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Nightingale's system requirements reveal it offers an upscaler for every GPU but it'll gobble up 70GB of storage space

Survival games, what would we do without them? Much less rock punching, I would imagine, but it wouldn't be a year in PC gaming without several of the little tikes, all competing to capture the lightning in a bottle of big survival games releases past. 

Potential contender Nightingale is due to release into early access on February 20, and given that it's looking like a graphically complex experience thanks to its use of Unreal Engine 5, it seems you'll have a choice of upscalers to keep the frame rate reasonable while you explore the fae realms.

According to a post detailing performance expectations from developers Inflexion Games, Nightingale will offer XeSS, DLSS, and FSR support, with the latter two including the option for frame generation which should give a significant performance boost to GPUs that support it, although the devs do warn that as it's a new feature to the game it may cause reduced stability or increased artifacts in some scenarios.

Still, that's a plethora of choices that should make a lot of users happy, and that's before we get to TSR, UE5's platform-agnostic temporal upscaler. Those of you who have mucked around in UE5 games like Fortnite may have already made use of the feature, but taking a look at the estimated performance settings it may well be a requirement in this game for many gamers, as every recommendation from minimum to ultra suggests you keep TSR on «Balanced».

This suggests that Nightingale is likely going to be a pretty demanding game, and there's a lot more in the post to suggest that it'll test many people's systems fairly hard. For those struggling with performance, suggestions are made to lower global illumination (in this case, Lumen), lowering shadow settings, and leaning on different upscalers to keep things running smoothly.

The developers go on to explain that Unreal Engine 5 and its new technologies like Lumen and Nanite are still at the cutting edge of graphics as things stand, and as a result, optimisations are

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