It’s out now on early access - but clearly there’s a lot of work to do.
How close are they to hitting their target 60fps, given the frame-rate is unlocked on all four?
And how do Palworld’s visuals scale from the most powerful machine to the weakest?
Let’s just say that early access has never been so apt a description.
Before we get into the frame-rate tests, a quick word on the tech fundamentals.
Most bugs are related to collision detection, clipping and animation.
You’ll see creatures floating midair, and even Pals rocketing into space for no reason at all.
There’s aggressive pop-in on geometry too.
With that in mind, let’s run through the Xbox consoles from most powerful to least.
you’re able to only really get that 60fps update by looking straight up at the sky.
The native resolution also bears mention.
Moving over to Xbox Series S next, there are a few surprises.
Simply put then, Series S is the best performing Xbox machine of the quartet.
While we get SSR into the bargain, there is a noticeable drop in draw distances for geometry.
There’s more pop-in on Series S for buildings too.
Sadly, One X has very clear drawbacks visually.
That leads us on to problem number two: the overall frame-rate.
More generally, Palworld is a fascinating exercise in copy-cat development.
At times, imitation helps to move the needle forward and hone a bold new idea in unexpected directions.
A next-gen Pokemon, if you like, built on more advanced tech with a networked multiplayer element.