Unreal Engine 5.6 NextVisuals Benchmark Tool

Take a look at the Unreal Engine 5.6 NextVisuals Benchmark Tool

A new Unreal Engine 5.6 fan benchmark tool is coming soon to Steam. Titled NextVisuals Benchmark Forest, this benchmark tool is described as a next-gen GPU benchmark built for extreme fidelity. And, since its creator has given us access to it, it’s time to take a closer look at it.

NextVisuals Benchmark Forest features real-time lighting, ray tracing, and ultra-dense geometry. The tool aims to push modern GPUs to their limits. It comes with two modes. These are the Benchmark and Exploration Modes. The benchmark mode is the one you can use to test your GPU and get a score. The exploration mode lets you freely explore its world.

Due to its extreme settings, the frame rates achieved are not indicative of performance in typical game scenarios. Reaching 60 FPS at 1080p in this benchmark can often translate to 60 FPS at 4K in actual games using upscaling and tuned settings. A score of 10,000 is translated to 60 FPS.

Right now, the benchmark is locked at Native 1080p. It does not let you select any other resolutions. That’s a bummer, but its creator is considering adding a setting to let you change the resolution. Also, since it uses Unreal Engine 5.6, it should be relatively easy to add support for DLSS 4. So, let’s hope its final version will support them.

To test the benchmark, I used an AMD Ryzen 9 7950X3D with 32GB of DDR5 at 6000Mhz, an NVIDIA GeForce RTX 5090 Founder’s Edition, Windows 10 64-bit, and the NVIDIA GeForce 576.88 WHQL driver.

The benchmark ran with an average of 68FPS on the above system with a score of 11,376.

Below you can find a video from it. Now my biggest gripe with this benchmark is the shadow issues from which it currently suffers. You can see these shadow issues in the entirety of the benchmark run. I’ve also highlighted them in the Exploration Mode. Take a look at 2:56, for instance. This is something that the creator will need to address, as a benchmark tool should not suffer from such visual bugs/issues. I’ve also noticed a lot of pop-up issues with vegetation.

One of the biggest features of UE5.6 is Nanite support for vegetation. And although this benchmark tool uses Nanite, I don’t see this feature being used. So, that’s another thing that needs to be fixed before the benchmark tool goes live.

Overall, it’s a cool benchmark tool, but there is a catch. This will be a paid benchmark tool. And that’s another reason why it should not be plagued by any visual issues, or why it should offer more graphics settings to the user.

Enjoy and stay tuned for more!

Unreal Engine 5.6 NextVisuals Benchmark - Coming Soon on Steam

18 thoughts on “Take a look at the Unreal Engine 5.6 NextVisuals Benchmark Tool”

    1. Not just the stutters, it looks like sh*t too
      Ready or not looked much better on UE4 and I hate that sack of sh*t engine

  1. Ultra Blur Engine 5 again? Or should I call it Ultra Ghosting Engine 5? It's garbage no matter which way you look at it. Runs like crap, looks like crap, and doesn't add anything useful to games. UE4 was better, but honestly I'd rather just go back to Unreal Engine 3… Or the Quake III engine…

    1. ue5 has flaws but overall it looks great and runs descent enough if you have a mid-range or better PC.

      1. Imagine thinking UE5 runs "decent enough"… Yeah, if this comes from people who care about games enough to post comments on PC-centric news site, I'm scared to learn what your regular joe thinks..

      2. What the Hell do you consider to be "mid-range"? An RTX 4090?

        And UE5 doesn't "look great", it's looks horrible. Temporal smear all over the place, usually no way to turn it off, and if you do manage to turn it off you find half of the effects are a dithered mess that require temporal blending.

        1. Or worse, you realize the smear is there to mask some of the worst popins, poor quality textures, crappy draw distance, over lod etc. The day unreal stop all the types of blur/smear (to name just a few of all the blur techs UE used – taa, motion blur & depth or field) is the day even more of the cracks will become glaringly obvious even to the most eye damaged

  2. The pop in was really really bad. The first 15 seconds was all I had to see to be completely unimpressed

  3. There's little sense in having all these nice textures, and all this nice lighting, when it runs with intermittent periods of slideshow performance, and has pop-in that would make a Sega Saturn blush.

    Start optimizing this piece of dog s**t, before it becomes veritably unusable.

  4. When the image is still it Looks fantastic, but once movement occurs the upscaling Blur destroys it. Im a sharpen fiend, I want to see every leaf, crack, dent, on the textures/models All that goes away once movement starts( in a Vidya Game… u move alot). makes me think UE5 is designed to prioritize movies/images instead of interactive media.

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