For developers of X-Series X, the port of the old game seems to be a breeze.
In just two weeks, Gears 5 developer The Coalition managed to get the cover shooter and Roadie to run on the Xbox Series X.
According to Digital Foundry, first the developer worked with Epic Games to make Unreal run on the Xbox Series X, and then the equivalent setting that raised all the presets to the super settings of the PC, he had a chance to see the Xbox Series X in action.
Using a software-based solution, Gears 5 on the Xbox Series X has improved contact shadows and ray-traced global illumination of the screen space. Compared to the Xbox One X's 30fps, all cutscenes also run at 60fps on the Xbox Series X.
The end result of the unoptimized ports delivered in just two weeks is that Gears 5 runs on a PC with an RTX 2080 GPU at the same quality as the game. Just like Cyberpunk 2077, with Smart Delivery, anyone who owns the game can get an upgrade for free without double investment.
None of this requires access to some of the most advanced features of the console. A feature called "mesh shading" obviously allows developers to create more complex, detailed scenes without sacrificing frame rate.
The Digital Foundry report also includes a lyric treatment of the Xbox Series X's ray tracing solution, which will make light bounce back in the game world in a more natural and convincing way. Microsoft demonstrated a version of Minecraft using real-time ray tracing-a demonstration of the Minecraft DXR technology, which DF calls "the most compelling implementation of ray tracing."
"We are very excited about DXR and hardware ray tracing support," Alliance Technical Director Mike Raynor explained. "We have some computation-based ray tracing in Gears 5, we have ray-traced shadows, and (new) screen space is global Illumination is a form of global screen illumination based on ray tracing, so we are interested in how rays are tracked. Hardware can be used to adopt such technologies and then move them out to take advantage of the DXR core.
"I think for us the way we have been thinking about this, we think that hybrid rendering between traditional rendering techniques and then using DXR (whether for shadows, global illumination or adding reflections) can really be Achieved goal. Expand the scene and (we can) use all the chips to get the best final visual quality. "