Immortals of Aveum to Support DLSS 3, FSR 2.2; 60+FPS Recommended PC Specs Shared by Devs

Alessio Palumbo
Immortals of Aveum

Today, Ascendant Studios shared new technical information on its debut game Immortals of Aveum ahead of next week's launch.

First and foremost, the developers have confirmed that the first-person shooter game will support NVIDIA DLSS 2&3 upscaling on PC and AMD FSR 2.2 upscaling on both PC and consoles. They've also provided an updated list of recommended PC specs for 60+FPS gameplay at various resolutions and quality targets.

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  LOW MEDIUM HIGH ULTRA
Avg Performance 1080p / 60fps 1440p / 60fps 4K / 60fps 4K / 120fps
GPU* AMD Radeon RX 5700XT (8GB)

NVIDIA GeForce RTX 2080 Super (8GB)

AMD Radeon RX 6800XT (16GB)

NVIDIA GeForce RTX 3080Ti (12GB)

AMD Radeon RX 7900XT (20GB)

NVIDIA GeForce RTX 4080 (16GB)

AMD Radeon RX 7900XTX (24GB)

NVIDIA GeForce RTX 4090 (24GB)

CPU AMD Ryzen 7 3700X

Intel Core i7-9700

AMD Ryzen 7 5700X

Intel Core i7-12700K

AMD Ryzen 7 5700X

Intel Core i7-12700K

AMD Ryzen 9 7950X3D

Intel Core i9-13900KS

RAM 16GB (Dual-channel)
OS Win 10 (64 bit) or later (Win 11 recommended for Intel 12th and 13th gen CPUs)
Storage 70GB (SSD Recommended)
*Includes upscaling set to “Quality” by default to maximize frame rates. Upscaling can be configured further or disabled.

Unfortunately, there doesn't seem to have been any reduction in the PC system requirements of Immortals of Aveum compared to the first set of specifications released in April. In fact, at that time, the Minimum and Recommended specifications were tentatively targeting Low/Medium settings at 1080P@60FPS and Medium/High Settings at 1440P@60FPS, respectively. Now, as you can see in the above table, they've been reduced to Low and Medium.

In their blog post, the developers also unveiled the so-called Performance Budget Tool. Upon first launching the game, this system will scan your PC's hardware to figure out its performance potential and then settle upon a total budget that you can then spend on individual features as you like. As you can see in the video below, each setting comes with its own estimated budget cost for the CPU and GPU to help with fine-tuning. You can, of course, exceed this budget, but doing so is likely to decrease performance. Do note that the tool accounts for the full workload of the PC, so if you decide to close any background apps you can then rescan the budget by clicking the reset button inside the graphics settings, and the total budget may subsequently change.

Immortals of Aveum is powered by Unreal Engine 5.1 and includes its trademark features: Nanite and Lumen. Ascendant Studios posted two brief showcase videos to provide a glimpse of their implementation in their game. They also said Nanite essentially eliminates object pop-in, while Lumen allows awesome lighting of environments in an instant.

It's not all about Nanite and Lumen, anyway. Immortals of Aveum also uses Niagara for effects like fire, smoke, and magic.

Immortals of Aveum additionally takes advantage of other less shiny but still important Unreal Engine 5 features such as:

Streaming Virtual Texturing, for example, essentially reduces the memory required to show large, detailed textures to the player. The One File Per Actor system lets our team all work in a single environment simultaneously, rather than requiring us to “check out” a whole level to make the smallest of tweaks. And World Partition intelligently loads and unloads bits of the world as needed, allowing us to create enormous environments that don't slow the game to a crawl, make load screens necessary, and/or incinerate anyone’s video cards.

Immortals of Aveum launches on August 22nd for PC, PlayStation 5, and Xbox Series S|X. Check out our hands-on preview here.

Alessio Palumbo Photo

About the author: With over two decades of experience in gaming journalism, Alessio Palumbo has led the gaming vertical at Wccftech since August 2015. He started working at a young age for Italian websites like Everyeye.it, Gamestar.it, Nextgame.it, and Multiplayer.it before kickstarting the indie English-language publication Worlds Factory as its founder and Editor in Chief. In the last decade, he has coordinated the overall output of Wccftech's gaming section, managed PR relations, assigned reviews, produced daily news coverage, edited gaming content as needed, and delivered game reviews. Arguably, his trademark content is the long series of exclusive developer interviews that have been cited by Wikipedia and by the biggest news media and gaming publications. His passion for technology also makes him knowledgeable when it comes to gaming hardware and tech. His favorite genres include RPGs, MMORPGs, and action/adventure games.

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