A fine shooter that uses Lumen and Nanite to superb effect.

Epic’s Unreal Engine 5 has had a long gestation period.

Enter RoboCop: Rogue City.

robocop rogue city key art

The results are excellent.

Instead, the lighting has more of a CG-like quality, like you’d see in an animated film.

That’s not to say that there aren’t compromises of course.

Cover image for YouTube video

There are also some instances where you’re able to spot some light leak in the Lumen GI.

Again though, I want to stress that the overwhelming majority of the time this isn’t an issue.

Teyon seems to have avoided common Lumen lighting issues that we’ve seen in other games as well.

robocop: rogue city screenshot showing indirect lighting in an office

There also isn’t aLords of the Fallen-style overreliance on invisible area lights in RoboCop either.

Lumen reflections are also present here, again in their software-traced guise.

Reflections on semi-gloss to glossy materials are handled using this technique, with very good results.

robocop: rogue city screenshot showing indirect lighting in a doorway to the outside

That said, if you do look closely, Lumen reflections aren’t perfect.

Semi-gloss reflections can also exhibit slightly questionable quality, with excessive noise.

Reflections are absent on transparent surfaces too.

robocop: rogue city screenshot showing a comparison between the scene and its appearance in a reflection

RoboCop also makes use of virtual shadow maps, which is a huge win for the game’s graphics.

As a result, we see extremely accurate shadows that near-perfectly capture very fine details within the game.

The results here are often beautiful, with many areas exhibiting CG-like sharp shadow detail and incredible variable penumbra.

robocop: rogue city screenshot showing a reflection in a puddle

There’s no screen-space trickery - this is all represented with a shadow map.

The virtual shadow maps are married beautifully with the Nanite virtualised geometry system to produce some stunning results.

Generally speaking, model quality is very high in RoboCop, with objects appearing good quality even up close.

robocop: rogue city screenshot showing nanite and vsm producing a natural environment with pebbles and a cliff face

That’s not to short-sell RoboCop’s unique visual touches, though.

Planters are particularly inspired - they explode into hundreds of geometric dirt chunks when shot.

RoboCop has a close fidelity to the source films it’s based on as well.

robocop: rogue city screenshot showing nanite and vsm producing a natural environment with pebbles under railway tracks

UE5 technology just takes what would otherwise likely be a perfectly good-looking game, and makes it exceptional.

Overall lighting detail appeared very similar, but there was a bit less breakup in some indirectly-lit areas.

Transparent surfaces also appeared to render at a higher level of fidelity in the quality mode.

robocop: rogue city screenshot showing an exploding planter

Outside of those changes, nothing stands out, though there are likely more subtle tweaks elsewhere.

Surprisingly, that overall similarity between modes also extends to the game’s apparent resolution.

It’s likely dynamic resolution scaling is used as well.

robocop: rogue city screenshot showing exploding walls

PS5 seems to mostly be a match for Series X, and looks about the same in head-to-head shots.

It’s not a major difference ultimately, but it does look a bit better in its quality mode.

Perhaps the Series X version isn’t working as intended.

robocop: rogue city screenshot showing a police car in detroit

Traversal stutter returns as well, sometimes pausing the game for 100ms or longer, which is a shame.

That makes the quality mode in particular feel choppier than it should.

Finally, virtual shadow maps also take a hit, with lower resolutions and more visible aliasing.

robocop: rogue city screenshot showing CRT monitors

The level of variable penumbra has also been decreased, with a less obvious falloff in sharpness.

Interestingly, the internal resolution is also 1080p in the shots I tested, suggesting parity there as well.

Outside of the technical minutiae, RoboCop is a decent enough shooter.

robocop: rogue city screenshot showing a comparison between performance and quality modes on Series X

I was reminded ofDeus Ex: Human Revolutionat times, though the actual gameplay is much more one-note.

The technology really is the star of the show here.

RoboCop is a very graphically impressive effort, and a visual highlight of this console generation so far.

robocop: rogue city screenshot showing ps5 vs series x, with ps5 appearing sharper

For those who want a glimpse of future graphics tech, it’s a worthwhile experience.

Article image

robocop: rogue city screenshot showing a ps5 vs series x comparison

robocop: rogue city screenshot showing reflections missing in series s vs series x

robocop: rogue city screenshot showing the targeting system on series s