All consoles and PC put through their paces.
With that in mind, how have graphics and performance been balanced in the final release?
The colour contribution from the sky is also quite evident, especially as dusk and dawn approach.
Times of day also transition extremely quickly, which is seen in other titles, like the Horizon games.
Outside of those lighting details, the world looks appealing.
Both machines also use a checkerboard rendering technique, which is a familiar choice for RE Engine titles.
It’s a really disappointing issue and it should be resolved soon.
Foliage does pose a bit of a concern though, as it tends to have considerable artefacting in motion.
To put it bluntly, performance is not good either and needs work.
The one saving grace is that Series X has VRR support with low frame-rate compensation at 120Hz.
Other cuts are also problematic, with reductions to shadow resolution resulting in distracting flicker and artefacting.
Menu navigation, unfortunately, doesn’t seem to have been designed with mouse and keyboard in mind.
There are other menu-based annoyances on PC, but let’s move onto performance.
There’s also DLSS and FSR2 upscaling, with frame generation to come.
Interestingly, CPU performance scales with resolution, with 4K being 10 percent slower than 1080p even when CPU-limited.
This is somewhat uncommon, but we have seen similar results in the past games likeCrysis Remastered.
However, setting all other options to their lowest values only improves frame-rate by another six percent.
So that’s the technical side of the game accounted for then - but what about the overall experience?
That’s going to excite some people and turn others off.
Series S is less appealing, without RT of any kind and suffering from low-res shadows.
Series S and X have totally broken checkerboarding too, with a very messy resolve.