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[Digital Foundry] Hellblade 2 Preview Reaction: The New State of the Art for Unreal Engine 5?

shamoomoo

Member
They should have showcased it running on a top-tier PC. Would have helped the trash-ass letterboxed resolution.
While Microsoft doesn't care too much if a Xbox game runs on PC,I don't think that makes sense because the game was shown with Series X.
 

Hunnybun

Member
I love how some developers use state of the art techniques like TSR to upscale their games and then make them looks like shit again with radial blur, chromatic aberration and shit ton of motion blur and DOF.

1296p -> TSR -> "4K" -> CA, RB, DOF, MB -> looks sub 1080p LOL

So fucking unbelievably stupid.
 

TxKnight7

Member
Fixed, as usual
Nonsense, as usual
m5iJ8UT.jpg


Let’s not even go into the sub $1000 PCs with 3070 Ti/4060 GPUs.
that's like buying ps5+ps5 pro + xbox+ paying to play online ,i'll stick to PC and Steam ftw!
 

mckmas8808

Mckmaster uses MasterCard to buy Slave drives

Their website is not working well right now but I found someone who had shared their article about the work they did on Horizon.

Guerrilla has outdone itself yet again with the last “Horizon Forbidden West,” released in February 2022. This second game in the series is considered a triumphant combination of enthralling combat with the top-tier creature and character designs that together form a captivating open world populated with astonishing tribes. The 3Lateral team, alongside our friends from Cubic Motion, were thrilled to be a part of this masterpiece by helping bring the characters to life.

The attention to detail on each of the game's characters, on top of the incredibly rich world design, provides a level of immersion that envelops players in the story. Each tribe is distinct from one another and the costume design on display throughout the game is breathtaking. To accomplish such quality and consistency, the project required a vast pool of game characters of different descent, age and demography.

Guerrilla was an early adopter of the technology that contributed to the creation of MetaHuman Creator, and for this sequel, they generated 168 unique characters utilizing MetaHuman core tech. 20 people were scanned in order to create the “hero” characters, while additional talent was scanned to produce a “data gene pool” that was used as a statistical back-end to generate another 67 characters via MetaHuman core tech. Each of these characters uses the same LOD design, which is supported by the MetaHuman assets, enabling them to be used to deliver content for marketing materials, cinematics and within the gameplay set in the open world of “Horizon Forbidden West.” There is more to come with the Horizon franchise, and we're happy to share that our teams continued their collaboration throughout the production of "Horizon Forbidden West: Burning Shores," creating additional characters for the DLC.

Guerrilla knows that a cutting-edge asset creation pipeline needs an animation process of equal fidelity. Our animation team was commissioned to capture facial animation data across the full range of “Horizon Forbidden West’s” cast of characters, and in the end, we delivered more than seven hours of footage to be used across their characters. The optimal approach to performance analysis and solving allows for flexibility and scalability via pixel-accurate machine vision tracking of an actor’s face and then combining that with a complex mapping of the actor’s performance data to a facial asset.

Guerrilla completed the casting of a large number of actors, who were captured in various locations across the globe. For instances where a single actor could play multiple roles, but the actor needed to be captured in different locations using a variety of cameras, our team delivered a solver solution capable of securing consistency across performances. Streamlined by our experienced service team, this pipeline enabled Guerrilla to maintain a high-quality bar across such a massive game.

The DNA file format paired with Rig Logic from MetaHumans was also used in the “Horizon Forbidden West” project. This DNA file structure is becoming recognized as a data standard for the representation of digital humans in AAA projects and interactive entertainment in general. RigLogic secured run-time performance for facial rigs and enabled optimization of both the rig evaluation speed and memory footprint for the character asset. In terms of memory optimization, RigLogic does not require baking the rig elements per frame (e.g. joints, blend shapes, or wrinkle maps), and instead only requires baking the head rig control animation, which is memory light.

This is incredible!
 
I love how some developers use state of the art techniques like TSR to upscale their games and then make them looks like shit again with radial blur, chromatic aberration and shit ton of motion blur and DOF.

1296p -> TSR -> "4K" -> CA, RB, DOF, MB -> looks sub 1080p LOL
When they don't give you the option to disable that crap it pisses me off, Naughty Dog goes way over the top with chromatic aberration and never lets us turn it off.
 

Jigsaah

Gold Member
I'll be playing on PC regardless, I just hope the game is good.

Hmmm, wonder if they could have done a 40hz mode or maybe add it later.
 

Darsxx82

Member
Looks phenomenal, finally we have a game that looks like what we imagined next-gen would look like.

My yardstick would be more in the comparison with Hellblade 1 on PS4/XBO. As seen in the video, the leap is clearly generational and for that reason alone I believe that the Studio has delivered on the technical side.

And its visual level is magnificent, but I am clear that we will see more games that will reach this level but also be broader in ambition and complexity.

NinjaTheory is a Studio with 80 developers and running 2 projects at the same time. It is clear that there is room to do bigger things in UE5 with bigger Studios and more resources. Of course, don't expect miracles in the visual aspect with UE5 on these consoles if the game is done at 60fps.
 
sub HD rendering, liberal use of fog and smoke to reduce draw distance of the environment, not as good visually as HZD let alone Forbidden West.

UE5 is a pointless waste of time on this hardware.
haha, sure buddy.. I just finished Horizon FW last weekend on PC it's beautiful but is nowhere near the level that HB2 is.
 

Darsxx82

Member
it looks good...but in all the footage shown in this DF video, there isnt anything going on in the scenes.

never more than two people at a time and its all just linear nothingness
??
You have a gameplay scene where there are a dozen characters on a shore in the sea under a storm full of detail and geometry while you fight with a deformed giant.....

Clearly the game is going to have mostly moments of loneliness for the character but, unlike the first Hellblade, I think this one is going to have at least several moments where a lot of things are going to happen on screen. In fact, during the 1v1 fights seen you can see things happening around.
 

iamvin22

Industry Verified
They should have showcased it running on a top-tier PC. Would have helped the trash-ass letterboxed resolution.
What? This is a Xbox game with pc as an after thought. They need to sell this to all the series s/x users that picked up a box.

Showing the pc build would do more harm than good. Sure they could add the pc build to the video but I believe focusing on the Xbox version was the right move.
 

radewagon

Member
Can I just take a moment to recognize how absolutely pants on head bonkers it is that I can see the visuals on display in this video and not be completely blown away? Like, I'm not wowed at all. That's wild. Graphics have come a long way.
 
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twilo99

Member
It's gonna be interesting to see the res on Series S. It didn't fare too bad with Starfield though IIRC, it's possible we're looking at a similar situation here.

Starfield is not using UE5 so they worked around the horrible zen2 CPU in there... won't be the case with this game, no amount of motion blur will save the situation.
 
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