- Nov 15, 2017
- 599
- 2,094
Yep, in Phase 3I'm just hoping at some point the hscenes aren't just after getting knocked down and taken to another location.
I think that the engine rendered the game in 4k but something within the output didn't put up the proper resolution displayed: I have a 2K monitor and if I run it with borderless - default it is native 2K without issues...also with a 3080 at 2K I'm stable around 80/100fps at high settings with far at ultra quality, taking in account that the target is 60fps I believe there is enough performance room to move to buildings...I just modified config file to make the game running at 4k,now it looks much clearer,and TAA works normally in 4k.Frame rate is not much different from 2k.
What I said about optimization is that the game doesn't have much content right now,in future as more content being added, the performance consumption will also increase,and not everyone have powerful PC.
One last thing,after playing this demo,I wonder this game can be built into Death-Stranding-like,you know,deliver packages and fight/f**k monsters sounds pretty good![]()
The game will have that "death stranding vibe" as that game is one inspiration, along side mgs, the division, dead space and callisto protocol...consider that you already have a mission where you have to recover and deliver supplies
Regarding the issue with AMD, apparently RDNA2 /3 doesn't like the DX11 RVT component of Unreal 4.x...moving the game to Directx 12 make it work on the new AMD cards...but RVT is not compatible with that API (apparently) and crashes the game for all when activated...since RVT is the component that "hides" grass at a certain distance or near certain objects, it is essential from a both a performance and world polish standpoints...so the issue has been identified...but it's not looking so good since Epic basically cut support for Unreal 4 and that component is pretty necessary...Matto is searching for a solution...