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so in theory yes, they'd want their newest installments to have modern features
Doesn´t look like it´s of much importance for BI to add DLSS to Reforger.
It would be nice though because the option we have now, internal resolution scaler + FSR, is just rubbish.
For now, if you have a nvidia gpu and want to have a better performance without sacrifying too much of the picture clarity, you are better off using Nvidia NIS resolution. (although, that means you have to change/lower your desktop resolution everytime before you launch Reforger due to no actual Fullscreen support in the game).
https://store.steampowered.com/app/993090/Lossless_Scaling/
Just got an update, gets better and better. Use it for almost all games now, even fast paste FPS like Battlefield for stable 180fps. (5600x|6700xt @1080p)
If you play on huge online servers the servers can have performance issues and once the server fps goes down your client fps can follow too. I'd just stick to smaller servers, but the large server are so much fun with 100+ players.
I tested out FSR in this game for giggles because I also thought it would be really bad being FSR 1 old version.
As long as you enable FSR to yes then adjust the resolution scale slider down it will enable FSR correctly. If you just change the resolution scale slider by itself its not using FSR and will be really really blurry and bad.
From my experience and Resolution.
FSR on with 85% resolution scale when using a 2560x1440p monitor it actually looks pretty good considering. Once you drop it to 80% or below it looks really bad.
FSR on with 67% resolution scale when using a 4k display it actually looks pretty good too.
In order to achieve this you have to go into the reforgerengine config file and set resolution scale to 0.667 and put fsrenabled to 1. This is the same way the PS5 Pro upscales in this game at performance mode (I figured this out). When the PS5 pro uses this same method it looks pretty good too. Also I figured out that the PS5 pro most likely uses settings based off of the Medium Preset in performance mode. Its at most Medium preset, but most likely some things might be turned down a hair in values. If you chose the default medium preset on PC I am 99% positive it is a little higher than the PS5 pro on Performance mode.
Ps5 pro fidelity mode most likely is using based off of the High preset and I guarantee some things are a mix of medium too. The ps5 pro runs bad in Fidelity mode on this game. Even in performance mode with upscale it can dip into the 40's and 30's when looking through scopes and back out, in a big fire fight, or hopping in and out of vehicles it can dip to 40's.
This game is an older engine and not UE5 so its not the best looking game around, but for what it is looks pretty good to me.
It is older if you think of it in always moving forward industry. Unreal Engine 5 started at 5.0 now they are at version 5.6, they constantly update, innovate and add things.
Enfusion is also older / outdated if you think about it, they can't even add newer upscale or versions within the game.
I still like the game and engine, but it is outdated / behind others.
there's no UE5 based competitors out there that does the scope of Reforger.
I'm sorry but you have zero clue what you're talking about and passing it off as fact. Reforger is on their brand new engine Enfusion. Enfusion is not old, yes part of the engine was used on DayZ but only the rendering side. Enfusion is not old, and it is constantly updated like UE5 as Enfusion is what will be running Arma 4. Enfusion officially launched in 2023, UE5 launch was 2022 with your logic UE5 is outdated.
They never update the engine much less update arma reforger.
It is outdated compared to other engines in a sense that It doesn't or can't currently have anything higher than FSR 1.0. FSR 1 is so outdated, its not even funny. If you read above someone even posted a picture that explains fsr 2 or 3 can't work or even dlss currently.
Just because something comes out in 2025 now for example doesn't mean its New Tech, if it's still utilizing old technology and older coding.
UE5 was an example, but you are crazy if you think Enfusion is ahead of Unreal Engine 5 to unreal engine 5.6. Even the first version of UE5 was miles and Leaps ahead of Enfusion engine, UE 5.6 is in another world.
I do know what I am talking about, I work with UE5+ I know how things work lol.
Arma is one of a kind, I don't know of an exact clone but similar scope there are milsim types.
Squad is updating from UE4 to UE5, but it will be awhile as its a slow road to port over and then optimize UE5 correctly in a big open world type game like that.
Bellum is coming later on, it should hopefully be a good one on UE5.
There aren't many games coming out nowadays on any engine that is a true milsim type, most are just labeled as Realistic, FPS, War, PVP, PVE with anomilies, monsters, etc.
Some upcoming ones similar to the above:
Project Wraith
Beautiful Light
UE5 is even more demanding than Reforger, everything is higher quality. Textures are much higher quality / resolution, UE5 has Lumen which is a software like Raytracing and or you can also switch it over to a Hardware version. Lumen / RT is always on in Most Games, although you can do the old baked method that is used in UE4 but it takes so much more time most devs don't do it.
Reforger doesn't have any fancy tech in it, no Ray tracing, no software equivalent to lumen, or hardware at all.
There are some other games, but they are from tiny dev teams like Grey Zone Warfare which is not that good of a game. No large dev teams have done a similar like game yet that has a large budget.
I know of a few others but they aren't worth mentioning because they are pretty bad like Direct Contact.