Table of Contents
The highly anticipated action RPG, Black Myth: Wukong, developed by Game Science, utilizes AMD FidelityFX Super Resolution 2 (FSR 2) instead of Temporal Super Resolution (TSR) on the PlayStation 5. This decision appears to be influenced by multiple factors, primarily linked to the development process and the specific version of the Unreal Engine used for the game.
Technical Decision Influences
According to the tech experts at Digital Foundry, Game Science’s choice to implement AMD’s upscaling technology over TSR could be tied to the game’s origins. Black Myth: Wukong was initially developed using Unreal Engine 4 before transitioning to the very first iteration of Unreal Engine 5. This early version of Unreal Engine 5 lacks the optimizations present in later updates, particularly for consoles like the PlayStation 5 and Xbox Series X|S. TSR, while offering higher fidelity in certain scenarios due to reduced ghosting and flickering, demands more processing power than FSR 2. Given the constraints of the initial Unreal Engine 5 version, FSR 2 was likely chosen for its lower performance impact, ensuring smoother gameplay.
Upscaling Technology | Pros | Cons |
---|---|---|
AMD FSR 2 | Lower performance impact, adaptable to older engine versions | May produce more ghosting and flickering compared to TSR |
TSR | Higher visual fidelity, less ghosting | More demanding on system resources, especially in early UE5 versions |
The Role of Frame Generation and Performance Mode
Another factor influencing the decision is frame generation, which is utilized in the game’s Performance mode. Frame generation helps to increase frame rates, going from 30 FPS to 60 FPS. However, this technique is more compatible with FSR 2 than with TSR in the initial version of Unreal Engine 5, further explaining Game Science’s choice. Using TSR with frame generation could potentially lead to greater performance bottlenecks, impacting the overall gameplay experience.
Xbox Series X|S Release and Technical Hurdles
While Black Myth: Wukong has yet to be released on the Xbox Series X and Xbox Series S, it’s reported that Game Science is facing critical technical challenges. Digital Foundry notes that these issues are not related to the capabilities of the Xbox Series S. The game is not heavily reliant on CPU power, nor does it demand excessive VRAM, which means that scaling down visual features for the Xbox Series S should be manageable. Expected adjustments would likely include toned-down resolution, reduced Lumen settings (which handle real-time global illumination), and other graphical effects to maintain performance standards on the less powerful console.
Challenges in Console Development and Optimization
One of the primary challenges may stem from Game Science’s relative inexperience with console game development. The optimization choices made for the PlayStation 5 version, such as using frame generation to double the frame rate in Performance mode, suggest that the developers are still fine-tuning their approach to achieving a balance between visual quality and performance. Ensuring a stable experience across different platforms requires careful optimization, particularly when using early versions of game development engines like Unreal Engine 5.
Platform | Optimization Challenge | Potential Solution |
---|---|---|
PlayStation 5 | High demand due to TSR in early UE5 | Utilize FSR 2 for smoother performance |
Xbox Series X | S | Balancing visuals with system limitations |
Future Prospects and Developer Choices
As Game Science continues to address these technical issues, there remains potential for varying optimization strategies that could offer a more refined gaming experience. While the PlayStation 5 version might have shown some limitations, there is hope that future updates or different choices for the Xbox Series versions could enhance the overall experience. For instance, avoiding unnecessary frame generation when aiming for higher frame rates and focusing on native optimizations could lead to smoother gameplay and better visuals.
Final Thoughts
Black Myth: Wukong is a visually ambitious title that pushes the capabilities of current-generation consoles. The decision to use AMD FSR 2 over TSR on the PlayStation 5 reflects the practical constraints of early Unreal Engine 5 versions and the need for efficient performance management. As Game Science refines its development techniques and optimizes for console performance, gamers can expect continual improvements in visual fidelity and gameplay smoothness. The ongoing developments for the Xbox Series X|S versions will be closely watched, as they could set a benchmark for optimizing Unreal Engine 5 titles across different platforms.
Leave a Comment