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Immortals of Aveum Gets Updated PC Requirements, Confirms DLSS 3 and FSR 2.2 Support at Launch

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I wanted to buy a used card XFX 5700 XT with price $110 but after reading Hogwarts Legacy test , I gave up. I knew 5700 XT Won't be able to hold steady 60fps on 1080p.
Now according to ascendant studios, You can't get 60fps consistent on 1080p with high settings..

Right now we are in a weird transition period usually it happens much sooner into the new consoles lifespan but we are finally seeing games that target PS5/Series X/S at a base spec not 11 year old 7850/7770 level gpu's from 2012 for better and for worse I guess.

5700XT is still petty great for 110 usd though as long as you are not dead set on ultra its still a pretty great medium/high 1080p gpu and much better than your RX 480 assuming that is still what you are using.
 
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In fortnite which also uses this engine RDNA3 also performs favorably compared to ada even with RT enabled. Like call of duty this engine could just be highly optimized for AMD hardware.
And then there's layers of fear :
1692376697761.png
 
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And then there's layers of fear :
View attachment 309702

That game looks pretty terrible but yeah it performs more as expected from what I've seen. Although Remnant 2 also looks meh AF so I guess that isn't saying much. No site I trust has benchmarked it but I ran the demo and it was pretty underwhelming.
 
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UE5 is extremely demanding, especially with nanite/lumen. DLSS/FSR/XeSS will be baseline requirement in these games
UE5 has one of the least demanding raytracing implementations out of all the engines that I know of.
 
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GameGPU is SEO spam, really, should be summarily ignored just like Userbenchmark

Still in the Benchmark I seen of that game that I trust the 4080 was around 12% faster with RT vs the 7900XTX which is closer than a lot of other games.
 
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What in the actual f...? Do not tell me they have spent a lot of time on optimization - they absolutely haven't, you all know that. This is not about UE5...
 
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What in the actual f...? Do not tell me they have spent a lot of time on optimization - they absolutely haven't, you all know that. This is not about UE5...

They say they have it running decently on a 1070 at 1080p so maybe it scales well.

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.
 
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That game looks pretty terrible but yeah it performs more as expected from what I've seen. Although Remnant 2 also looks meh AF so I guess that isn't saying much. No site I trust has benchmarked it but I ran the demo and it was pretty underwhelming.
yhea I think that's why the game didn't get a bigger media coverage. New "next gen" engine, but very 2015 graphics.

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"
 
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None of the videos I've seen so far convinced me it's a good looking game that justifies these requirements. It's probably an UE5 thing, as others have said.

this, heck I would not even call it good looking at all, generic at best.
 
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We've got a sample size of that one game regarding UE5 performance thus far, so there's that.

Unless there is an actual requirement of VRAM > 16 GB, there's no way that could be realistically happening, especially if raytracing is involved (the 4080 eats the 7900 XTX for lunch in this scenario). That may be the case given the drop in performance between the 7900 XTX and XT, which is much, much sharper than usual. Then again, the 3090 Ti also seems to be barely doing 60 fps, and is also faster than both the XTX and XT at RT, so who knows anymore?

Still, it's sloppy and things like this should absolutely not be happening in any shipping game. I fear we've gotten to a point where computing power is so ample that programmers are starting to become sloppy to cut corners.
Raytracing works different in UE5. It will be interesting to see who eats what lunch.
 
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UE5 is extremely demanding, especially with nanite/lumen. DLSS/FSR/XeSS will be baseline requirement in these games
I don't think UE5 is the cause of the issue, some of these games runs worst than the UE5 tech demos at native.
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.
 
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100% bad optimisation.
 
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We've got a sample size of that one game regarding UE5 performance thus far, so there's that.

Unless there is an actual requirement of VRAM > 16 GB, there's no way that could be realistically happening, especially if raytracing is involved (the 4080 eats the 7900 XTX for lunch in this scenario). That may be the case given the drop in performance between the 7900 XTX and XT, which is much, much sharper than usual. Then again, the 3090 Ti also seems to be barely doing 60 fps, and is also faster than both the XTX and XT at RT, so who knows anymore?

Still, it's sloppy and things like this should absolutely not be happening in any shipping game. I fear we've gotten to a point where computing power is so ample that programmers are starting to become sloppy to cut corners.
I cant shake the impression here that you are trying to deny reality or at least have trouble believing Ada isnt developed for future engines, but this was predicted and its now true for several games, with the list growing. You have a 4080. Try to look past that ;) Just like higher VRAM requirements, this was bound to happen.
 
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I cant shake the impression here that you are trying to deny reality or at least have trouble believing Ada isnt developed for future engines, but this was predicted and its now true for several games, with the list growing. You have a 4080. Try to look past that ;) Just like higher VRAM requirements, this was bound to happen.

No, not really. If Ada isn't, then RDNA 3 isn't either. I don't think it's that, we know UE5 has been in the works for some time. But all games that shipped with it thus far have bizarrely high system requirements overall, and very little to show for it in the looks department. Neither Remnant II or this game seem to be particularly visually appealing in context of their system requirements.
 
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No, not really. If Ada isn't, then RDNA 3 isn't either. I don't think it's that, we know UE5 has been in the works for some time. But all games that shipped with it thus far have bizarrely high system requirements overall, and very little to show for it in the looks department. Neither Remnant II or this game seem to be particularly visually appealing in context of their system requirements.
Remnant II do look underwhelming for how heavy it is, but Immortal of aveum looks much better on a technical pov.
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).
1692454758553.png

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.
Untitled-1.jpg


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.
1692456285347.png
 
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I don't think UE5 is the cause of the issue, some of these games runs worst than the UE5 tech demos at native.
It is just another case of optimzation or the lack of.
100% bad optimisation.
You sure about that? Here UE5.2 tropical rainforest demo benchmarked

"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
 
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The game will be available on EA Play Pro. I have no interest in playing it, but I'm planning to buy a month's subscription to tinker with the Performance Budget Tool.
 
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The game will be available on EA Play Pro. I have no interest in playing it, but I'm planning to buy a month's subscription to tinker with the Performance Budget Tool.

EA Play is a good deal in general, especially so if you like EA's catalog. I subscribe every now and then for the most asinine reason you could imagine, to get a discount on Apex coins, lol.

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.

Remnant II do look underwhelming for how heavy it is, but Immortal of aveum looks much better on a technical pov.
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).
View attachment 309823
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.
View attachment 309825

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.
View attachment 309830

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.
 
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No, not really. If Ada isn't, then RDNA 3 isn't either. I don't think it's that, we know UE5 has been in the works for some time. But all games that shipped with it thus far have bizarrely high system requirements overall, and very little to show for it in the looks department. Neither Remnant II or this game seem to be particularly visually appealing in context of their system requirements.
Time will tell, I know as little as you, I just go on the raw numbers here, but the fact is there are several writings on the wall wrt optimization, market share and future prospects and they don't happen to be written on the side of Nvidia's proprietary RT approach, but rather on broad engine usage and having hardware agnostic, as much as possible, solutions. It's not particularly favoring AMD or RDNA3, its just that RDNA3 has more raw raster perf + better bandwidth and it shows here, is my impression.

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.

Remnant II do look underwhelming for how heavy it is, but Immortal of aveum looks much better on a technical pov.
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).
View attachment 309823
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.
View attachment 309825

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.
View attachment 309830
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.
 
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Never thought I'd pre-order a game I won't even play :roll:
 
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Thats just the price for lumen and nanite, they are very optimized for what they offer. If you want high fps and high res without upgrading your hardware, just keep playing quake 2 or pay the price for better visuals.
You talk as if this is a huge advance in terms of graphics. Keep talking until you believe it.
 
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