![]() Yes, we support DualSense Adaptive Triggers natively through Sony's PC SDK. Will the DualSense controller features be supported on PC, too, as is the case with several recent games? There are no other differences except that. No, the Xbox Series S version uses standard shadow mapped shadows. Both console versions use the Medium quality preset.ĭoes the Xbox Series S support ray traced shadows in The Riftbreaker? Other than that, are there any other tradeoffs compared to Xbox Series X and PS5? The PC version has a few quality presets that can be configured depending on a user's GPU power. Is there any difference between the quality of ray traced shadows on PC and PS5/Xbox Series X? Also, what about between PS5 and Xbox Series X? We might optimise this further in the future and enable this feature on consoles at a later time. Ray traced ambient occlusion was costing us a few additional milliseconds that were making the difference between going above or below 60FPS in many gameplay situations. Why did you opt to only use ray traced shadows in the next-gen versions of the game, whereas the PC version also features ray traced ambient occlusion? We would rather invest our time in other technologies that can be accessed by all of our players. Fluid gameplay is much more important in such cases than pixel-perfect imagery.Īre you planning to add NVIDIA DLSS to the PC version of The Riftbreaker, too? If not, why? Console players usually play on large displays 3 feet or even 6 feet away. One more aspect to take into account is that image degradation vs performance plays a different role on consoles than on PC. It's not a must for consoles but I think it's very useful. We also use it to reach 4K at 60FPS on the Xbox Series S. It was a must for us to reach 60FPS at 4K with raytracing enabled on the Xbox Series X and the PS5. How important was AMD FSR to reach 60 FPS on consoles with The Riftbreaker? Do you agree that it's a must for consoles? Image quality at sub 1080p resolutions could be improved. Is there anything you'd like AMD to improve from their side in future updates? There's a lot of things to like about it. It's super lightweight and super easy to implement. It also works out of the box on consoles. I think it's a game changer for a lot of people. ![]() It can easily make the difference of playing at 30FPS vs 60FPS. The people that need this feature the most are the ones with underpowered GPUs. It works on practically any GPU that can run The Riftbreaker. What is your favorite aspect of AMD's FidelityFX Super Resolution, after working with it? Just ahead of tomorrow's launch, we had the chance to chat with COO Paweł Lekki for a brief technical interview to inquire further about the implementations of AMD FSR and ray tracing, to ask whether there are any plans to add NVIDIA DLSS support, and more still. ![]()
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