Comments 3

Re: Review: Resident Evil Requiem PC: The Good, The Bad And The Optimised Settings

CorporalHicks

Thanks to DLSS, my RTX 4080 Super can run this game quite well with PT. I get between 110 fps (rainy street) and 150-250 FPS (later levels) at 1440p with DLSS Q and FG x2. At 4K, I need to use DLSS+FGx2 to get 90-150 FPS. PT lighting looks better, but as a photographer I hate overprocessed and filtered image and that's what Ray Reconstruction does in this game. I'm not even sure if 4.5 works with PT in this game because the DLSS "E" preset in DLSS overlay indicates DLSS3 even if I force DLSS4.5 in NV APP.

With DLAA, the RR filtering is acceptable, but DLSS Quality starts to look blurry and lighting starts to look unstable (boil). With DLSS performance, the filtering is much stronger, which, in my opinion, outweighs the positives of PT lighting. So, I played this game with RT set to high and 4K DLSS Ultra Quality, which produced a razor-sharp image. I noticed some minor RT instability in two or three places throughout the game, but it wasnt intense enough to bother me. I saw PS5Pro videos, and the RT noise was quite intense and that would definitely bother me.

Re: Crimson Desert on PS5 Pro: This Is How Good It Looks And How Well It Runs

CorporalHicks

I expected results that would surpass UE5 games and especially on the PS5 Pro. Many UE5 games also run at 1080p and 60 fps on the PS5 (with dips). If those 60 fps were at 1440p, it would be a much better result than UE5 games. John didn't mention stuttering, so I assume it's not an issue. That would be the biggest advantage over UE5, as UE5 can have problems with stuttering.

The lighting is a mixed bag. It's great that you can see particle shadows from smoke, and the lighting creates a very nice contrast in sunny areas. However in dimly lit areas the lighting looked flat in some places, especially around plants. In some scenes all of the characters had a glow similar to that of raster games. Their orange clothes stood out from the scenery instead of blending in.

The RT noise is greater than the software lumen in UE5 games, though PSSR may have been contributing to that noise as well.

The map's scale and the fact that all the trees have shadows are impressive. There also seem to be more characters on screen than in the average open-world game.

The game uses displacement mapping for terrain details, which creates a nice 3D effect for stones and surfaces. However, Nanite details can achieve even better results with minimal pop-in (Crimson Desert has aggressive pop-in and I usually dont notice pop-in meaning it's really bad in this game).

The game seems to be very fun, like a mix of Zelda, The Witcher 3, and Assassin's Creed. I wasn't planning on buying the game, but after watching this video, I'm interested. I wonder how much better the PC version will look. PC versions usually offer higher-quality RT, so hopefully, the few nitpicks I saw in the PS5P video can be resolved.