Multi Star Wars Jedi: Survivor

cm2

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Saw the trailer:
 
I like the idea of a game after/during Revenge of the Sith but maybe have the player be a part of the new order first before they realize they are fascists that want to kill Jedi because they want control over the galaxy.
 
The MC of the game is a boring one though, Young "Obi-Wan" wannabe lol

They should make a new game with young Obi-Wan.
 
I liked the first one, so I'm interested in this game. Hopefully it's not that bad.
 
TGA 2022 trailer:
 
Gameplay Video:
 
Final trailer:
 
They posted this lol
 
Game's performance is not great on consoles, it has issues and PC version is worse. Dev said they are working on a fix for both consoles and PC.


From euro gamer:

Unfortunately, the RT lighting, shadows and reflections all come at a cost - and with no RT toggle, it's a performance penalty you're stuck with in RT-heavy areas of the game. For example, the entirety of the opening city area suffers frame-rate drops to around 45fps in the 60fps performance mode, while resolution targets are also cut compared to Fallen Order to get these new features.


Interestingly, there are only a select few differences between the 30fps and 60fps modes, with areas looking more similar than we expected when swapping between the two modes. Plant density and shadow draw are only two noticeable differences, but this doesn't claw back much performance - so instead resolution is the major differentiating factor. In the (default) 30fps resolution mode, resolution scales dynamically from 972p (45 percent of 4K) at worst to 1242p at best (looking directly up at the sky, 57.5 percent of 4K). Cutscenes offer more resolution, at up to 1440p.


This base image is then reconstructed with AMD's FSR 2, using information from previous frames to create a higher resolution result. While this generally provides a convincing facsimile of a higher-res image, FSR 2 does suffer from obvious artefacts in motion, with fine details like grates losing definition and character movement in the foreground producing occlusion artefacts show the raw base pixel structure.

As you might expect, the 60fps performance mode uses a lower range of internal resolutions, with menus suggesting a 1440p target (in comparison to a 4K target for resolution mode), but actual pixel counts revealing numbers between 648p and 864p upscaled with FSR 2 to 1440p. It's rare to see sub-720p internal resolutions on PS5 as we do here, but cutscenes do at least switch to a 30fps cap and therefore run at higher resolutions.

So PS5 runs with a stunning core visual feature-set, but the cost to image quality is significant. In terms of performance, the 30fps mode offers more consistent performance albeit with some minor issues in the opening section of the game - occasional bouts of screen-tearing at the top third of the display, frame-rates as low as 20fps in some cutscenes and some hitches when transitioning from scripted cutscenes and gameplay.

Later areas, such as Koboh, fare worse in areas with bodies of water; here we spotted frame-rates in the teens and 20s. Overall then, the 30fps mode makes a good amount of sense, especially given its advantage in image clarity, but its performance profile could certainly do with some tweaks to solve the worst drops.
 
Ray Tracing on all modes without the option to turn it off (on console) is a weird decision. Would have assumed the performance mode would ditch the ray tracing, which is what it seems needs to happen for a locked 60fps. Overall the performance mode probably performs worse than the resolution mode currently in terms of stability.
 
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