![]() It's a highway shoot-out reminiscent of The Matrix Reloaded except this time, you're in the thick of the action. With Neo flying off leaving Trinity at the wheel, what transpires next is essentially Virtua Cop-style gallery shooting gallery rendered with next-level visuals. ![]() At this point it's intriguing to see how a fully 'synthetic' character creation within the MetaHuman system matches up to custom-scanned iconic characters, and the answer is: rather well, actually. ![]() The character showcase gives way to a fully playable, albeit somewhat linear, action sequence, which introduces the player character - IO - created from the standard MetaHuman toolbox. What we're seeing in these initial scenes is a fascinating mixture of both library assets and fully real-time rendered characters, and it's actually been quite fascinating for us at Digital Foundry to attempt to pick out which is which! Epic's impressive MetaHuman digital actor technology is deployed here, with Reeves and Moss digitally scanned and custom-built but added to the MetaHuman systems which handle rigging and animation. The first is a character showcase, with Epic successfully creating digital models of both Keanu Reeves (Neo) and Carrie-Anne Moss (Trinity) - rendered as they are today, but also as they were in the original Matrix trilogy. We'll be sharing more on that soon but for now, here's an outline of what the experience offers, some initial impressions, what's new in UE5 and how it looks and runs.įirst of all, the experience is actually split into three separate and distinct sections. ![]() Digital Foundry has had unfettered access to experience for a few days now, along with the opportunity to talk in depth with key personnel at Epic. Available for Xbox Series X, PlayStation 5 and Xbox Series S, this is the most ambitious UE5 demo seen to date - and the first chance we've had to go properly hands-on with this cutting-edge rendering technology on consoles. By dropping the Ray Tracing effects to Very High (from Ultra), we were able to get a constant 60fps experience.After teasing us with a pre-load earlier in the week, The Matrix Awakens: An Unreal Engine 5 experience has finally unlocked. By enabling DLSS Quality, we were able to get a minimum of 52fps and an average of 69fps at 4K/Max Settings/Ray Tracing. As we’ve already said, DLSS is a must-have in this game. Thankfully, though, RTX owners can enable DLSS. Naturally, Ray Tracing brings a major performance hit. Native 4K Ray Tracing screenshots are on the left and the Non-Ray-Traced screenshots are on the right. So, and contrary to other games, there is a noticeable image difference between the rasterized and the ray-traced versions.īelow you can find some comparison screenshots. And, surprisingly enough, there are a lot of reflected surfaces in this game. Marvel’s Guardians of the Galaxy uses Ray Tracing in order to enhance its reflections. The last screenshot, in particular, shows the improved anti-aliasing results that DLSS brings to the table. Truly awesome stuff.īelow you can find some comparison screenshots between native 4K (left) and DLSS Quality (right). Not only that, but EIDOS Montreal has included a DLSS Sharpening setting so that PC gamers can adjust it. This is truly one of the best DLSS implementations, and we highly recommend using it. Not only does it improve performance, but it also offers superior anti-aliasing. NVIDIA’s upscaling tech is incredible in this game. This tool appears to be representative of the actual in-game performance, which is why we’ve decided to use it for our benchmarks. Marvel’s Guardians of the Galaxy features a built-in benchmark tool. We also used Windows 10 64-bit and the GeForce 496.13 driver. As such, and before publishing our PC Performance Analysis, we’ve decided to share some Ray Tracing and DLSS benchmarks.įor these benchmarks, we used an Intel i9 9900K with 16GB of DDR4 at 3600Mhz, and NVIDIA’s RTX 3080. Marvel’s Guardians of the Galaxy releases later today and NVIDIA has provided us with a review code for it.
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