Even in the event you’re not into the fantasy aesthetic or shooters typically, Immortals of Aveum continues to be an fascinating title. The game is powered by Unreal Engine 5.1 and is the primary triple-A title to concurrently take benefit of a number of signature UE5 options as a way to convey its world to life. Ahead of our have a look at the game’s tech, this text’s focus is PC efficiency.
After all, the discharge of the game’s system requirements forward of launch raised some eyebrows. The minimal spec requires an RTX 2080 Super (a $699 graphics card in 2019), backed with an eight-core CPU and ideally an SSD too… and that is just for a 1080p 60fps expertise. The really helpful specs are much more jaw-dropping, with an RTX 3080 Ti ($1199 in 2021) and Ryzen 7 5700X ($299 in 2022) representing an appropriate stage of horsepower for 1440p 60fps gaming – and each of these spec factors assume the use of upscaling utilizing DLSS or FSR 2 to spice up efficiency, with native efficiency seemingly considerably decrease.
Given what we have seen of Unreal Engine 5’s efficiency in real-time demos, the excessive specs do make some sense – however they’re undeniably excessive. For context, final month’s Steam Hardware Survey exhibits practically 60 % of CPUs represented have fewer than eight cores, and solely a tiny fraction of graphics playing cards are equal or higher than a 2080 Super. As I’ve three machines which are fairly near the instructed 1080p, 1440p, and 4K builds, I assumed I’d put the game to the take a look at on every and learn how correct the really helpful specs are in what have to be one of probably the most difficult PC video games ever launched.
Some results are greatest demonstrated in video type; this is that video.
Immortals of Aveum does give a constructive first impression, with skippable logos, adjustable FOV (albeit solely as much as 90 levels) and a good vary of choices for accessibility and graphics. Unfortunately, these settings lack preview photos or textual content descriptions that would trace in the direction of their efficiency and visible influence. Certain choices, like texture high quality, sadly require a full game restart which makes issues fairly tedious. Those with ultrawide displays can even be happy to know the game natively helps these resolutions, and resizes the HUD accordingly throughout gameplay.
There’s additionally a distinctive efficiency funds device, which is supposed that will help you choose the suitable settings on your hardware by testing your single-core CPU and general GPU efficiency, supplying you with a rating that displays your assets, after which encouraging you to pick settings to remain inside these bounds. This is a good addition, although 16x AF was mistakenly offered as having a large efficiency influence regardless of being primarily free on fashionable GPUs – a easy sufficient oversight however a obvious one which wants fixing.
Our first construct to check had an Nvidia RTX 4080 and Intel Core i7 13700K, due to this fact lining up effectively with developer Ascendant’s suggestions for 4K 60fps gameplay. This construct was certainly capable of keep round 60fps or above with maxed settings for a lot of gameplay, although DLSS high quality mode wasn’t adequate for giant areas with loads of characters – and I ultimately needed to drop to DLSS efficiency mode to iron issues out fully.
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DLSS 3 body era is on the market for customers of 40-series graphics playing cards, however it’s virtually unusable at current on account of a ghosting impact utilized to the game’s HUD – one thing that persists even after the game’s first patch. Thankfully, commonplace DLSS 2 is adequate for many circumstances, and the one different points I observed have been some distracting pop-in and a few stutters right here and there – fortunately not of the shader compilation selection, as a substitute being associated to traversal or and usually relagated to non-combat moments.
Interestingly, Immortals additionally helps FSR 2, which is extra detailed than both native or DLSS – suggesting it has a completely different LOD bias, a sharpening filter, or each, included. However, DLSS affords a extra secure expertise, with higher dealing with of fast-moving objects (eg when swapping weapons). That’s with each upscalers set to their high quality modes; at efficiency mode DLSS continues to be advantageous however FSR 2 turns into so murky that it is laborious to advocate.
Overall, the instructed specs for a 4K60 expertise appear to be correct – however fixing DLSS 3 would make a big distinction.
16x AF vs AF off in Immortals of Aveum. You’ll discover equal efficiency – although the game at present lists 16x AF as being probably the most CPU and GPU-intensive setting. Beyond this bug although, the CPU and GPU funds system is an intriguing concept that may very well be refined – by Immortals or future titles. | Image credit score: Ascendant Studios/Digital Foundry
Moving right down to a PC carefully aligned with the really helpful 1440p 60fps spec, I noticed a lot of the identical – largely, anyway. With an RTX 3080 Ti and Ryzen 9 5900X, I managed to remain round 60fps virtually the whole time with a combine of excessive and extremely settings and DLSS high quality mode engaged. I skilled some minor hitching right here and there, however nothing important in any of the footage I captured. All in all, just like the really helpful specs for 4K60, these additionally appear to be fairly correct.
The machine a contact under the minimal requirements – RTX 2080 and Ryzen 5 3600 – offered probably the most fascinating outcomes. This mixture typically gives console-level efficiency, and we all know that the PS5 model of Immortals runs at an inner decision of 720p at 60fps, with drops doable in additional demanding areas. Perhaps unsurprisingly, we see comparable outcomes at 1080p with DLSS high quality on this machine (a setting that ends in a matching 720p inner decision). The game seems CPU-bound on this hardware even on lowest settings, with frame-rates dipping into the 40s and GPU utilisation effectively under 100%. Traversal stutter was additionally a lot worse, with one freeze lasting for a full second. Therefore, it would make sense to set every thing to excessive and goal a capped 30fps as a substitute.
Out of curiosity, I attempted to determine what settings the PS5 model is utilizing. Textures look like at extremely, whereas international illumination seems to be near low. Everything pertaining to Shadows seems to be largely equal to excessive, and reflections appear to be nearer to low than excessive. Unfortunately, I discovered different settings tough to pinpoint, and PS5 could also be utilizing settings that do not correspond to the PC presets.
Entering new areas or having the game’s communicator globe pop up can set off drops – that are extra extreme on lower-end hardware.
As far as selecting optimised settings, honestly they do not make sense on the 1080p-focused PC, as even the bottom settings cannot maintain 60fps on our mid-range system. With that in thoughts, I took a bit of time going by every setting on the high-end RTX 4080 system as a substitute. Here, I noticed solely three settings with any notable influence on efficiency: international illumination, shadow decision high quality, and shadow rendering pool dimension. Changing these three choices from extremely to excessive offered a 10 % frame-rate enhance with out important visible degradation.
Before wrapping up, I made a decision to see how the game fares on hardware extra in line with what we noticed on the Steam Hardware Survey, so I broke out my previous PC outfitted with a GTX 1080 and a quad-core Intel i7 7700K. What I discovered was fascinating – at 1080p with FSR 2 high quality, excessive textures and every thing else set to low, the game really remained above 30fps in some fairly demanding areas, not less than till I walked by some timber and the frame-rate tanked to the low 20s. So, the game continues to be playable on hardware effectively under the minimal spec, however you may be caught with the bottom settings, and 30-40fps at greatest. Again, capping issues at 30fps to maximise consistency may very well be the best choice, although poor frame-pacing from the in-game’s 30fps cap (with v-sync energetic) is not nice.
In abstract, the excessive system requirements for Immortals of Aveum are completely real. It is an extremely heavy game that requires an above-average PC to even come near sustaining the developer’s meant 60fps expertise. On the upside, the system requirements really present an correct evaluation of what you may count on from a uncooked efficiency standpoint. On the draw back, a few excellent points, like traversal stutter, hold the game from reaching its full potential. Here’s hoping the builders are capable of repair these points in future patches, not like another current EA-published releases.
https://www.eurogamer.net/digitalfoundry-2023-immortals-of-aveum-can-modern-pcs-achieve-better-performance-and-visuals-than-console