Lords of the Fallen 2023 (Patch 1.1.222 - 10/23/2023) - Tech Analysis on Xbox Series S and Series X

Channel:
Subscribers:
4,650
Published on ● Video Link: https://www.youtube.com/watch?v=aH3eQfhQamA



Game:
Duration: 14:00
4,278 views
56


Analysis of performance and image quality of Lords of the Fallen 2023 on Xbox Series S/X.

Index:

Intro 00:00
Frame Rate – Quality Mode 00:09
Resolution 02:16
Reflections 04:27
Frame Rate – Performance Mode 05:46
Shadows 07:41
Textures 08:59
Loading 10:17
Conclusions 10:51
Xbox Series S Tech Specs 13:18
Xbox Series X Tech Specs 13:28


Technical dictionary:

- Draw Distance:

In computer graphics, draw distance (render distance or view distance) is the maximum distance of objects in a three-dimensional scene that are drawn by the rendering engine. Polygons that lie beyond the draw distance will not be drawn to the screen.

- AMD FidelityFX™ Super Resolution (FSR):

FidelityFX Super Resolution (FSR) is used to upsample an input image into a higher resolution. There are two versions of FSR with distinctive upscaling technique and image quality.

FSR 1 is a spatial upscaler based on the Lanczos algorithm* requiring an anti aliased lower resolution image.

FSR 2 and 2.1 is a temporal upscaler based on a modified Lanczos* requiring an aliased lower resolution image and utilising the temporal data (such as motion vectors and frame history) and then applies its own anti aliasing pass which replaces the game's temporal anti-aliasing solution.

Quality Preset Scale Factor Render Scale
Performance 2.0x 50.0% (e.g. for 4k: 1080p upscale to 2160p with FSR)
Balanced 1.7x 58.8% (e.g. for 4k: 1270p upscale to 2160p with FSR)
Quality 1.5x 66.6% (e.g. for 4k: 1440p upscale to 2160p with FSR)

* The Lanczos algorithm is an iterative algorithm invented by Cornelius Lanczos that is an adaptation of power methods to find eigenvalues and eigenvectors of a square matrix or the singular value decomposition of a rectangular matrix. It is particularly useful for finding decompositions of very large sparse matrices.

- Cube Mapping Reflections:

A Cubemap is a collection of six square textures that represent the reflections on an environment. The six squares form the faces of an imaginary cube that surrounds an object; each face represents the view along the directions of the world axes (up, down, left, right, forward and back). Cubemaps are often used to capture reflections or “surroundings” of objects; for example skyboxes and environment reflections often use cubemaps.

- Screen Space Reflections (SSR):

Screen space reflections (SSR): a more expensive technique that traces reflection rays in screen space (as opposed to world space in e.g. ray tracing). This is done for each rendered pixel of the reflected surface, using the surface normal and scene depth.
The disadvantage is that objects not captured in the rendered frame cannot appear in the reflections, which results in unresolved intersections and incomplete reflection image.

- Ray-Traced Reflections

Ray-Traced Reflections is a more accurate ray-traced solution to Screen Space Reflection technique (that traces reflection rays in screen space), ray tracing traces reflection rays in world space.
The disadvantage of the technique using ray tracing is the need for a dedicated hardware for accelerating the calculations needed to perform the feature.

- Shadow Mapping

Shadow mapping or shadowing projection is a process by which shadows are added to 3D computer graphics. This concept was introduced by Lance Williams in 1978, in a paper entitled "Casting curved shadows on curved surfaces."[1] Since then, it has been used both in pre-rendered and realtime scenes in many console and PC games. Shadows are created by testing whether a pixel is visible from the light source, by comparing the pixel to a z-buffer or depth image of the light source's view, stored in the form of a texture.

- Simple Shadow Mapping

Simplest possible implementation of Shadow Mapping, without any smoothing or additional features.

- Soft Shadows Mapping

Soft shadows are typically rendered in games by using shadow mapping and Percentage Closer Filtering with a uniform kernel size. The Percentage-Closer Soft Shadows (PCSS) algorithm computes a variable kernel size based on the distance between the relative position of the receiver point, an approximation of the blocker, and the area light.

- Ray-traced Shadows

Ray-traced shadows are generated by tracing the path of rays sampled from a light source. Ray-traced shadows are more accurate than shadow-mapped shadows. All ray-traced shadows are world space shadows.

- Illumination Based on Surfels

Solution for calculating indirect diffuse illumination in real-time. The solution combines hardware ray tracing with a discretization of scene geometry to cache and amortize lighting calculations across time and space. It requires no pre-computation, no special meshes, and no special UV sets, freeing artists from tedious and time-consuming processes required by traditional solutions.




Other Videos By Lens of Truth


2024-03-20Final Fantasy VII Rebirth - Tech Analysis on PS5 - 1440p/4K - Conclusion Captions in EN/ES/IT/PT/JP
2024-02-04Tekken 8 - Tech Analysis on Xbox SS, SX and PS5 (Unreal 5) - Conclusion Captions in EN/ES/IT/PT
2023-12-27Baldur's Gate III - Tech Analysis on Xbox Series S, Series X and PS5 - GOTY 2023
2023-11-26Robocop: Rogue City - Tech Analysis on Xbox Series S and Series X
2023-10-31Spider-Man 2 - Tech Analysis on PS5 - Ray Tracing/4K
2023-10-23Lords of the Fallen 2023 (Patch 1.1.222 - 10/23/2023) - Tech Analysis on Xbox Series S and Series X
2023-10-12Forza Motorsport 2023 - Tech Analysis on Xbox Series S and Series X - RT and 4K
2023-10-09Assassin's Creed Mirage - Tech Analysis on Xbox Series S/X and PS5
2023-09-26Mortal Kombat 1 - 2023 - Tech Analysis on Xbox Series S/X, PS5 and Nintendo Switch
2023-09-21LIES OF P - Tech Analysis on Xbox Series S/X and PS5 - GAME PASS
2023-09-03STARFIELD "Early Access" Tech Analysis on Xbox Series S and Series X - 4K
2023-08-30Immortals of Aveum Tech Analysis on Xbox Series S/X and PS5 - Unreal 5
2023-08-19Hellblade: Senua's Sacrifice - Aug 2023 Tech Analysis on Xbox Series S/X and PS5 (PS4 ver.) - RT/4K
2023-08-12Stray - Aug 2023 Tech Analysis on Xbox Series S/X and PS5 - 4K60
2023-08-05Remnant 2 Tech Analysis on Xbox Series S/X and PS5 - Unreal 5 Nanite and 4K
2023-07-28Face Off - Gotham Knights vs Batman: Arkham Knight - July 2023 Tech Analysis on Xbox Series X
2023-07-22Ratchet & Clank: Rift Apart - July 2023 Tech Analysis on PS5 - Ray Tracing
2023-07-15The Lord of the Rings: Gollum - July 2023 Tech Analysis on Xbox Series S/X - Ray Tracing, FSR and 4K
2023-07-08GTA V - July 2023 Tech Analysis on Xbox Series S/X (GAMEPASS) and PS5 - Ray Tracing and 4K
2023-07-01F1 23 - Tech Analysis on Xbox Series S, Series X and PS5 - RT/4K - Fixed
2023-06-21Layers of Fear (2023) - Tech Analysis on Xbox Series X/S and PS5 - Lumen/RT/FSR/4K - Unreal Engine 5



Tags:
Xbox
Xbox Series
Xbox Series X
Xbox Series S
Xbox Performance analysis
lens of Truth
AMD
Games
Game
Next-Gen Patch
Next-Gen
Ray Tracing
1440p
4K
1080p
900p
Raytracing
RDNA2
RDNA 2
RDNA 2 RAYTRACING
4k60
FSR
FSR 2.0
AMD FidelityFX Super Resolution
Face-off
Lords of Fallen
Lords
Fallen
Lords of Fallen 2023
Souls Like



Other Statistics

Lords of the Fallen Statistics For Lens of Truth

Lens of Truth currently has 4,278 views spread across 1 video for Lords of the Fallen. Less than an hour worth of Lords of the Fallen videos were uploaded to his channel, less than 0.97% of the total video content that Lens of Truth has uploaded to YouTube.