This one's VERY interesting! One of the games that kicked off Microsoft's introduction to next generation gaming has finally arrived - and it's not just available for Xbox Series consoles, it's also out now on PlayStation 5 and... Nintendo Switch? How do the three 'current-gen' console versions compare? What about the ray tracing and 120Hz support? And if this is a game designed for the new wave of consoles, how on earth has the developer delivered a port for Nintendo Switch? John Linneman has the answers.
summary might be a bit late
- made primarily by one person on UE4
- pc version uses Nvidia's RiSTIR GI solution RT AO and shadows, consoles do not
- RT reflections on consoles and pc
- light leaking on console
- PC has additional mesh detail
- PC has more reflective surfaces and rougher RT reflections than consoles
- consoles has more foliage in some areas
- console has ghosting through it's TAA
- best systems order: SX, PS5, SS, Switch
- no RT or 120Hz on Series S
- RT reflections are low res, but better than SSR due to the many wet surfaces
- BVH is missing some objects like particles
- SX
- dynamic 2160p in default and RT modes
- 120hz is dynamic 1440p
- PS5
- dynamic 2160p in both, dips more
- 120hz drops to around 80% of 1440p
- SS
- default mode only; around 80-90% of 1440p
- Switch
- default mode only, 80% of 1080p/720p
- minimal dof, lights removed, lower texture quality
- no underwater distortion
- scene complexity is greatly reduced
- lower than low on pc
- all systems have adjustable motion blur and fov
- performance
- SX
- default: 60fps with no dips
- RT: mainly 60fps with some drops, some segments can cause bigger drops
- 120hz: mainly 120fps with some drops
- PS5
- default: similar
- RT: similar
- 120hz: you need to set ps5 to performance mode, outside of the game; can't hold 120hz
- SS
- default: similar
- switch
- default: mainly 30, but poor frame pacing
- some bugs, like crash to dashboard; some scenes start at 30fps, and need to be reset
- SX
- impressive work for such a minimal dev team, but also inherits the issues with a minimal dev team aspiring to something greater
- 2 hours, $20, very fun
- don't disable vsync. it's trash
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