Friday, August 18th 2023
Immortals of Aveum Gets Updated PC Requirements, Confirms DLSS 3 and FSR 2.2 Support at Launch
The day is almost here. The release of Immortals of Aveum is just around the corner, and we here at Ascendant Studios are so incredibly excited for players to get to experience what we've been building all this time. As we inch closer to August 22nd, we wanted to take a moment to talk a bit more about the technology that's powering our game, and what that means for PC players in particular.
Earlier this year, we talked about some of the amazing tools we've had at our disposal as one of the first studios to release a AAA game using Unreal Engine 5.1. There's Nanite, for example, which automatically adjusts the details the player sees based on distance, letting us build huge, detailed 3D objects that look every bit as good up close as they do from virtual miles away. The additional surface detail of our objects provide significantly more places for lighting to bounce off of.We also make extensive use of Lumen, which lets us add incredibly realistic-looking dynamic lighting to those more detailed Nanite objects, which interacts with lighting far better than before, resulting in prettier environments. And it lets us do so dramatically more quickly than before: In Unreal 4, we'd have to balance dynamic lights with "baked in" lighting for any area, a process that would take literal hours to complete. Lumen lets us light things pretty much instantly—with lighting effects that look fantastic.
There's also Niagara, which lets us easily implement and modify graphical effects like fire, smoke and magic. Thanks to Niagara, we don't have to build each and every effect separately; we can take an existing effect that's used widely across the game world and modify it for different scenarios so it looks different each time - something that wasn't possible before.
And these are just some of the more visually noticeable features; Unreal 5.1 also features tools that make things work more smoothly behind the scenes. Streaming Virtual Texturing, for example, essentially reduces the memory required to show large, detailed textures to the player. The One File Per Actor system lets our team all work in a single environment simultaneously, rather than requiring us to "check out" a whole level to make the smallest of tweaks. And World Partition intelligently loads and unloads bits of the world as needed, allowing us to create enormous environments that don't slow the game to a crawl, make load screens necessary, and/or incinerate anyone's video cards.
The thing about all these different tools, though, is that no single one of them is responsible for making Immortals of Aveum look as good as it does while running as well as it does. The magic isn't just in any single part of Unreal Engine 5.1, but in how these tools all work together, and how the whole engine provides a degree of flexibility and modularity that hasn't been possible before now. It's given us the ability to create a huge game in a vast world with a relatively small team, and make it all look great and run well—on a wide variety of platforms.
And the really neat thing is, it lets us pass that flexibility on to players.
TUNE AT WILL
But ultimately, how you want to put that power to use is up to you. Because another thing Unreal Engine 5.1 lets us do is give PC players granular control over how exactly their machines' power is used. To do that, we've developed a Performance Budget Tool, which integrates with the game's graphics settings menu to give players detailed information about how graphical choices impact the performance of Immortals of Aveum on their specific machines.
Here's how it works: When you first launch the game, it scans your whole running setup to determine how specific features of Unreal Engine 5.1 are likely to perform on your hardware. It then provides a total "budget" that you have to play with for both your GPU and CPU, representing the power of your unique machine. You'll see a budget total for your GPU and another for your CPU; next to those, you'll see your current budget allocation. If the allocation is lower than the total budget, you can expect to see high frame rates and smooth performance—and the more room between those numbers, the faster the game will run. Conversely, of course, if the allocation exceeds the total budget, you can expect to see your framerate and performance begin to decrease as your visual fidelity increases. And keeping your allocation as close as possible to your budget total (without going over!) will give you the best balance of performance and visual fidelity.
In conjunction with this, each graphical setting is accompanied by numbers indicating how much of your total GPU and CPU budget it will require, which update as you cycle between different levels of each setting. As a result, you're able to see very quickly how different settings impact your budget, and thus the game's performance on your PC. This lets you fine-tune your graphics settings to focus on the things you care about, and get an idea of precisely how your choices will impact performance in real time, without having to resort to trial and error.
Here's what the Performance Budget Tool looks like in action—but note that these numbers are unique to this machine's hardware since every PC is different!
Note, too, that the tool accounts for the entire workload on your GPU and CPU at the time of the scan, including any other applications that are currently running. So if you find yourself a few points short of your ideal configuration, you might be able to quit out of some non-essential applications, rescan by clicking the "Reset" button, and discover you actually do have the budget after all. Or maybe you find you have enough overhead to run something in the background you didn't think you could! It's all up to you; the goal here is simply to give you the most information we can in order to help you make educated decisions about your graphical choices.
But this is just the beginning; we intend to keep improving the Performance Budget Tool post-launch to make it even more useful. In future versions, we plan to account for more hardware variables that can impact PC performance, such as other resolutions and aspect ratios, so players can continue making more informed decisions and dial-in their settings to create the experience that's right for them.
WHAT'S UNDER THE HOOD
Speaking of hardware variables, our team at Ascendant has been rigorously testing the game's performance for PC players and feels great about 60 FPS performance on the following combinations of resolution and hardware:Additionally, the studio is continuing to optimize the game to play well on lower hardware to make the game accessible to even more players. While we aren't ready to confirm anything just yet, we intend to announce new low end specs soon targeting a 1080p/30 FPS experience. To give you an example, the team currently has the game running well in the 40 FPS range on an NVIDIA GeForce GTX 1070 and Intel Core i7-8700K configuration. With Unreal Engine 5.1 being so new, we want to see just how far down we can optimize and thoroughly test as many lower-end set-ups as possible.
On the opposite end of the spectrum, we've added specs for the current cutting edge of GPUs and CPUs. So if you have the machine that is the envy of all around you, you can run our game in 4K at 120 frames per second.
Note: Immortals supports both AMD FSR 2.2 and NVIDIA's DLSS 3 upscaling technology.
PLAYING TO YOUR STRENGTHS
And console players, don't feel left out here! You may not be able to tweak your settings as much, seeing how consoles have much more specific and uniform specs, but that means that we were able to use all this flexibility and modularity to tune the game very carefully to each console's particular strengths. As a result, every console version will run at 60 FPS at your TV's maximum resolution thanks to the upscaling magic of FSR 2. So whatever system you're using, you'll be getting the best performance you possibly can.
That's really one of the biggest benefits of working with Unreal Engine 5.1. All these tools that make things run more smoothly behind the scenes end up being incredibly scalable, letting us meet players wherever they are—now and in the future. We won't claim that was easy; after all, you may remember that we delayed the game by about a month in order to spend more time polishing, bug-hunting, and optimizing. But Ascendant is a brand-new studio, and this is our first game, so we wanted to make every possible effort to ensure that Immortals of Aveum is an amazing experience no matter what machine it's running on. And we're so excited for you all to finally have the chance to see that for yourselves.
If you want to learn more about all the finer details of how we went about creating the PC budget tool and more, be sure to also check out the Ascendant Studios deep-dive dev blog on the subject!
Source:
EA
Earlier this year, we talked about some of the amazing tools we've had at our disposal as one of the first studios to release a AAA game using Unreal Engine 5.1. There's Nanite, for example, which automatically adjusts the details the player sees based on distance, letting us build huge, detailed 3D objects that look every bit as good up close as they do from virtual miles away. The additional surface detail of our objects provide significantly more places for lighting to bounce off of.We also make extensive use of Lumen, which lets us add incredibly realistic-looking dynamic lighting to those more detailed Nanite objects, which interacts with lighting far better than before, resulting in prettier environments. And it lets us do so dramatically more quickly than before: In Unreal 4, we'd have to balance dynamic lights with "baked in" lighting for any area, a process that would take literal hours to complete. Lumen lets us light things pretty much instantly—with lighting effects that look fantastic.
There's also Niagara, which lets us easily implement and modify graphical effects like fire, smoke and magic. Thanks to Niagara, we don't have to build each and every effect separately; we can take an existing effect that's used widely across the game world and modify it for different scenarios so it looks different each time - something that wasn't possible before.
And these are just some of the more visually noticeable features; Unreal 5.1 also features tools that make things work more smoothly behind the scenes. Streaming Virtual Texturing, for example, essentially reduces the memory required to show large, detailed textures to the player. The One File Per Actor system lets our team all work in a single environment simultaneously, rather than requiring us to "check out" a whole level to make the smallest of tweaks. And World Partition intelligently loads and unloads bits of the world as needed, allowing us to create enormous environments that don't slow the game to a crawl, make load screens necessary, and/or incinerate anyone's video cards.
The thing about all these different tools, though, is that no single one of them is responsible for making Immortals of Aveum look as good as it does while running as well as it does. The magic isn't just in any single part of Unreal Engine 5.1, but in how these tools all work together, and how the whole engine provides a degree of flexibility and modularity that hasn't been possible before now. It's given us the ability to create a huge game in a vast world with a relatively small team, and make it all look great and run well—on a wide variety of platforms.
And the really neat thing is, it lets us pass that flexibility on to players.
TUNE AT WILL
But ultimately, how you want to put that power to use is up to you. Because another thing Unreal Engine 5.1 lets us do is give PC players granular control over how exactly their machines' power is used. To do that, we've developed a Performance Budget Tool, which integrates with the game's graphics settings menu to give players detailed information about how graphical choices impact the performance of Immortals of Aveum on their specific machines.
Here's how it works: When you first launch the game, it scans your whole running setup to determine how specific features of Unreal Engine 5.1 are likely to perform on your hardware. It then provides a total "budget" that you have to play with for both your GPU and CPU, representing the power of your unique machine. You'll see a budget total for your GPU and another for your CPU; next to those, you'll see your current budget allocation. If the allocation is lower than the total budget, you can expect to see high frame rates and smooth performance—and the more room between those numbers, the faster the game will run. Conversely, of course, if the allocation exceeds the total budget, you can expect to see your framerate and performance begin to decrease as your visual fidelity increases. And keeping your allocation as close as possible to your budget total (without going over!) will give you the best balance of performance and visual fidelity.
In conjunction with this, each graphical setting is accompanied by numbers indicating how much of your total GPU and CPU budget it will require, which update as you cycle between different levels of each setting. As a result, you're able to see very quickly how different settings impact your budget, and thus the game's performance on your PC. This lets you fine-tune your graphics settings to focus on the things you care about, and get an idea of precisely how your choices will impact performance in real time, without having to resort to trial and error.
Here's what the Performance Budget Tool looks like in action—but note that these numbers are unique to this machine's hardware since every PC is different!
Note, too, that the tool accounts for the entire workload on your GPU and CPU at the time of the scan, including any other applications that are currently running. So if you find yourself a few points short of your ideal configuration, you might be able to quit out of some non-essential applications, rescan by clicking the "Reset" button, and discover you actually do have the budget after all. Or maybe you find you have enough overhead to run something in the background you didn't think you could! It's all up to you; the goal here is simply to give you the most information we can in order to help you make educated decisions about your graphical choices.
But this is just the beginning; we intend to keep improving the Performance Budget Tool post-launch to make it even more useful. In future versions, we plan to account for more hardware variables that can impact PC performance, such as other resolutions and aspect ratios, so players can continue making more informed decisions and dial-in their settings to create the experience that's right for them.
WHAT'S UNDER THE HOOD
Speaking of hardware variables, our team at Ascendant has been rigorously testing the game's performance for PC players and feels great about 60 FPS performance on the following combinations of resolution and hardware:Additionally, the studio is continuing to optimize the game to play well on lower hardware to make the game accessible to even more players. While we aren't ready to confirm anything just yet, we intend to announce new low end specs soon targeting a 1080p/30 FPS experience. To give you an example, the team currently has the game running well in the 40 FPS range on an NVIDIA GeForce GTX 1070 and Intel Core i7-8700K configuration. With Unreal Engine 5.1 being so new, we want to see just how far down we can optimize and thoroughly test as many lower-end set-ups as possible.
On the opposite end of the spectrum, we've added specs for the current cutting edge of GPUs and CPUs. So if you have the machine that is the envy of all around you, you can run our game in 4K at 120 frames per second.
Note: Immortals supports both AMD FSR 2.2 and NVIDIA's DLSS 3 upscaling technology.
PLAYING TO YOUR STRENGTHS
And console players, don't feel left out here! You may not be able to tweak your settings as much, seeing how consoles have much more specific and uniform specs, but that means that we were able to use all this flexibility and modularity to tune the game very carefully to each console's particular strengths. As a result, every console version will run at 60 FPS at your TV's maximum resolution thanks to the upscaling magic of FSR 2. So whatever system you're using, you'll be getting the best performance you possibly can.
That's really one of the biggest benefits of working with Unreal Engine 5.1. All these tools that make things run more smoothly behind the scenes end up being incredibly scalable, letting us meet players wherever they are—now and in the future. We won't claim that was easy; after all, you may remember that we delayed the game by about a month in order to spend more time polishing, bug-hunting, and optimizing. But Ascendant is a brand-new studio, and this is our first game, so we wanted to make every possible effort to ensure that Immortals of Aveum is an amazing experience no matter what machine it's running on. And we're so excited for you all to finally have the chance to see that for yourselves.
If you want to learn more about all the finer details of how we went about creating the PC budget tool and more, be sure to also check out the Ascendant Studios deep-dive dev blog on the subject!
51 Comments on Immortals of Aveum Gets Updated PC Requirements, Confirms DLSS 3 and FSR 2.2 Support at Launch
Now if by decently they mean 1080p30 with low settings with FSR then sure that's pretty trash.
UE5 hasn't really performed well in any released game pretty sure it's more the engine than the developers
Idk the 5700XT and 2080 super are really old with the 5700xt being pretty midrange when it came out i guess with the majority of people having 1060/2060/3060 class gpus I get the uproar I guess.
I think what's going to be more interesting is how bad this performs on the 4060/4060ti and the 7600 and possibly 7700XT.
Aveum seems to be the first game to really make use of the engine features for better graphics. wouldn't be that surprised if UE5 ends up favoring RDNA derivative arch, a quick look at the documentation had epic mentioning that some of the engine tech were optimized "for the AMD GPU found in consoles"
It is just another case of optimzation or the lack of.
UE5 is relatively easy to make it look good for trailers and screenshots with all the plugins, the hard and expensive part is make it look good without running like crap.
I honestly think that we are reaching diminishing returns when it comes to geometry details and texture resolution. I've found immortal of Aveum to be very detailed, but still got that overall "artificial" looks.
The wood texture doesn't lack details... or sharpness it just looks artificial, and actually over sharpened to me (and that's from a video capture).
There's dirt around and under the nails, there's small damage on the weapons, you can clearly see the wrinkle on the skin. Yet it still look very artificial.
IMO, the quality of the assets, Light/shadow is what will bridge offline 3D graphics and real time graphics. Remember unrecord ? The game using High quality assets from mega scans is a big part of it's realistic look.
"At a resolution of 1920x1080, an average FPS of 25 frames was shown by video cards of the level Radeon RX 6950 XT or GeForce RTX 4070 Ti. A minimum FPS of at least 25 frames can be provided by video cards of the level Radeon RX 7900 XT or GeForce RTX 4080."
People really underestimate how demanding UE5 can be
It's 19,90 BRL a month (a very low price), the 10% discount usually covers that amount whenever I buy Apex coins even if I just buy the 2150 coins pack. I'm definitely not spending as much money on Apex as I used to, at this point i'm $700 USD in - and the fact that they've raised prices recently has really put me off. I top off for the season pass every 3 months or so and sometimes buy one of their monthly 950-coin deal that comes with 12x apex packs, but I'll stop doing this once I get my next heirloom shard drop, which I plan on spending either on Loba's prestige skin or Vantage's heirloom once either of those are out. Ditto on the assets. Aveum looks better than Remnant II but it's still not a remarkably good looking game, if I had to say Final Fantasy XV on PC looks just as good, if not better. It gives me some Forspoken vibes due to the art direction - and that game panned less than well in more than one regard.
We have indeed reached a point where diminishing returns are occurring because developing games for ultra-high detail next-gen engines is extremely expensive with a relatively low ROI - the result is that these games do not really look all that next-gen (keeping in mind current-gen hardware must run it), and that in general, audiovisual fidelity in video games has reached a relatively advanced stage as it is.
Just compare the 4090 and 7900XTX bandwidth on VRAM and you'll see it echo the results of the bench; you're looking at 1000GB/s vs 960GB/s there. The rest of the GPU is scaled on those numbers. This is also most of the reason why the 4090 is stellar and lonely on the Ada top, and the rest trails by a mile. They lack that raw throughput, so on complex scenes, these cards excel while others choke, at least a little more than they should. Its that same issue all cards on all segments run into, except with UE5, the problem expands to the top end and becomes the equalizer, making it clear this is what truly limits cards going forward. Which has been, again, proven by the various games that lack somehow in VRAM cap or bandwidth and require extra TLC to make games run proper on them. That's how it really works after all, devs optimize for hardware. They don't do that if the hardware doesn't require it.
This is now yet another game in the UE stable where 7900XTX excels and gets close to a 4090, where it really shouldn't be given every other game these two cards face off on. Chalking that up to 'dev optimization' I feel is not being honest about what's in front of us.
However - I do fully agree these games don't really have much to show for their inflated required specs. If this is the future... I'm in the meh, what for camp. And oh man, so much this. There are absolutely ancient games on long gone engines that manage to feel more realistic than the overpolished, oversharpened 'quality' assets we get today. This is not just diminishing returns, indeed... its beyond the point of having a point.
What truly defines games these days isn't the engine, the box of special FX, the RT or no RT. What defines games graphically is their actual graphical design. There haven't been real limitations in 'photorealism' or having sufficient pixels or polygons at your disposal for half a decade at the very least, but probably more. The only real limitations these days are dev time/cost of the operation to get a product out the door. Engines? Whatever. Almost every engine produces palatable graphics now. Its the reason things 'stagnate' as well, there just isn't much fruit left on those trees. I've said it before... gaming graphics have plateaud for quite some time now. Effectively, the DX11 peak days are the actual peak of graphical fidelity. DX12 didn't give us much, if anything, except better API efficiency to better use the CPU.
Never thought I'd pre-order a game I won't even play :roll:
From my initial testing and the few videos I've seen, it seems that the 7900XTX might indeed be able to match the 4090. Maybe it could even outdo the 4090 in lower resolutions.
The GPU part of the budget tool appears to work as intended, but the CPU metric is definitely borked.