FreshRSS

Normální zobrazení

Jsou dostupné nové články, klikněte pro obnovení stránky.
PředevčíremHlavní kanál
  • ✇Eurogamer.net
  • Warhammer 40K: Space Marine 2 - a technologically ambitious sequel that can look stunningOliver Mackenzie
    Warhammer 40,000: Space Marine 2 is one of Digital Foundry's most eagerly anticipated games, effectively hitting the beats that made the first series entry so enjoyable. The grand scale of the environments, the dense swarms of tyranids, the absolute carnage of combat - it's all back in Space Marine 2, enhanced by the impressive technical capabilities of the Swarm engine. Focus Entertainment recently shared a preview build of the PC version of the game, and we're eager to share our impressions w
     

Warhammer 40K: Space Marine 2 - a technologically ambitious sequel that can look stunning

17. Srpen 2024 v 16:00

Warhammer 40,000: Space Marine 2 is one of Digital Foundry's most eagerly anticipated games, effectively hitting the beats that made the first series entry so enjoyable. The grand scale of the environments, the dense swarms of tyranids, the absolute carnage of combat - it's all back in Space Marine 2, enhanced by the impressive technical capabilities of the Swarm engine. Focus Entertainment recently shared a preview build of the PC version of the game, and we're eager to share our impressions with you. We're liking what we see - but Space Marine 2 pushes hardware, which poses interesting challenges to the current generation of consoles, especially on the CPU side.

Saber Interactive has taken on development duties for this game, and our first impression is that it's done a fantastic job of capturing the Warhammer 40,000 aesthetic: colossal, heroic figures, massive-scale gothic architecture stretching out into the far distance and an enviable wealth of animated detail in the immediate area. The sense of density is only heightened once you get your first taste of combat: dozens of tyranids rushing you, while hundreds (possibly even thousands more) can sometimes be seen massing in the background.

Density in detail at close range also impresses, though it's not quite to the same extremes as Warhammer 40,000: Darktide. That said, as third-person game up against a first-person experience, that's not actually a bad thing. It works exceptionally well. The emphasis on detail also means that something has to give elsewhere: Space Marine 2 doesn't seem to be using cutting-edge lighting or global illumination technology, but you do get accomplished versions of mature technologies like shadow maps, screen-space reflections and screen-space ambient occlusion, while the GI solution (which does seem pre-calculated or 'baked') does give a good impression of light bounce. The quality of the physically-based materials also works well.

Read more

  • ✇Eurogamer.net
  • Apple's M4-powered iPad Pro delivers the triple-A gaming experience iPhone 15 Pro struggles withOliver Mackenzie
    Apple's iPad series of tablet computers had a huge impact on the computing landscape. The combination of a large-format touchscreen and the fluidity of Apple's software made for a really compelling device for web browsing, playing games, watching videos, and reading books. At the same time, iPads haven't quite displaced traditional computers for a lot of more traditional productivity-focused use cases, and haven't dethroned more dedicated devices like game consoles either. That's where the l
     

Apple's M4-powered iPad Pro delivers the triple-A gaming experience iPhone 15 Pro struggles with

3. Srpen 2024 v 13:00

Apple's iPad series of tablet computers had a huge impact on the computing landscape. The combination of a large-format touchscreen and the fluidity of Apple's software made for a really compelling device for web browsing, playing games, watching videos, and reading books. At the same time, iPads haven't quite displaced traditional computers for a lot of more traditional productivity-focused use cases, and haven't dethroned more dedicated devices like game consoles either.

That's where the latest generation of iPad Pros comes in. The 2024 iPad Pro packs a stunning "tandem OLED" display capable of up to 1600 nits peak brightness, along with the brand-new M4 processor which promises enough juice for sophisticated apps and console-level games. It's by far the most capable iPad yet, and the best positioned to shore up any weaknesses prior iPads might have had. So how does the M4 iPad Pro fare as a general purpose computer? And does it turn in satisfactory results when put up against the recent crop of demanding iPad console ports?

The M4 iPad Pro's form factor is exceptional - it's remarkable just how thin and light it is. I purchased the 11-inch mode and it feels like it's just barely there. It comes in about half a kilogram in weight, and is a mere 5.3mm thick - way thinner than my iPhone 15 Pro and substantially thinner than any other prior iPad. The actual utility of that thinness is perhaps a bit more questionable though - I can't really say that a thicker tablet has much of an impact on its day-to-day use. The second item of note is the OLED display, which is a first for any larger-screened Apple device. It offers perfect black levels, great off-axis viewing, and 120Hz support for silky smooth animation. It also features great brightness levels - about a thousand nits for a full white screen in SDR and HDR and 1600 nits for HDR highlights. I'd say those figures are better than the best OLED TVs on the market today, which can hit similar peak brightness but take a huge brightness hit with more uniformly bright content.

Read more

  • ✇Eurogamer.net
  • Apple's M4-powered iPad Pro delivers the triple-A gaming experience iPhone 15 Pro struggles withOliver Mackenzie
    Apple's iPad series of tablet computers had a huge impact on the computing landscape. The combination of a large-format touchscreen and the fluidity of Apple's software made for a really compelling device for web browsing, playing games, watching videos, and reading books. At the same time, iPads haven't quite displaced traditional computers for a lot of more traditional productivity-focused use cases, and haven't dethroned more dedicated devices like game consoles either. That's where the l
     

Apple's M4-powered iPad Pro delivers the triple-A gaming experience iPhone 15 Pro struggles with

3. Srpen 2024 v 13:00

Apple's iPad series of tablet computers had a huge impact on the computing landscape. The combination of a large-format touchscreen and the fluidity of Apple's software made for a really compelling device for web browsing, playing games, watching videos, and reading books. At the same time, iPads haven't quite displaced traditional computers for a lot of more traditional productivity-focused use cases, and haven't dethroned more dedicated devices like game consoles either.

That's where the latest generation of iPad Pros comes in. The 2024 iPad Pro packs a stunning "tandem OLED" display capable of up to 1600 nits peak brightness, along with the brand-new M4 processor which promises enough juice for sophisticated apps and console-level games. It's by far the most capable iPad yet, and the best positioned to shore up any weaknesses prior iPads might have had. So how does the M4 iPad Pro fare as a general purpose computer? And does it turn in satisfactory results when put up against the recent crop of demanding iPad console ports?

The M4 iPad Pro's form factor is exceptional - it's remarkable just how thin and light it is. I purchased the 11-inch mode and it feels like it's just barely there. It comes in about half a kilogram in weight, and is a mere 5.3mm thick - way thinner than my iPhone 15 Pro and substantially thinner than any other prior iPad. The actual utility of that thinness is perhaps a bit more questionable though - I can't really say that a thicker tablet has much of an impact on its day-to-day use. The second item of note is the OLED display, which is a first for any larger-screened Apple device. It offers perfect black levels, great off-axis viewing, and 120Hz support for silky smooth animation. It also features great brightness levels - about a thousand nits for a full white screen in SDR and HDR and 1600 nits for HDR highlights. I'd say those figures are better than the best OLED TVs on the market today, which can hit similar peak brightness but take a huge brightness hit with more uniformly bright content.

Read more

  • ✇Eurogamer.net
  • Can Xbox Series S handle Senua's Saga: Hellblade 2?Oliver Mackenzie
    Senua's Saga: Hellblade 2 is one of the most visually stunning games of the year. Built on Epic's Unreal Engine 5, the game takes place in an incredibly detailed and strikingly lit world, featuring outstanding character rendering. At least that's how the game fares on Xbox Series X, so the question is how lower-specced hardware can handle this rendering juggernaut. We decided to take a look at how well Hellblade 2 runs on Xbox Series S, which has a fraction of the GPU compute of its larger sib
     

Can Xbox Series S handle Senua's Saga: Hellblade 2?

24. Květen 2024 v 16:37

Senua's Saga: Hellblade 2 is one of the most visually stunning games of the year. Built on Epic's Unreal Engine 5, the game takes place in an incredibly detailed and strikingly lit world, featuring outstanding character rendering. At least that's how the game fares on Xbox Series X, so the question is how lower-specced hardware can handle this rendering juggernaut. We decided to take a look at how well Hellblade 2 runs on Xbox Series S, which has a fraction of the GPU compute of its larger sibling, followed by Valve's Steam Deck and the Asus ROG Ally. How scalable is Hellblade 2 and can less capable hardware still deliver a good experience?

As you may expect, Hellblade 2 on Xbox Series S has a few key visual cutbacks relative to its Series X counterpart. The most obvious hit here comes down to reflections. On Series X, there's Unreal Engine 5's full Lumen reflections system, combining a mix of screen-space reflections and software ray tracing to accurately portray reflections of the world. It looks pretty good for the most part, although the SDF-based reflections do look a little crude, especially on foliage elements, while skinned objects are represented only in screen-space. It's not perfect, but in general gameplay, when not examining it at point-blank range, it produces a pleasing result.

Series S instead swaps in screen-space reflections, without Lumen's ray tracing to fall back on. You see good-looking results when the reflected detail is in screen-space, but the technique fails when you try to examine a reflection from steep angles. Water surfaces can look bereft of lighting detail, and sometimes have a somewhat matte appearance. There are also the more typical SSR occlusion issues when Senua gets between the camera and the water surface, as we don't have a good reflection method to fall back on, producing a void in the reflection. This usually doesn't have a big impact on the visuals, but in some water-filled spots it can produce annoying results.

Read more

  • ✇Eurogamer.net
  • Starfield's new Xbox performance modes are thoughtful and comprehensiveOliver Mackenzie
    Bethesda's Starfield was generally a well-regarded RPG, but the game's 30fps target on consoles was the subject of some controversy. The game's massive scope arguably justified that 30fps refresh rate, with only high-end PCs capable of hitting 60fps and higher, but now Bethesda has changed course and opened the floodgates on Xbox Series X consoles following significant optimisation work. Players can now independently select performance and visuals modes at arbitrary frame-rates. How exactly do
     

Starfield's new Xbox performance modes are thoughtful and comprehensive

15. Květen 2024 v 18:07

Bethesda's Starfield was generally a well-regarded RPG, but the game's 30fps target on consoles was the subject of some controversy. The game's massive scope arguably justified that 30fps refresh rate, with only high-end PCs capable of hitting 60fps and higher, but now Bethesda has changed course and opened the floodgates on Xbox Series X consoles following significant optimisation work. Players can now independently select performance and visuals modes at arbitrary frame-rates. How exactly do these new combinations fare, and is 60fps really a possibility after it was explicitly ruled out before?

Starfield presents players with a pretty dazzling array of options at first glance. We have two key modes - visuals and performance - along with display targets for 30fps, 40fps, 60fps, and uncapped frame-rates, with different availability depending on your display type and system settings. Plus, there's an on/off toggle for v-sync, allowing for lower input lag at the expense of screen tearing.

Let's start by untangling the visuals and performance modes. Beyond making for different-looking procedurally generated terrain, there's consistently more ground clutter in the visuals mode with more shrubs, small rocks, grass and other incidental details, especially at a distance. I also noticed that some distant objects use lower LODs in the performance mode at a distance, and some texture mips are higher resolution in the visuals mode. More significantly, the visuals mode uses higher resolution cubemaps for refections, providing a noticeable improvement to detail and clarity. Neither mode gives especially convincing results with a flat reflective at point-blank range, but undulating water or rougher metals can look quite passable.

Read more

  • ✇Eurogamer.net
  • Steam Deck has quietly become a reasonably capable ray tracing handheldOliver Mackenzie
    Valve's Steam Deck is a highly capable piece of kit, often reaching parity with last-gen consoles at ~720p, while more demanding current-gen efforts can prove quite playable as well - even including some of the top-end Unreal Engine 5 titles. The RDNA2 graphics hardware inside the Deck is even capable of ray tracing, though this support has largely been dormant in SteamOS. That's started to change over the last year, with first Vulkan and then DXR-enabled titles running under Proton with RT ena
     

Steam Deck has quietly become a reasonably capable ray tracing handheld

1. Květen 2024 v 16:00

Valve's Steam Deck is a highly capable piece of kit, often reaching parity with last-gen consoles at ~720p, while more demanding current-gen efforts can prove quite playable as well - even including some of the top-end Unreal Engine 5 titles. The RDNA2 graphics hardware inside the Deck is even capable of ray tracing, though this support has largely been dormant in SteamOS. That's started to change over the last year, with first Vulkan and then DXR-enabled titles running under Proton with RT enabled - and RT performance has seen big boosts as well.

Today we're taking a look at the state of play when it comes to RT on Steam Deck, looking at some of the best-looking PC titles to see whether they can be playable with RT engaged. Can we get good frame-rates even with demanding ray tracing settings? And how does the Valve's handheld compare in performance terms against the more powerful ROG Ally?

The most obvious place to start is with the Steam Deck is some of the easier ray tracing workloads available - and I think Doom Eternal is a good first choice. The game runs well with minimal settings tweakery: 720p resolution, medium settings and RT toggled on. Relative to the non-RT version of the game, we get solid (if somewhat low-res and slightly ghostly) reflections on glossy surfaces, with very different material properties when RT is enabled. This makes for a transformative difference in scenes with glossy materials, though an aggressive roughness cutoff means that semi-gloss materials are largely bereft of RT treatment.

Read more

  • ✇Eurogamer.net
  • Sea of Thieves on PlayStation 5: the next big Xbox multi-platform game testedOliver Mackenzie
    Sea of Thieves stared off life as an Xbox exclusive, growing over time into a genuine hit with a large, committed community. Now, in an effort to increase its audience still futher, it's become a key part of Microsoft's multi-platform push. Yes, Rare's pirate co-op title is headed to PlayStation 5, kicking off with an open beta last weekend. So just how good is the port and to what extent does the experience vary between PlayStation 5 and Xbox Series hardware? This has been an interesting proj
     

Sea of Thieves on PlayStation 5: the next big Xbox multi-platform game tested

20. Duben 2024 v 16:00

Sea of Thieves stared off life as an Xbox exclusive, growing over time into a genuine hit with a large, committed community. Now, in an effort to increase its audience still futher, it's become a key part of Microsoft's multi-platform push. Yes, Rare's pirate co-op title is headed to PlayStation 5, kicking off with an open beta last weekend. So just how good is the port and to what extent does the experience vary between PlayStation 5 and Xbox Series hardware? This has been an interesting project for Digital Foundry, not just because of the new version - but also because we missed out on covering the game in its transition to current-gen hardware, so we also took a look at the game to see how it has evolved up against Xbox One X.

The most interesting place to start is with a look at the brand-new PS5 version. To reiterate, we looked at beta code, and there may be changes when the game launches on April 30th, but it does seem quite polished at the moment. First impressions suggest a game that is very similar to its Series X counterpart - but when we look a bit closer, there are some differences. Shadows look quite a bit different on PS5, with a sharper outline and more visible detail. This holds true both up-close and at a distance, with far away shadows resolving more softly on the Series machine. This is definitely an odd change, and falls in line with a similar tweak found in the PS5 version of Hi-Fi Rush.

If we boot up the PC version at max settings, the PS5 version more closely resembles the highest shadow quality option, though neither console is a perfect fit. The PS5 and PC exhibit similar looking shadow detail, with slightly stronger filtering on PC, but if we step down to the legendary setting, both consoles clearly offer better and cleaner shadow rendering. I can't quite tell if this just comes down to a difference in shadow filtering or if the PS5's shadow resolution has been upgraded relative to Series X, but it is very curious for sure. I tended to prefer the PS5's shadow rendering for what it's worth, though it's not a difference I'd fixate on outside of head-to-heads.

Read more

  • ✇Eurogamer.net
  • Sea of Thieves on PlayStation 5: the next big Xbox multi-platform game testedOliver Mackenzie
    Sea of Thieves stared off life as an Xbox exclusive, growing over time into a genuine hit with a large, committed community. Now, in an effort to increase its audience still futher, it's become a key part of Microsoft's multi-platform push. Yes, Rare's pirate co-op title is headed to PlayStation 5, kicking off with an open beta last weekend. So just how good is the port and to what extent does the experience vary between PlayStation 5 and Xbox Series hardware? This has been an interesting proj
     

Sea of Thieves on PlayStation 5: the next big Xbox multi-platform game tested

20. Duben 2024 v 16:00

Sea of Thieves stared off life as an Xbox exclusive, growing over time into a genuine hit with a large, committed community. Now, in an effort to increase its audience still futher, it's become a key part of Microsoft's multi-platform push. Yes, Rare's pirate co-op title is headed to PlayStation 5, kicking off with an open beta last weekend. So just how good is the port and to what extent does the experience vary between PlayStation 5 and Xbox Series hardware? This has been an interesting project for Digital Foundry, not just because of the new version - but also because we missed out on covering the game in its transition to current-gen hardware, so we also took a look at the game to see how it has evolved up against Xbox One X.

The most interesting place to start is with a look at the brand-new PS5 version. To reiterate, we looked at beta code, and there may be changes when the game launches on April 30th, but it does seem quite polished at the moment. First impressions suggest a game that is very similar to its Series X counterpart - but when we look a bit closer, there are some differences. Shadows look quite a bit different on PS5, with a sharper outline and more visible detail. This holds true both up-close and at a distance, with far away shadows resolving more softly on the Series machine. This is definitely an odd change, and falls in line with a similar tweak found in the PS5 version of Hi-Fi Rush.

If we boot up the PC version at max settings, the PS5 version more closely resembles the highest shadow quality option, though neither console is a perfect fit. The PS5 and PC exhibit similar looking shadow detail, with slightly stronger filtering on PC, but if we step down to the legendary setting, both consoles clearly offer better and cleaner shadow rendering. I can't quite tell if this just comes down to a difference in shadow filtering or if the PS5's shadow resolution has been upgraded relative to Series X, but it is very curious for sure. I tended to prefer the PS5's shadow rendering for what it's worth, though it's not a difference I'd fixate on outside of head-to-heads.

Read more

  • ✇Eurogamer.net
  • Final Fantasy 7 Rebirth tech review: an excellent but inconsistent experienceOliver Mackenzie
    The second part of the long-awaited Final Fantasy 7 remake trilogy is finally here. Final Fantasy 7 Rebirth releases today, an expansive RPG that is perhaps this year's most significant PS5 console exclusive. We took a quick look at the first few hours in a piece last week, but with all embargo restrictions now removed, now it's time to crack open the full game and see what's under the hood. How does the Unreal Engine 4-powered Rebirth take advantage of PS5 hardware? What are the enhancements o
     

Final Fantasy 7 Rebirth tech review: an excellent but inconsistent experience

29. Únor 2024 v 17:20

The second part of the long-awaited Final Fantasy 7 remake trilogy is finally here. Final Fantasy 7 Rebirth releases today, an expansive RPG that is perhaps this year's most significant PS5 console exclusive. We took a quick look at the first few hours in a piece last week, but with all embargo restrictions now removed, now it's time to crack open the full game and see what's under the hood. How does the Unreal Engine 4-powered Rebirth take advantage of PS5 hardware? What are the enhancements over Remake? And are there any unexpected visual follies along the way?

Let's start with what Final Fantasy 7 Rebirth does well and that begins with its excellent cutscenes. These are bombastic, beautifully-directed sequences that provide stunning views of near-CGI level character models in a mix of expository and action scenes. The level of visual quality achieved here is very impressive, and the cinematics are often outstanding. That was true of 2020's Final Fantasy 7 Remake as well - so what's changed? Character designs have been tweaked quite a bit for these sequences, with higher grade - and subtly more realistic - modeling.

Skin is more detailed with better-defined specular highlights, while hair rendering is significantly improved. The card-based hair system is less angular and possesses more fine detail, with less dithering and break-up. There's more obvious light occlusion and self-shadowing, looking shinier than its Remake counterpart. The cutscene lighting has also been improved, often going for cinematic three-point lighting setups that bring the characters into sharper relief against backgrounds. There's effective indirect lighting in these scenes too, with obvious light bounce from reflective surfaces like sand.

Read more

  • ✇Eurogamer.net
  • Helldivers 2 delivers a solid, smooth experience on both PS5 and PCOliver Mackenzie
    Helldivers 2 is one of the most refreshing - and straightforward - multiplayer games I've played in a while. It's a third-person bug-shooting blitzkrieg, offering simple sets of objectives and a broad armament to help satisfy them. The actual action of defeating the game's foes is a lot of fun, with hordes of enemies to shoot into gibs with a four-person player squad. But does all that multiplayer chaos come with strings attached? Few games try to achieve destruction at this scale, especially
     

Helldivers 2 delivers a solid, smooth experience on both PS5 and PC

16. Únor 2024 v 18:04

Helldivers 2 is one of the most refreshing - and straightforward - multiplayer games I've played in a while. It's a third-person bug-shooting blitzkrieg, offering simple sets of objectives and a broad armament to help satisfy them. The actual action of defeating the game's foes is a lot of fun, with hordes of enemies to shoot into gibs with a four-person player squad. But does all that multiplayer chaos come with strings attached? Few games try to achieve destruction at this scale, especially factoring in the unpredictability of multiplayer gameplay, so what kind of visuals and performance should we expect in the game's console outing on PS5 and how does the quality of the PC port fare?

Visually, Helldivers 2 hardly advances the state of the art, but that's not to say that its visual make-up - and its environments - aren't compelling. There's a typical mix of modern graphical staples, but they are deployed effectively. Volumetric lighting is heavily used, for instance, with shafts of light shooting through rocks and trees. The quality level is high, presenting without obvious aliasing, even on the PS5 in its performance mode. The clouds are also volumetric in nature, at least at lower levels of the atmosphere, and resolve without distracting artifacting. Low-lying fog also appears to be part of the equation, with ground-level fog often giving planets a certain ethereal quality.

Environmental density is impressive. There's a lot of scattered rocks, shrubs, and tufts of grass throughout the various planets. Given the size and scope of the game I have to imagine that procedural systems have been used extensively here, but the final results look quite natural. Foliage in particular can be generously placed, with some especially verdant garden worlds. I did note animation issues with the foliage on at least one planet but on a more macro level, lighting and assets come together to make each world feel distinct, giving each environment some nice vistas.

Read more

  • ✇Eurogamer.net
  • Granblue Fantasy: Relink is a striking, impressive cross-gen fantasy RPGOliver Mackenzie
    After a protracted production, a developer swap and several delays, Granblue Fantasy: Relink has finally been released, some eight years after its initial announcement. This is a bold, colourful action RPG that combines compelling storytelling with a bombastic and exciting combat system. It's one of the more original RPG efforts I've seen in a while, but its protacted development raises questions about its visual quality and performance on PS4 and PS5 systems. Right out of the gate, it's clear
     

Granblue Fantasy: Relink is a striking, impressive cross-gen fantasy RPG

15. Únor 2024 v 16:53

After a protracted production, a developer swap and several delays, Granblue Fantasy: Relink has finally been released, some eight years after its initial announcement. This is a bold, colourful action RPG that combines compelling storytelling with a bombastic and exciting combat system. It's one of the more original RPG efforts I've seen in a while, but its protacted development raises questions about its visual quality and performance on PS4 and PS5 systems.

Right out of the gate, it's clear that Granblue Fantasy: Relink looks excellent, with beautiful and well-animated cutscenes that are interspersed generously throughout the title. Some of these scenes are more sedate, but many depict grand battles with plenty of pyrotechnics and carefully-animated swordfights. These are some of the best cinematics I've viewed in a while, and the game looks absolutely lavish here. Because Relink is a relatively modest adventure by RPG standards - clocking in at ~15 hours to complete the story and another ~20 to complete optional content - the game takes a liberal approach to cinematic density that few other RPG efforts in recent memory can match.

We also see a good workout for some of the game's key rendering tech here as well. Of particular note is the post-processing, namely the motion blur and depth of field. Relink has extremely high-quality motion blur that makes the game look very smooth in its default performance mode. Even when you examine the motion blur closely, it holds up remarkably well, without the kinds of sampling artifacts that often characterise motion blur techniques. The bokeh depth of field is also used frequently, with an attractive appearance and blurring patterns that suggest a circular aperture.

Read more

  • ✇Eurogamer.net
  • Helldivers 2 delivers a solid, smooth experience on both PS5 and PCOliver Mackenzie
    Helldivers 2 is one of the most refreshing - and straightforward - multiplayer games I've played in a while. It's a third-person bug-shooting blitzkrieg, offering simple sets of objectives and a broad armament to help satisfy them. The actual action of defeating the game's foes is a lot of fun, with hordes of enemies to shoot into gibs with a four-person player squad. But does all that multiplayer chaos come with strings attached? Few games try to achieve destruction at this scale, especially
     

Helldivers 2 delivers a solid, smooth experience on both PS5 and PC

16. Únor 2024 v 18:04

Helldivers 2 is one of the most refreshing - and straightforward - multiplayer games I've played in a while. It's a third-person bug-shooting blitzkrieg, offering simple sets of objectives and a broad armament to help satisfy them. The actual action of defeating the game's foes is a lot of fun, with hordes of enemies to shoot into gibs with a four-person player squad. But does all that multiplayer chaos come with strings attached? Few games try to achieve destruction at this scale, especially factoring in the unpredictability of multiplayer gameplay, so what kind of visuals and performance should we expect in the game's console outing on PS5 and how does the quality of the PC port fare?

Visually, Helldivers 2 hardly advances the state of the art, but that's not to say that its visual make-up - and its environments - aren't compelling. There's a typical mix of modern graphical staples, but they are deployed effectively. Volumetric lighting is heavily used, for instance, with shafts of light shooting through rocks and trees. The quality level is high, presenting without obvious aliasing, even on the PS5 in its performance mode. The clouds are also volumetric in nature, at least at lower levels of the atmosphere, and resolve without distracting artifacting. Low-lying fog also appears to be part of the equation, with ground-level fog often giving planets a certain ethereal quality.

Environmental density is impressive. There's a lot of scattered rocks, shrubs, and tufts of grass throughout the various planets. Given the size and scope of the game I have to imagine that procedural systems have been used extensively here, but the final results look quite natural. Foliage in particular can be generously placed, with some especially verdant garden worlds. I did note animation issues with the foliage on at least one planet but on a more macro level, lighting and assets come together to make each world feel distinct, giving each environment some nice vistas.

Read more

  • ✇Eurogamer.net
  • Granblue Fantasy: Relink is a striking, impressive cross-gen fantasy RPGOliver Mackenzie
    After a protracted production, a developer swap and several delays, Granblue Fantasy: Relink has finally been released, some eight years after its initial announcement. This is a bold, colourful action RPG that combines compelling storytelling with a bombastic and exciting combat system. It's one of the more original RPG efforts I've seen in a while, but its protacted development raises questions about its visual quality and performance on PS4 and PS5 systems. Right out of the gate, it's clear
     

Granblue Fantasy: Relink is a striking, impressive cross-gen fantasy RPG

15. Únor 2024 v 16:53

After a protracted production, a developer swap and several delays, Granblue Fantasy: Relink has finally been released, some eight years after its initial announcement. This is a bold, colourful action RPG that combines compelling storytelling with a bombastic and exciting combat system. It's one of the more original RPG efforts I've seen in a while, but its protacted development raises questions about its visual quality and performance on PS4 and PS5 systems.

Right out of the gate, it's clear that Granblue Fantasy: Relink looks excellent, with beautiful and well-animated cutscenes that are interspersed generously throughout the title. Some of these scenes are more sedate, but many depict grand battles with plenty of pyrotechnics and carefully-animated swordfights. These are some of the best cinematics I've viewed in a while, and the game looks absolutely lavish here. Because Relink is a relatively modest adventure by RPG standards - clocking in at ~15 hours to complete the story and another ~20 to complete optional content - the game takes a liberal approach to cinematic density that few other RPG efforts in recent memory can match.

We also see a good workout for some of the game's key rendering tech here as well. Of particular note is the post-processing, namely the motion blur and depth of field. Relink has extremely high-quality motion blur that makes the game look very smooth in its default performance mode. Even when you examine the motion blur closely, it holds up remarkably well, without the kinds of sampling artifacts that often characterise motion blur techniques. The bokeh depth of field is also used frequently, with an attractive appearance and blurring patterns that suggest a circular aperture.

Read more

❌
❌