phys X died out. I always thought high end particle effects were so cool and added so much to games.
Really hoping now that we are kinda in diminishing returns for geometry that we will start seeing more of it.
@@TheDarksideFNothing 💯
Fr, I would make a separate save file just so I can go back and play that boss fight again every few days
@@speedforce8970 that is literally the first boss when you press start lol
@@loucipher7782 Yeah I found that out pretty fast
Unreal need to get their act together and solve the stuttering problem already. Too many games blighted by it.
I'm not a software engineer, but I think the problem is a lot of developers don't put the appropriate work in to eliminate those problems in their workflows.
Ninja Theory comes to mind, because Hellblade 2 didn't seem to have the shader compilation stutters that so many UE games have. But then again maybe that was only possible in such a short and focused experience like Hellblade 2.
You should message them and ask to work on the engine and show them all how to properly optimize their engine.
Seriously, the engine has traversal stutter issues for so long by now. Hope engineers can fix it someday.
@@AlwaysDazed 😂
@@AlwaysDazed its open source, he can just download it and do it xD
As someone who grew up with games made up of no more than little coloured pixels, it blows my mind how far we've come. We seem to be very, very close to the images I could only dream of as a kid. When every game uses nanite quality models and RT quality lighting throughout (without pop in), the dream will be realised. Future generations will simply take perfect visuals for granted.
It needs to be ironed out a bit more so bugs & stutters, including performance can be patched in tho
Then you grow up and learn to appreciate what developers did with such limits.
@@Soraviel That seems to be the easy answer for any of the consumers that don't want to upgrade their hardware. "just patch in performance". I find console users became more realistic, and understanding of a game that doesn't release on PS4, because it is optimized for PS5/current gen hardware. PC is the opposite, they can have PC hardware worse than a PS4 and expect developers to "just patch in performance", for some crazy reason. Console users actually didn't like how PS5 hardware was held back so long, in order to optimize it for PS4. PC is the opposite, kind of like spoiled entitled brats. They want games to move forward and stay back at the same time. They think every game should work on their PS3 equal PC hardware, PS4 equal PC hardware, PS5 equal PC hardware, or "just patch in performance" and have no issues. The whole "Unoptimized! Lazy devs!" gets kind of old, and it's perfectly understandable something like Alan Wake 2 didn't release on PS4 generation hardware. PC though "just patch in performance". Crysis was a game ahead of it's time, you had to keep getting better hardware, you couldn't "just patch in performance", you actually needed high end hardware to run it. The PC community loved it back then, I wonder what occurred that turned them into an entitled group that wants everything extra, free, and never anything needing to be done on their part, like hardware progression or even optimizing a game themselves for complaining about not being able to run higher settings unless they upgrade their hardware.
@@Mcnoobletyeah exactly, wait for all the dimwits review bombing this game on steam coz they couldn't run on cinematic quality on their 1050s..😂
Well, I prefer artistic pixels a lot more than photorealism; actual games instead of simulations of the reality we already witness all around us.
My PS5 screams in panic 😂
Yeah I dont know on what platform buy this game. Want it on PS5 but im gonna wait after some people play and we will see...
The kind of graphics and framerate people demand/expect now, simply aren’t possible at console prices. This is exactly why you don’t buy a console if you’re serious enough about games to complain about frame rate or extreme detail. Consoles end up landfill after a few years. PS5 was honestly underpowered when it released.
@@sub-jec-tiv tbh i expect 2k 60fps. I dont think that its too much to demand in 2024 for a mainstream console. But some games cant have even that and im worrying Wukong could be one of them.
@@seciak595 Yeah, i’m pretty sure PS5 players are going to be mad even if they get 2k 60 (which might be possible on PS5 with lower settings). But again, the look of this game is head and shoulders above pretty much anything out there right now. It really deserves to be called ‘next gen.’ It’s a game that’s pushing the envelope. (See also, "does it run Crysis?" For historical perspective)
11:19 This is the first game ever to do real-time light caustics. Most games simulate this with an animated texture. These kinds of details are why this game is quite heavy when run at best quality (with RT). Slower frame rates are not "the devs did a bad job programming." As i read in other comments. The devs did a good job. They’re just pushing the technology much further than other games. Personally, i don’t need all the fancy detail or 100+ fps, necessarily. But you know there will be PS5 players angry because they’re not getting this same high-detail experience. 🤷♂️
10:05 reflections and effect of water lighting underneath like this, you just don’t see this level of detail. 🤯
The graphical presentation definitely has that next generation wow factor. If only they added other small details such as frogs, bugs and fish swimming in the water, that would have brought these environments to life.
There's actually quite a lot of little animals and whatnot running about in quite a few places.
This guy... it's ultra easy for anybody to say those things... the game looks epic stop it
@@carpetfluff35 You don't know what you're talking about. It's easy to just make the water populated with animals without taxing the system. Just reuse the assets and make them move in almost random but scripted patterns. We don't need them to be like Red Dead Redemption or GTA where they react to your inputs.
Wow, Alex! Putting in the work! Day of launch! Great job!
Well... It is his job.
Hey Brian. Are you and FOMO both playing this game? 😁
get a life
It's literally his job and all he has to do is check how a game runs, calm down
I’m pretty sure that they get early copies so I’m not sure why you’re so surprised.
Fucking *crazy* to think this was first announced 4 years ago, does not feel like that long ago
Makes sense for Unreal Engine 5.0.0. 🤔
imagine the crunch allowed in china
@@Jakiyyyyy It was first showed off on UE4.
Definitely feels that long ago. It was pre UE5 and I genuinely thought it'd be vaporware at some point.
Ever since I saw the first video for this game I was going to get it and now I’m waiting 5 hours to jump into the game.
Stutter struggle here we go again!
UE5 is truly the worst engine imaginable
I hate unreal engine.
@@yc_030 i agree, and the amount of TAA oilyness and sharpening makes it even worse
Yeah we need systems better designed to work with the intentions of how UE5 works. Better data caching and streaming.
@@yc_030 The problem is not UE5. UE5 doesn't force developers to turn on all these features and create the best looking game possible. That is a developer's choice.
The stutter issue is even noticeable in the benchmark tool. Really hope the problem is put to top priority
It won't get fixed. Anytime a game has stutter issues still at release it never gets fixed
@@yourlocalhuman3526 Robocop: Rogue City got it fixed with the very first patch.
its a UE5 problem
game dev can't do shit about it
@@loucipher7782 they can at least allow a fella to have an fov slider, a sharpening slider and an option to disable RT all together
@@yourlocalhuman3526 quite sure those advanced settings can be done through their config file just like other games
That cloud effect at the start was also used for the Tachy boss fight in Stellar Blade even tho it's UE4
Game looks so good youtube 4k bitrate is struggling to encode it.
actually not i don't think, it's the baked in over sharpening which Alex mentioned. It's way too aggressive.
Some of the textures are low res. I thought nanite was supposed to solve that. It's strange.
yea youtube is trying its best to put back together this completely broken games IQ but the game just looks so bad its not possible.
As the other guy said, it's the oversharpening along with the dithering, i've seen other people gameplays and this game doesn't look stable in motion at all. It actually kinda ruins the great graphics they need to fix that
OKAY I thought it was just me! Lol I'm like is there stutters in the video or am I crazy. I winded back and then it played fine. I did just get new internet today so I thought they messed something up. Saved me a phone call lol
We need 5090’s for this game.
It's just ass programming, when you consider that the most powerful supercomputer in 2000, the ASCI White, had as much Teraflops than a SeriesX. And the 4090 has 7x that.
Yep. Buyer beware!
Ryzen 4070
@@eSKAone- Just wonder if it is so easy, where are all the 100+ games that has better graphics and run at 120 fps at?
Skill issue (poor optimization) ... There are countless games looking better than this shit and runs Butter !
Edit : For eg . RdR2 , Farcry 5 , TLOU 2 ... All old without RT games still looks better than this Ape Ass Game
Can't wait for a Switch version of this game!
You got to be joking. Graphics broke Switch. But I don't mind a zelda graphics style re-adaptation.
This & GTA6 lmao
💀💀💀
Switch 2, maybe, but a Switch 1, I suspect this would be an impossible port that they won't even bother trying to port it over, especially with how demanding UE5 is.
I do wonder if the Steam Deck can run the game and if so, how well it runs, I suspect if it runs at all, it probably doesn't run well unless trimming things back a lot.
It's the only version worth checking out
This game will be the benchmark to test GPUs in the future, just like it was the case with Cyberpunk. Both games were ahead of their peers in terms of technical fidelity.
both are fully sponsored by ngreedia too. Money thrown at devs so they crank everything above limits to future proof of selling 5090 soon
@@mitsubishidion8514 100%
@@mitsubishidion8514 I enjoy both of those games already with my beloved Nvidia card.
I can't believe how a small studio developing its first AAA game achieved this level of excellency. Game Science deserves all the praise.
dude its China
nothing is done with a small team
Hope this will inspire more game dev from China to develop AAA game - more in the future.
Yeah, right... a "small" studio with money thrown at it by the CCP via Tencent. Why are you surprised?
Game Science has 140 employees and possibly 3-4 times as many people working through outsourcing.They can be considered a new company in the 3a field, but they are not small.
9:53 wow the difference in the water is insane with RT on/off
This looks like intentional downgrade of rasterized water render rather than RT supremacy
It's almost a different art direction. RT off is murky, algae thick water. RT on is clear and crisp.
Can I just shock you? I think left side looks more realistic. It's a shallow body of water in a forest. I don't think I've ever seen crystal clear water in such an environment. Cloudy and murky much more likely, or what I've personally observed more often when walking through woodland. Either way, I don't find the right side essential; just different.
now good luck trying to run this game with RT lol
get a life
I'm very interested to see how the PS5 (and eventual Xbox) port run. Hiding it from outlets & reviewers only draws more attention to why it's missing.
My old i9-9900K with RTX 2080Ti Strix can't sustain 60fps 1080p upscaled with low settings. R.I.P. console version. Buyer Beware!!!
Ps5 gameplay was uploaded to the Chinese ign page
@@aaronsmith7143 Yeah that was only 2 minutes with cuts. DF even covered it and found frame dips below 40 and serious visual issues.
@@aaronsmith7143 how does it look and play?
Releasing a game on Xbox is career suicide
The fog effects are incredible
didn't ask
@@GrEeCe_MnKy ??????????????????????????????????????????
@@mitsuhhhes rage baiting don’t give him any attention 😅
these salty people working for dei or what
i've never seen a game comment section filled with so much blind hate and hostility
they are in literally every black myth wukong videos
@@loucipher7782 All of sudden a rise of unnecessary negatives comments, I've noticed that too.
This is what mobs do, actively trying to ruin things people enjoy. They don't care about tech or games, in fact they're against it.
We've had so much Japanese influence in games and media. Nothing wrong with that I fully enjoy that theme. I do appreciate my culture having a spotlight now. And hope others read up on it.
its chinese, theres been way more norse influence though
@@mainsource8030 i think this person is saying that they are glad that Chinese culture (their own) is getting some spotlight in games.
@@mainsource8030 I'm Chinese, I'm aware it's chinese mythology.
@@withoutcontext7953 i misread what you wrote, sorry
@@withoutcontext7953 well misinterpreted
This is the most I've been excited for a game in ages, not that many ages since I'm 19 but you get the point.
It still doesn’t top what I felt playing pong for the first time back in ‘79.😅
me too
my most excited moment in gaming was gameboy colour pokemon
trust me, nothing beat that and you missed that generation
handhelds went from black and white tetris to full blown jrpg with colour
Came for the graphics, stayed for the monke
Here's my question: Is the free graphical benchmark performance representative of the game or not?
We will know tomorrow. And after some patches it might change too
Yes it is. I noticed the stutters on the benchmark. Same specs as Alex except using Intel cpu
@@Rashimotosani had no stutters at the Benchmark
not much probably, there werent any particle effect, not alot of npcs, etc in that benchmark. only open emtpy areas
@@wanshurst2416bro, I have a 4090 and 7800x3d and this game stutters a lot. Unreal engine stuff.
Worth mentioning, that the Game Science devs actually solved a general unreal issue for me. I have 14900KF, which is, unfortunately doesn't run shader compiling in front of Unreal games - always crashing left and right. And with Wukong it was no different - but the devs actually handled that issue and from the game they directed me to a help article when they noticed that shader compile was failed. It turns out I had to underclock my CPU, and that actually solved the issue not only with Wukong but with EVERY other Unreal game that I had.. I had issues where Nightingale was not loading in my old profile, Palia failed to load at all.. It was a CPU issue and I didn't even know how to solve it or what was the issue before the devs actually showed it to me.. Now my beast of a PC can run Wukong on Cinematic, 2k Full ray tracing at 80-100 FPS, while streaming in 2K.. Madness..
Yeah that sounds like the problem recently discovered. That effects 13th and 14th gen intel CPU's. I've heard they were also releasing drivers to help , by the middle of the month they might be out now.
@@Andre217 Sweet, I'll check it. To be honest, I am pretty happy with that 5% underclocking. I can literally run all Unreal games that were struggling before, with no issues..
Props for recommending "high" instead of "very high" or "cinematic" as a starting point. I've noticed that for UE games anything above "high" usually isn't worth the performance hit. I think it's time to ditch that entire scale of low to ultra super hyper high and just have three presets "performance", "balanced" and "quality" and then expose the raw numbers (tracing steps, effect resolution etc.) in an advanced options menu.
I ran the benchmark with all settings MAX and got sub 20 fps. GOOD TO GO
aha, as in good to go away come back later?
Yes, you aren't running this at high native res on anything out there. I tested a bit on 4080 Super + 12900K (OC'd to hell), 64Gb DDR5, Firecuda M.2 and max settings (DLAA) RT Very high, FG Off and 3840x1600 Ultrawide was 27FPS. RT Off + FG Off was 50FPS. Adding a bit of res-scaling (68-75%) and it's getting very playable.
@@wille84fin I ran mine with the recommended settings and I was pulling around 80 fps with DLSS and FG at 4k. Just run it with recommended settings.
@@wille84fin
Turn down shadow quality
I was getting around 53 fps on a 3080 with 1440p and dlss quality when shadow quality was very high.
Bumped shadow down to medium and was getting around 85-90 fps.
@@mrdappernature8861 That was my point, sort of. Recommended for me was DLSS 68% (Quality), everything on Cinematic. With FG Off/RT Off 81FPS, FG On 120FPS (Display set to 120Hz 10-bit), RT On Very High + FG On 80FPS.
At 2:37 you can actually the box the smoke is in by it hitting something invisible on the right!
It's hitting the rock spirit. 🪨👻
probably the simulation bounds
Nice catch. Even incredible-looking games like these have a small rough spot like that lol
Yeah, I caught that too. In lots of apps, simulations run in a box called domain. That to optimize the calculations because it than only needs to do it in that "small" box. This is quite a visible error though of you ask me. Guess or hope it will be fixed with a patch.
@@RomboutVersluijs Yeah its a very easy fix, less than a minute and they fix it since you just have to increase the domain bounds or remove the colision with the bounds
the sharpening is insane on this game,
Just like Chinese phone camera image processing. Looks like that's how majority of Chinese prefer an image to be presented.
There is a free and open source little tool called WukongTweak that lets you do things like enable the developer console, change the sharpening setting (or turn it off etc) and enable UE5's virtual shadow maps. It dose say that turning on VSM's can cause some graphical artifacts. I've been playing for ~1 hour with it on and haven't noticed any yet. And boy do the shadows look SO much better and I haven't noticed any performance cost.
This looks incredible. My machine right no couldn't do it justice, but I can see myself coming back in 2030 or so and just drinking it in.
being "rewarded with particles", thats why we love DF and Alex
No HDR support is bonkers though. RT is the new thing and can be amazing, but seeing how HDR has become such a disregarded technology by the industry and average users is a real tragedy for the quality enthusiasts.
Developers don't include HDR in their games because not enough people own HDR televisions because they're still so much more expensive than regular TVs.
@@selohcin😂 that's not even true. Most TVs within the last decade have HDR, albeit poor implementations. My budget monitor has HDR.
@@1meen1 If your "budget monitor" has HDR - that's not even HDR. The ONLY HDR that is good is that found in OLED panels. If it's an IPS/TN/etc - HDR is absolute garbage.
@@TheUltimateBlooper That's what I said, and the point I made. That while yes the implementation is garbage, it still accepts an HDR signal. Also OLEDs aren't the only good ones, so you're wrong there. LEDs and Mini LEDs off higher peak brightness. The deeper blacks of OLEDs tend to balance out the lack of brightness.
Enable rtx hdr with nvidea card and boom....perfect hdr
Alex living that stutter struggle life
man I still remember this game was a myth upon preview
I mean tech stuff aside - Artstyle itself is gorgeous!
Thanks! I’m looking forward to seeing how it plays on consoles too.
This game by far has the best VRAM optimisation. Lately, a lot of games that don’t look that good required serious amount of vram while this game has so complex detailed geometry and texture work while only doing under 6GB at 3440x1440 at cinematic
when the ps5 was announced i though every game would look like this one.
Like seriously DF's uploads are mush crisper than the other gaming sites even on RUclips.
v True
Recorded in 4K vs. 1080p.
@@kismetrina Maybe 4k high bitrate.
I don't have a pc master race, but I have ps5, and it looks great! I've seen some pop-up graphics, but nothing that breaks the game. Game is awesome!!!
I'm grateful for Alex still doing this PC showcases for these big releases.
65 frames with upscaler on a top tier rig is crazy.
I am Kazakh, I am happy for my Chinese brothers. Hopefully we will see more Chinese video games in the future. 🇰🇿♥️🇨🇳
Chinese brothers?
The ones that kill the Turkic Uyghurs?
Chinese almost own the mobile game market , but as for Console games, its a whole different story. Hopefully we are off to a good start thanks to your incredible support around the world.
nope please dont
@Monkey.D.Luffy.King.Pirates I agree , now where are those games from Kazakhstan ? The soviet union had tetris right before the collapse now non of the former soviet countries have produced many mainstream successful games besides war thunder which was made in Belarus I think
@@suloea Yes please more games from more places in the world = more creativity especially if ppl make games based on their own history or stuff based on popular media from their culture
Monkey King is the OG Goku!!
with tail.
@@joepaolinelli7696 Goku had a tail ;)
Nah OG Goku is him....or at least a watered down version
@@OverJumpRally Yeah but he pulled it off remember. Same page
15fps Goku maybe.
They'll get my money when the stutter fest is gone. By that time the game should be getting discounts and price drops. Win win. Day one gaming days are over for me. Been let down way to often.
Unfortunately, I fully expect that just as with all other UE5 games the traversal stutter will never be fixed.
I think this is something Epic is going to have to solve.
Fortunately, it sounds like CD Projekt Red is working with them on it for the next Witcher game. We may finally see it solved. Probably won't be back ported to many if any games, but at least titles going forward shouldn't have the issue.
boomer
@@Danuxsysays the cringe gen z kid that loves getting companies B=D in them 😂
@TheDarksideFNothing fr
@@Danuxsy Have fun paying twice the price for a frustrating experience.
Just here to give alex his flowers, bros dedication to these graphical breakdowns has to keep some game devs up at night
That's the best looking realtime volumetrics I've ever seen
Want to see how it performs on consoles🤔
720-960p upscaled 30fps. No RT.
@@coliander4180 lol fk no
ps5 performs like a 4060 and 4060 can easily run 1080p high 60fps
@loucipher7782 you need to go take a look at the techspot benchmarks.
@@loucipher7782Not this again…no PS5 can’t match a 4060, and the PS5 port of this game is very rough (DF just put up a video). Even my old 3070 laptop runs it better.
@@loucipher7782 Just watched the PS5 Tech Review. You were right. The PS5 version looks and runs AMAZING 🤣
2018: raytracing is the future
2024: 2000€ GPU can't run games properly with rt enabled
2018: laughing at Nvidia for pushing ray tracing that destroys frame rate.
2024: laughing at Radeon while begging Nvidia for a bigger, more expensive GPU to run ray tracing.
It's different though, this is full RT. Not the same one from back then, path tracing was always gonna be more demanding
Yes, it destroys frames, but it's a miracle of technology. When Nvidia introduced this feature, CGI and VFX artists were crazy about it, because it was a feature they never thought could be implemented. happening in real time, technology had to develop, RT was a turning point, just like the time we switched from 2D to 3D games while the hardware back then was also very difficult to run them and after many years of different systems. The new console absolutely runs buttery smooth with those games. From that point on, RT is something that needs you to accept it, not like AMD, their terrible performance in GPUs has slowed down the industry a lot, because their APUs are in every console but games. If you want to push for new graphics, you have to hesitate about whether to abandon the console when its performance is not enough
@@creativityfails1ray tracing is overhyped trash 😂. You don’t even pay attention to that shit once you start playing the game. Y’all care wayyy to much about how a game looks. These hyper realistic graphics have little to nothing to do with immersion
@@chien.nguyen. is the oposite way i have ps5 and high end pc, i am laughing , i find hilarius that a game that it does not look that good needs that much hw, the problem is sw that needs to be optimized... is not a HW problem or amd , you develop unoptimized SW and you need nasa gpu...
I can't be the only one that was hoping for an optimized setting list..
18:57 is the closest we'll get for now
I fell in love with the Lore of this character & it's weird world & other characters in this world. I saw that gameplay were u shift into a bug, then fight groups of low lvl enemies before meeting a old man covered in warts. I love that stuff. The only thing I'm worried about is I hope it didn't turn into mostly 1 on 1 boss fights with locked in camera (really mirroring just another dark souls clone) i really just hope we can see more 3rd person action adventure games that lets you fight with style against groups of non boss enemies because there is so much there waiting to be used in new games to really bring these other game genres back to life. Just please chill with all the souls like clones. I would just love more game variety once more.. remember when we had game variety? Anyways this game looks amazing and looks very creative no matter what.
The reason for the sudden frame drops is because of how UE5 handles levels. Each level is split into sub-levels, each sub-level is loaded on the fly from one sub-level to another. The stutter is caused by the engine getting the information from the next sub-level. In earlier version's this was not much of an issue because sub-levels were mainly used for controlling the amount of detail, so you would have main geometry on one sub-level, tree's on another and so on. This meant that that the frame stutter was tiny, only a couple of frames but allowed huge amounts of detail to be added. For some reason dev's seem to use it to literally break up whole part's of a level which is not what it is used for.
My 4070 ran the benchmark great! 80+ FPS with RT on! Lets F'ing GO!!!!!
in 1080p dlss performance and framegen?
probably not, you have to restart the game when you activate RT.
@@Arconapeople gas up performance and then never mention the full range of their specs or just say it ran "smooth". It's so aggravating ngl😅
@@yourlocalhuman3526runs great on my i9 mashed potatoes and rtx pickles
@@yourlocalhuman3526 yeah. makes their comment kinda bs. I've not tried the demo but based on this vid my 3080, which is pretty much 4070 perf, won't be running it that well at all. That's why I bet they're using frame gen, or in like 1080p and using dlss. or rt on but all settings low. Or ya know, a combo of all those things.
Sharpening is insane in this game. While I was running the benchmark tool, I had to double check if I was using FSR by mistake due to how grainy DLSS looks with this sharpening.
There is a free and open source little tool called WukongTweak that lets you do things like enable the developer console, change the sharpening setting (or turn it off etc) and enable UE5's virtual shadow maps. It dose say that turning on VSM's can cause some graphical artifacts. I've been playing for ~1 hour with it on and haven't noticed any yet. And boy do the shadows look SO much better and I haven't noticed any performance cost.
If the Stutter struggle issue is rooted to Ureal Engine 5, how can Game Science fix it? Isn't that a to-do of Epic games?
Pretty much.
It's not going to be fixed I'm calling it now. It's a systemic issue with the engine.
It's important to call it out though to make sure Epic and devs know it's not okay.
Fortunately, it sounds like Epic and CD Projekt Red are working up a solution for the next Witcher. Maybe we will see that incorporated into the main stream version.
@TheDarksideFNothing i think the solution is better hardware, but that would take years, both for the hardware to release and to become mainstream. Unfortunately, nvidia doesn't seem to want to improve performance for the average gamer
@@TheDarksideFNothingYep. They even uploaded a new talk to the unreal engine channel recently. Where CD project talked how they fix the stutter in UE5 and what's the cause of it. In short: it's a lot of work lol
IIRC, some devs have been able to fix/mitigate it (maybe by changing engine code, I don't remember the details), but yes ideally Epic would fix it at the root for everybody.
@@kettenotter right. Not something you can expect the average dev to do. I don't fault them for releasing games with the problem. It's something that needs to be solved at the root. And hopefully it now will be!!!
Important to always call it out in the meantime so Epic knows it needs to be fixed and that people care!
The graphics are honestly mind-blowing! 🌌 I remember when games were just simple sprites, and now we're here with such detail. Just hope they fix those stutter issues before release! 🔧
This is just a gorgeous game. I am a huge fan of similar games and of course, like any title, there are downsides like the stuttering to a degree, but...wow...the graphics look better than nearly all pre-rendered CG I've ever seen. Beautiful. And also...I really hope more games of triple A quality start either coming out of China or implement Chinese myths, history, and art styles. It's a breath of fresh air in terms of artistic styling, I'm personally a big fan of feudal age Chinese art and architecture.
All this tech but no native HDR. Wild.
Really? Wow. I can`t believe this. Thanks god for RTX HDR then 😄
HDR is nonsens. Edit: i watched it on a friends tv Oled he showed me some games (after he called me nuts btw) and i was clearly wrong.
@@4IndieForever Says someone who never used it and is too poor to afford an OLED.
@@4IndieForeverHDR is amazing
I personally tried it in Ratchet & clank at 4k OLED
SDR doesn’t cut it anymore
@@4IndieForever Yeah, you've clearly never experienced HDR
I can't wait for the 8090 in the 2030s so i can play this game at full settings and 240FPS
Incredibly impressive looking game. 👌🏽
I'm reading the book first, that's how pumped I am to play this!
Can you imagine what that opening scene is going to look like on future cards?😮 This game has swag
A truly next gen game, about time, i aplaud the developers, wow, iam in absolute awe.
Alan Wake 2 also
that oversharpening filter combined with the possibility of FSR on PS5 sounds like it could be pretty bad on that platform 😬
The crappy shadows that close to you without full RT on sucks. I hate when games basically say use RT to have this look good, otherwise it will look crap. The standard shadows should not look so bad. I mean something like Genshin Impact puts it to shame with its shadows. That shouldn't be the case at all.
quite sure alan wake 2 look good without RT
some game RT look bad like RE4
@@loucipher7782 right?
Cyberpunk also has the same problem.
I downloaded a tool called WukongTweak that lets you do things like enable the UE dev console in the game, but most interesting to me lets you enable UE5's Virtual shadow maps. It dose say that it can cause some graphical artifacts but so far (just downloaded and started using it ~1 hour ago) I haven't noticed any. And the difference in the shadow quality is night and day and I don't notice any performance impact.
@@loucipher7782 AW 2 def can look amazing even with no RT. But man the game looks amazing with everything maxed out and the RT stuff maxed out with the path traced lighting.
Now this is a title where my 4090 can put in some work. RT looks absolutely amazing!
Enjoy the stutters.
It's an UE5 game where you won't be able to do anything to fix it.
@@dsswooshy Aside from very minor traversal stutters, the game is butter smooth. It runs perfectly fine.
Thank you so much, DF. I learn so much every time one of these comes out. I'm very excited to play this BEAUTIFUL game.
Most annoying thing about these "High end graphic games" is the close pop-in of detail items. It's distracting from the immersive experience.
yeah it feels fake and cheap
You gotta make some compromises if you want the games to look this good and I personally don't think it's that noticeable
Lol at 17:13, "UE is truly my bane" is so funny but can't help feeling sad for Alex. He is just done with UE issues at this point. Seriously though, such a good-looking game.
Please please please please actually inforum us whay the 3 different levels of "full RT" do. I beg you. No publication will actually tell us that its almost as bad as no one telling what the diffuse light ray tracking on control did :( please we need to know
Hardware Unboxed does my friend.
@@ThrashingBasskill they told us what the medium setting did not the low one though so we still don't know that
I noticed that too
hardware unboxed did a video showing everything
I love they used older techniques we don't see anymore. Techniques that vastly improve the graphics that devs seem to have forgotten.
Amazing review The game feels like it has good sound as well, I would have love if you guys could cover some audio impressions.
How accurately does the Benchmark Tool reflect actual in-game performance?
20 % deviation
that caustic water waves are looking funny, but not real... theyre too fast, or at wrong scale to body
It looks like the surface tension of the water is too high, and waves never break.
true
I think that has to do with how the water is simulated in the game which is very simplified to be able to run, I think that is why the caustics move so strangely, they just reflect that change in the water surface.
Like in the above shot?
I think mainly it's not "real" caustics like the presenter would like you to believe, but rather a caustics texture that's being warped in real time. Caustics are insanely expensive even in non real time, so a texture warping solution like this makes perfect sense.
The speed at which the whole water effect settles makes it look like he is walking through clear gel.
2:38 We can see the volume box limite on the top of the smoke.
I was about to comment the same thing lol
One gotta love these ''tech demo'' games like Black myth, alan wake 2, hellblade 2 etc, they make your system cry, but man do they look good, they are truly what you'd call ''next gen''
Amazing video, i thoroughly enjoyed, thank you Digital Foundry.
That water reflections issues with lumen are artificially placed just to promote the nvidia branch of ue5 100%. There are exactly 3 checkboxes in UE5's project settings which would remedy all of the water reflection short comings mentioned.
1. Support for Ray-Tracing
2. Use Hardware Ray-Tracing with Lumen
3. Use High-Quality Translucent Reflections
Enable those 3 settings in default UE5 and boom all the water reflection issues are gone even with just lumen + ray-tracing instead of NVIDIA's "FULL" ray-tracing. That part is just purely marketing bs for the nvidia branch. They could've easily gone for a more recent version of UE5 (which would have also performed much better throughout and would have supported nanite on foliage instead of the very buggy and unperformant 5.0 release) while having the same exact visual quality (if not better) without any vendor specific extensions. Also they caustics could have been faked relatively easily by just getting the deformation of the water surface (which is/can be stored in a volumetric texture) and apply that to a secondary texture below the surface of the water, it would have reacted and looked almost the exact same way and would have probably performed around 40-50% better then a ray-traced implementation.
Also the dithering effects on hair and motion blur are caused by the excessive oversharpening. Again you will see the same exact result by just opening UE5's editor and cranking the sharpness of your camera/post-processing volume to around 50-70% (0.5 - 0.7), you will start to notice those dither effect an all smaller and especially translucent/masked geometry and on the motion blur aswell as it comes after everything else in the post-process pipeline and sharpens every effect on screen. They would just need to disable UE5's sharpening (or at least drastically reduce it) and both of those short-comings would be gone instantly. At least the sharpening fix could be easily implemented in a very small post-launch update.
Don't wanna bash the game or anything, just saying they could have made much better decisions on these parts which would've helped many people that struggle to run the game while making it look even better without the sharpening artifacts.
For me it will run fine anyways as my system is close to the systems specs in this video (little bit stronger cpu, little bit weaker gpu).
Run bro, ngreedia sent their killers your way
Using UE 5.0 is indeed baffling. The performance were extremely poor compared to 5.4 and the lack of Nanite for foliage should have been a reason enough to at least wait a few months before starting to branch their own version.
Also, as you mentioned, you could get Lumen Hardware looking like full ray-tracing if not even better (and better performing).
@@OverJumpRally There is no way Lumen Hardware looking better than Path Tracing 😃
@@HDRGamingHub while it looks a bit worse, the performance benefit is just too great compared to the slight quality loss (not to mention it can actually run decently on AMD lol)
@@OverJumpRally Nvidia gotta sell those overpriced GPUs somehow! A game letting you use hardware lumen means Jensen will not be able to put food on the table!
01:00 is that a transparent bamboo?
Ps5 pro only got 10% cpu performance improvement, people waiting for 4k with 60fps are gonna be disappointed.
@@Benevolent_Dicc-f7n they’ll be lucky to get this at a locked 60 at 1080p
xbox fanboys already switching to pc🤣🤣😂
PS6 probably gonna have an X3D chip
Most of the gamers here are waiting for the optimized settings guide 😆😆
I believe Alex will do it once the PS5 version is available and comparing it to PC version side by side as usual👍👍
Alex, thank you so much for all your hard work not only on this title but everything you contribute towards. I'm currently running an I9 14900K with a 4080 Super. I'll probably just bite the bullet and downgrade my resolution to 1440p. Thanks man.
Why turn down the res. Just run the game with recommended settings. Turn down the settings to either high or higher and you should be running this game around 80 to 100 fps. Thats what I did on my 4080 and the game still looked great.
Definitely looks like a game I’ll get on sale.
Will it even matter if you can’t play it properly
Does this game have HDR? Cant find anything on the Steam listing?
Not natively.
no
I was not gonna buy the game... but after that cloud sim.... just paused the video and bought the game.
Awesome breakdown. Thank you. This game is getting so much press, for many different reasons. But we can all agree, the art is super cool, and the implementation is, I think, very strong.
The channel “GamingTech” , which focuses specifically on HDR in games, has published a video in which it complains that Wukong does not support HDR at all.
I love your channel and am always impressed by the technical depth. But the word “HDR” was not mentioned at all in this video. For me, HDR is one of the greatest achievements in years. So my request would be to include it in future analyses.
0:30 reinforced with 🍑 Peach and every game release
Reject UE5, return to monke
Reject modernity, embrace Dx11
@@Jeroen4 reject TAA, embrace MSAA
get a life
@@triceracopp
Reject MSAA, return to SSAA
unreal engine, as badly optimized as ever with terrible blurry graphics because of bad anti aliasings
Waiting for the PS5 drop in five hours, so hyped.
At this point I’m just praying that if there are frame dips they are not too frequent.
The occasional frame dip I can deal with, constant frame tanking is something I can’t.
its going to be 30 fps or really low render with FSR upscale + medium settings, still will look okay but nothing amazing
Cinematics here I come! somewhat jokes aside this turned out amazingly like what was promised if not better, I'm so impressed by the consistency of quality. Chinese Devs are usally really egar to tend to community with quality of life and patches to I won't be surprised to see stuff like the sharpening get exposed to the user
Rtx Noctua 3080 Super here. 4k DLSS super res on 70-75. The rest is set to chinematic except for view distance very high, shadow quality very high and global illumination high. No frame gen or ray tracing. Fps locked on 60. For monitor i use 55" LG Oled C3