But as sumptuous as the visuals are, there are issues to address.
Ever since itsreveal in 2020,Black Myth: Wukonghas been an alluring project.
Enough monkey business then, let’s get right into it.
As a result, without Full RT on, there are more shadow issues than in other UE5 titles.
With Full RT on, ReSTIR-based path tracing adds in extra lighting detail.
This is another solid Lumen showcase, that’s for sure.
The full RT setting enhances the lighting further, with improvements to the diffuse lighting seen on rougher surfaces.
If you take the time to breathe in the environments, this is a great addition.
The bigger difference with full RT regards reflections.
The biggest difference though is found on water.
You also get disocclusion artefacts when objects on-screen are obscured.
With the character jumping, absolute zero issues there with him obscuring the background - no disappearing reflections.
The final addition in the full RT mode is real-time ray-guided caustics.
Character rendering is another highlight here, a nice bonus on an otherwise already gorgeous package.
Hair can look dithered and aliased, and the same goes for the game’s motion blur.
All of this contributes to the game looking less stable than it ought to.
Thanks to this, I didn’t encounter any extensive shader compilation stutters in-game.
Instead, the issue is traversal stutter.
Enabling full RT seems to result in proportionally larger stutters, too.
With that, that’s just about all I can say about Black Myth: Wukong on PC.
It’s an incredibly gorgeous game, but it’s not without its issues.