With the launch of the next generation home console Microsoft products ever closer, Digital Foundry decided to analyze again Gears 5, in order to show the characteristics and the numerous improvements which will be implemented within the title on its version for Xbox Series X. Through the video published on the official channel, Digital Foundry anticipates the arrival of a large number of technical features, capable of making the gaming experience even more immersive and fluid than it was previously. Among the numerous improvements of the update, the new lighting system, the reduction of loading times and the application of the VRS.
As mentioned above, the Gears 5 update for Xbox Series X will keep the dynamic resolution, which will allow him to reach roughly 1728p while gaming, and full 2160p in less demanding situations. At the same time it is interesting to note that the game can reach a minimum of 1080p, just like it was on Xbox One, although it now happens very rarely compared to the previous console. There Multiplayer it is definitely more aggressive due to its higher performance targets, considering it also supports i 120 fps, but it still remains solid and stable, albeit with more difficulty.
In terms of detail levels, the version PC is used as an example with ultra settings across the board. This means having higher quality volumetric lighting, improved shadows and much more. There is an increase in detail in the new version as well due to the level of detail being eliminated and leading to a more stable and solid looking gaming experience. The work on effects is also increased, the quality of screen reflections is improved. Many of these surfaces were completely missing screen space reflection on Xbox One X, and the overall effect appears to be in line with the PC version.
Gears 5 does not currently use the architecture Xbox Velocity, but the nature of installing on an SSD would imply a considerable amount reduction of loads, and which should take a mere fraction of time, often less than ten seconds. The developers have decided to implement some new features not previously available on PC. The most important is it screen-space global illumination, a variation similar to ray tracing that deals with indirect lighting. Another fascinating addition is the implementation of the VRS (Variable Rate Shading), which is used to recover performance thanks to the use of artificial intelligence, able to perform a differentiated rendering based on the needs and availability of a specific place on the map or a heavier and more demanding element. Furthermore, using the Dynamic Latency Input system, the team was able to significantly reduce the input lag. This is really interesting, as it results in a considerably more gaming experience responsive and fluid.