It's clear that Game Science has poured a lot of time and expertise into making a high-quality game, so I hope that these performance issues can be ironed out. My impression is that this is a PC-first release from developers that don't have a lot of experience developing for PS5, because a lot of the conventions and concessions that console games typically use just aren't here. Using UE5 probably does make achieving a good balance between performance and image quality more difficult, but there is certainly low-hanging fruit here that could substantially improve the experience in the here and now while more thorny issues are solved.
Black Myth: Wukong on PS5 is fetching, flawed but fixable
Black Myth: Wukong - testing the PS5 version vs PC, plus an analysis of the three modes: performance, balance and quality. Digital Foundry investigates.
www.eurogamer.net
For these missing him... Adam's summary.
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- "One of the strangest game technically"
- 3 modes: Performance, Quality, Balance
- Outside of resolution, not much difference other than shadow cascades
- Lumen GI looks a bit more refined in Quality
- Game leans a lot on FSR
- Quality, DRS 1296p to 1584p. Uses FSR image up-scaling
- Doesn't look bad in stills but quite bad in motion
- Aliasing in motion not handled well, alpha textures like fur are 'a mess'
- Post processing has dithering that doesn't look good
- Balance mode is mostly the same but runs at 1080p
- Performance mode has added sharpening applied to the image
- Also runs at 1080p with possible DRS, but sharpening makes the image quality look very 'fried'
- Performance mode also uses frame generation with lots of visible artifacts
- Seems to be using frame generation / interpolation from 30 to 60 just for Performance mode
- Performance mode mostly achieves 60 FPS in traversal, with minor traversal stuttering
- But during combat, it drops frames to 40's, for one tested boss fight, frame gen is dropped in Performance mode and it runs at a consistent 40~ fps
- Latency is a big issue. Input response of a 30 FPS game with a frame-gen image of a 60.
- Balanced mode has better input latency
- Minor traversal stutter, targets 45 FPS
- Quality mode has 'the worst 30 fps cap' Oliver has ever seen, if it's meant to be a cap.
- Hovers between 31 and 36 FPS with 38 seen the highest
- It can also dip to 20's during combat
- The game does not have 120hz or native VRR support, only the forced system level one
- Quality and Balance mode do not benefit as they are both below the PS5's 48hz VRR cap
- The final stretch of the video is comparing the game with PC to show all the things PC does at max that are missing on the console.
- eg particles, lower texture quality, geometry pop-in, lighting differences, lack of VSM, shadow quality
- DF's conclusion is that they think the game has a long patching path forward, and that this is clearly a PC-first project.
- The games facial animations in all the cut-scenes are mo-capped for chinese audio
- The game's black colors are never truly black and there is no HDR support
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