Capcom transitions the Street Fighter franchise onto its excellent in-house RE Engine, so how does it look across consoles old and new? Tom checks out the recently released demo running on current and last-generation PlayStation consoles, plus there's a look at Xbox Series consoles too. Specs and performance may change with the final game - but this is how the game's shaping up via Capcom's own public-facing demo code.
- powered by the RE Engine
- higher fidelity character models compared to Street Fighter 5
- more effects on character models
- in the demo, world tour mode has issues
- animation rate is cut to 10fps for distant characters
- pop in very close to the player character
- bad SSR like in other RE Engine games
- Playstation
- arcade mode
- everything is the same
- ps4 - 1080p
- ps4P - 1440p
- ps5 - 2160p
- dof, texture resolution improved on ps5
- ps4 is lacking screen space reflections and ambient shading
- world tour
- ps4 has ssr back
- ps4 takes up to 10secs to load in high res textures
- arcade mode
- Xbox
- SS - 1080p
- SX - 2160p
- SS has not mode toggle, more akin to last gen
- SS doesn't render Ryu's beard properly, demo bug
- SS hits 60fps in all gameplay mode
- tutorial hovers in the high 60s
- resolution mode
- locked 60fps, 2160p
- single frame drops from time to time
- in world tour mode
- in battle, the game runs at 30fps with uneven frame pacing
- performance mode
- locked 60fps, 2160p
- in world tour mode
- 1440p
- 60fps in battle
- last gen is locked 60fps in arcade
- world tour mode is between 30-50fps, battles capped to 30fps with uneven frame pacing
- low latency mode turns off vsync
- on ps5/sx, enables 120hz output, logic is capped at 60hz
- reminder that this is a demo and could improve in the final build