00:00 Overview
01:06 Lumen GI and Reflections
06:14 Virtual Shadow Maps and Nanite
11:00 PS5 and Series X Console Comparison
16:07 Series S Somparison
18:35 Analysis and Conclusion
RoboCop: Rogue City beautifully deploys Unreal Engine 5's high-end tech on consoles
Here's the full Digital Foundry tech review of Robocop: Rogue City on PS5, Xbox Series X and Series S. This is one of the best-looking games of the generation.
www.eurogamer.net
UE5's Full Suite:
- Full suite of UE5 features.
- Software Lumen GI used in place of typical GI
- Very consistent and accurate lighting
- Indirect lighting can be slightly coarse as it is tracing at a low resolution
- Some instances of light leaking also spotted
- But, not an issue 'overwhelmingly amount of times'.
- Software lumen reflections are also present along with screen space reflections
- Reflections aren't perfect and NPC's are only reflected in SSR.
- Foliage and animated elements don't animate in reflections and they aren't applied on all surfaces
- Virtual shadow maps also used using high res shadow maps.
- Unreal's ray traced shadow map technique also used
- More diffused shadows at distance just like real life.
- Super fine detail up close. Some shadows can be unnaturally sharp however, but terrific looking generally.
- Nanite also used for great LoD management.
- Best seen in dense natural rocky areas.
- Physics also used liberally with lots of destruction in environments.
Console Comparison:
- PS5/SX have 30 FPS Quality and 60 fps Performance mode.
- Software lumen used in both but quality a little worse in Performance mode.
- Transparent surfaces render higher quality in Quality mode.
- Likely more differences but nothing stands out.
- Series X:
- Both modes targeting 1440p final resolution using up-scaling from 1080p
- DRS possible but not noticed
- PS5:
- Same metrics in visuals features
- PS5 Quality mode seems to run natively at 1440p instead of upscaling providing a slightly cleaner final image.
- Both Xbox consoles have rendering bug on asphalt that PC/PS5 does not, DF thinks this is a bug.
- Some reflections in select locations look higher quality on PS5. (police station)
- Performance:
- Series X:
- SX runs at 60 in most area and fire fightss, drops to 40s and even low 30's in heavy stressed combat areas.
- Cutscenes target 60 but do not reach it in most cases
- Traversal stutter also seen.
- Quality mode is more stable with lesser traversal stutters
- Motion blur only seems to work in one mission, in other missions having it toggled on doesn't do anything.
- PS5
- More or less the same as SX in terms of stutter, quality mode performance etc.
- In Performance mode, PS5 suffers from significant frame rate dips in open world traversal, 10~ FPS lower versus SX,
- DF thinks it might be because of PS5 not having the asphalt rendering bug seen on Xbox
- Load times are very fast on all consoles
Series S:
- Lumen reflections are absent
- Lumen GI is present but lower quality compared to SX/PS5
- Still very good but not as stable as the other machines.
- Virtual shadow map also present but scaled back.
- Other visual settings are mostly the same
- Output resolution is 1440p with internal 1080p
- Frame rate mostly same as Quality mode on PS5/SX
- More frequent dips to 20s in stress fire fights