Warhammer 40,000: House Marine 2 is one in every of Digital Foundry’s most eagerly anticipated video games, successfully hitting the beats that made the primary collection entry so satisfying. The grand scale of the environments, the dense swarms of tyranids, absolutely the carnage of fight – it is all again in House Marine 2, enhanced by the spectacular technical capabilities of the Swarm engine. Focus Leisure lately shared a preview construct of the PC model of the sport, and we’re wanting to share our impressions with you. We’re liking what we see – however House Marine 2 pushes {hardware}, which poses fascinating challenges to the present era of consoles, particularly on the CPU aspect.
Saber Interactive has taken on improvement duties for this sport, and our first impression is that it is completed a unbelievable job of capturing the Warhammer 40,000 aesthetic: colossal, heroic figures, massive-scale gothic structure stretching out into the far distance and an enviable wealth of animated element within the fast space. The sense of density is simply heightened when you get your first style of fight: dozens of tyranids dashing you, whereas tons of (probably even hundreds extra) can typically be seen massing within the background.
Density intimately at shut vary additionally impresses, although it isn’t fairly to the identical extremes as Warhammer 40,000: Darktide. That stated, as third-person sport up towards a first-person expertise, that is not truly a nasty factor. It really works exceptionally effectively. The emphasis on element additionally signifies that one thing has to provide elsewhere: House Marine 2 does not appear to be utilizing cutting-edge lighting or international illumination expertise, however you do get achieved variations of mature applied sciences like shadow maps, screen-space reflections and screen-space ambient occlusion, whereas the GI resolution (which does appear pre-calculated or ‘baked’) does give impression of sunshine bounce. The standard of the physically-based supplies additionally works effectively.
Whether or not you are watching the video above or simply about any of the trailers of the sport seen so far, the density of element should be elevating questions. Simply how effectively does House Marine 2 carry out? It is troublesome to reply conclusively owing to the truth that the code we had was clearly not remaining – however it’s attainable to attract some conclusions. We initially performed the sport maxed out on an RTX 4090 with a Ryzen 7 7800X3D – the premier CPU and GPU elements proper now – discovering that we may maintain a local 4K with Nvidia DLAA (that is DLSS at native decision) delivering pristine picture high quality at 60 frames per second, with overhead to spare.
We additionally determined to run the sport on the Digital Foundry ‘Frankenstein’s Console’ which is a PC constructed on the precise Xbox Collection X CPU working Home windows, paired with a Radeon RX 6700 – the closest GPU in the marketplace to the architectural make-up of the PlayStation 5 GPU. Consider this as a ballpark-equivalent console, and it is right here at excessive settings the place we begin to discover the restrict. In working a lot animated element, we will surmise that House Marine 2 is especially heavy on the CPU, dipping into the mid-40s on the restricted quantity of content material we needed to work with (one marketing campaign mission and a few PvE ranges).
There’s scalability on the GPU aspect, although, the place the RX 6700 may ship a dynamic 4K 30 that locks properly to the goal frame-rate – or a much less steady 1440p expertise focusing on 60 frames per second. So, it’s going to be fascinating to see the place Saber targets the console variations of the sport. There is a real sense of splendor watching the carnage play out at this degree of scale, however there is not any such factor as a free lunch relating to rendering and simulation, so we’re trying ahead to seeing how Saber chooses to optimise.
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As we famous in final week’s DF Direct Weekly, the PC construct we have now does have some stutter – seemingly traversal and shader compilation-based. Within the wake of our feedback, Saber received again to us and it is nice to see suggestions taken on board as the sport strikes into the ultimate section of improvement:
“Our engine is designed so that each one shaders are precompiled prematurely, which means that, technically talking, compilation is not attainable throughout runtime. Nonetheless, on a PC platform, it is usually essential to ‘precreate’ (or ‘pre-use’) all of them to keep away from smaller however nonetheless noticeable “driver compilation” hitches.
“We carry out this precreation course of on the sport startup for each shader that could possibly be utilized by the sport. That is why you may discover longer loading occasions through the first launch. Nonetheless, within the construct you’ve seen, some non-material shaders (similar to these for post-processing or sure results) had been lacking from this precreation stage. This subject is being addressed and might be mounted for the discharge construct.”
Going again to the CPU-heaviness we famous, it is price taking into account that the Xbox Collection X CPU working Home windows delivers efficiency effectively under the capabilities of at this time’s mainstream processors and our observations are totally according to the revealed PC spec necessities. On the graphics aspect, there is definitely scalability – plus assist for dynamic decision scaling along side reconstruction based mostly upscalers. The preview construct supported DLSS and FSR 2, however XeSS and body era had been notable by their absence. That is a disgrace as body era is beneficial for CPU restricted eventualities in taking you effectively into excessive refresh price territory, whereas XeSS has confirmed to be a superb upscaler, not only for Intel GPU customers however AMD too.
There are some technical points to deal with based mostly on this preview code, however it’s heartening to see constructive suggestions from Saber Interactive, whereas a easy take a look at the sport in motion demonstrates that there is some distinctive outcomes coming from the Swarm engine.
And as for the sport? It is genuinely thrilling stuff with a superb steadiness between ranged, projectile gunplay and close-quarters melee fight. There is a sense of hazard from the straightforward act of reloading, the place even a brief pause in gunplay can see the hordes descend. Enhancements to the dodge and parry mechanisms additionally improve the gameplay loop. The relentless nature of the fight might show fatiguing – however it’s price stressing that we got just some ranges to play with, so we had been largely missing context, a way of development or perhaps a fundamental tutorial on the sport’s techniques.
Even so, we actually loved what we skilled through the preview section and sit up for seeing the entire sport – and attending to grips with how Saber Interactive balanced the expertise for the console variations.