

TLDR 60 fps on UE5 should be fine even on consoles.


AVOWED ON PC SOFTWARE
The traffic density is still very impressive at 50% and software lumens looks almost identical to hardware lumens though you do lose out on more accurate reflections and shadows. As for any 60 fps performance modes, they can always switch to Software Lumens to gain more performance as well as reducing the traffic density by half which completely removes framedrops on consoles. The console GPUs are being held back by the CPU threading, they should be able to easily run the game at 45 fps like I was on my rtx 2080 which is supposed to be on par with the xsx. Avowed, Hellblade 2 and other UE5 games that dont use hardware lumens or dont feature a massive open world city with A.I simulations shouldnt have this issue.Īnd agian, even if an urban open world game comes out and uses every single one of these features, they can probably get it optimized by utilizing CPU threads more effectively so it isnt bottlenecked by the CPU. They likely just made this demo in a rush to get it out the door by the VGAs and didnt bother improving the performance when releasing it on PC. It's single threaded even though consoles finally have multiple threading support. Turning them off takes us to 95 fps all the way from 38 fps when using hardware lumens with traffic.Īnd finally, the game is very poorly optimized. Then you have the A.I stuff like cars and pedestrians which are even more expensive. Hardware Lumens is 32% slower than Software Lumens. Basically, the game is CPU bound due to the way Hardware Lumens uses up the CPU as well as the A.I sub routines. Click to expand.Alex covered this in his Matrix demo video.
