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Lords of the Fallen quality and perf modes: 1440/30 and 1080/60


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2 hours ago, JonDnD said:

yeah, we remember. You say it everytime you post here.

 

Can wait to buy a ps5 pro to play this at 1440p60

For 200 bucks after a PS5 trade in it's a great upgrade. Plus Sony first party will really push that thing.

 

Sony is giving us the Pro MS is giving us the S. Tough choice.

Edited by Playstation Tablet
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59 minutes ago, Playstation Tablet said:

For 200 bucks after a PS5 trade in it's a great upgrade. Plus Sony first party will really push that thing.

 

Sony is giving us the Pro MS is giving us the S. Tough choice.

You dont know what Sony or MS is giving you. 

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2 minutes ago, Twinblade said:

Practically everyone has 4K TVs nowadays and so many current gen games still don't support it. And this is running on the supposedly state of the art UE5 which is even more puzzling....

Well the OG UE5 demo on PS5 was 1440p 30fps so it's exactly what was expected. This has Lumen and nanite.

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4 minutes ago, Playstation Tablet said:

Well the OG UE5 demo on PS5 was 1440p 30fps so it's exactly what was expected. This has Lumen and nanite.

 

The whole point of Nanite is to create top of the line visuals while reducing the asset polygon count at the same time. So there should have been more resources left over for 4K output.

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38 minutes ago, Playstation Tablet said:

All I know is that due to the S being a piece of shit Baldurs Gate 3 is coming to XBox next year. While Pro will give us a kick ass upgrade 4 years into the gen.

Sure then Ps5 Pro comes out and you will be crying how bad we need a ps6 :tom:

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9 minutes ago, Playstation Tablet said:

With a 3nm die shrink a Pro is a no brainer.

And its still not going to get you 4k60 on games that PS5 is 108060. Youre always going to be wanting more. Why dont you just get a good PC?

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30 minutes ago, JonDnD said:

And its still not going to get you 4k60 on games that PS5 is 108060. Youre always going to be wanting more. Why dont you just get a good PC?

4k is a waste most PC monitors are 2k 144hz. And Pro IS a good PC.

 

 

We are going from a 2070 Super to a 3070 for 200 bucks. Sounds good to me.

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3 minutes ago, Playstation Tablet said:

4k is a waste most PC monitors are 2k 144hz. And Pro IS a good PC.

Ok so you dont want 4k, you want 1440p at 144hz? Thats not going to happen with Ps5 Pro. Pro isnt anything, and it certainly wont be a "good" PC. 

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2 hours ago, Twinblade said:

 

The whole point of Nanite is to create top of the line visuals while reducing the asset polygon count at the same time. So there should have been more resources left over for 4K output.

That's not how it works at all.  The point of Nanite is to losslessly scale polygon assets down from billions of polygons to individual pixel size polyons.  Which, it turns out... is DIRECTLY AFFECTED by output resolution.. lol.  Meaning, the higher the resolution.. the more demanding Nanite becomes.

 

What Nanite allows is for developers to essentially set a resolution and framerate target for their game, and just throw absurd amounts of polygons and geometric detail at it and have the engine crunch all those billions of polygons down and draw only the required amount of triangles keep the system within those conditions.  So say a scene has 5 billion polygons at full LOD.. the engine crunches that down to say 20M or so polygons which are actually drawn.  

 

There's a lot of good things that happen when you have a renderer which can utilize actual geometry for its detail instead of using large normal maps.

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6 minutes ago, Remij said:

That's not how it works at all.  The point of Nanite is to losslessly scale polygon assets down from billions of polygons to individual pixel size polyons.  Which, it turns out... is DIRECTLY AFFECTED by output resolution.. lol.  Meaning, the higher the resolution.. the more demanding Nanite becomes.

 

What Nanite allows is for developers to essentially set a resolution and framerate target for their game, and just throw absurd amounts of polygons and geometric detail at it and have the engine crunch all those billions of polygons down and draw only the required amount of triangles keep the system within those conditions.  So say a scene has 5 billion polygons at full LOD.. the engine crunches that down to say 20M or so polygons which are actually drawn.  

 

There's a lot of good things that happen when you have a renderer which can utilize actual geometry for its detail instead of using large normal maps.

 

Sounds like it might just be another overhyped piece of tech then.

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Just now, Twinblade said:

 

Sounds like it might just be another overhyped piece of tech then.

Oh not at all.  It's definitely the real deal.  It's demanding stuff.  AAA Studios will make incredible shit with this engine.

 

Check this out.  Imagine being able to zoom into anything and have the LOD and detail remain extremely high with proper lighting and material properties.  Try zooming in that far on anything in a traditional game and you see how quickly it falls apart in comparison.

 

 

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47 minutes ago, Remij said:

Oh not at all.  It's definitely the real deal.  It's demanding stuff.  AAA Studios will make incredible shit with this engine.

 

Check this out.  Imagine being able to zoom into anything and have the LOD and detail remain extremely high with proper lighting and material properties.  Try zooming in that far on anything in a traditional game and you see how quickly it falls apart in comparison.

 

 

 

Not really sure whats so mind blowing about that. Its mostly just good texture work. PC games back in the day use to have sharp textures on objects like those before consoles became the focus and games started having blurrier/less detailed textures because of their limited memory.

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