A generational Leap? TSR vs TAAU and TSR's limitations.

Опубликовано: 15 Ноябрь 2024
на канале: FPS & Tech Testing
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A comparison of Unreal Engine 5's TSR vs Unreal Engine 4's TAAU, also an investigation to try and uncover the limitations of TSR.

Key Findings:
-TSR is looking excellent and it's a big step-up from TAAU.
-It's stable, clear and very performant and it's all these things at that magical 50% scale of 4k. There is a limit to how far you can reasonably push the internal resolution. Staying above 900p as a general rule is best practice in TSR's current iteration.
-Despite excellent results from TSR nothing is perfect; UE5's new Global illumination system "Lumen" has some noisy artifacts which are made worse by TSR's lower internal resolution.
In general, from what i've seen so far TSR is indeed a generational leap for Unreal Engine. Other aspects of UE5 still have some ways to go in terms of optimization but TSR is already looking promising.
I didn't really touch on ghosting here, it can be an issue which you can see in some of the 400% zooms here. At 60fps I think it's acceptable but at 30fps you can notice it from time-to-time. I don't think it's any more egregious than TAAU but hopefully this can be improved. Potentially some gains can be made via tweaking console commands, it's something I'll no doubt visit in the future.
-This is the beginning of UE5 and I'm excited to see what new experiences developers will create with this new engine.

Intro graphic: http://www.videezy.com B Roll by Videezy!