This could suggest a dynamic resolution system, but as mentioned earlier the heavy postprocessing (and the game's TAA) makes it hard to get an exact pixel count. It's not clear why the PS5 version is in this kind of a state, but again its image quality treatment needs to be fixed for launch.įrame-rate mode prioritises performance and therefore responsiveness with a cut to resolution we measured around a 1728p to 1800p checkerboard on Xbox Series X and 1440p to 1800p checkerboard on PS5 in different scenes. Even with CA disabled though, the PS5 version exhibits greater pixel crawl, a softer image and more break-up. Weirdly, enabling the chromatic aberration (CA) setting makes the PS5 version look even lower resolution, whereas on Xbox Series X it affects clarity without the same deleterious effect to image quality. There's plenty of post-processing which makes exact pixel counts challenging, but by eye we can say that Xbox Series X has a largely 4K-like presentation, with a slightly softer image on PS5 that looks to be using a lower internal resolution. Returning to the standard presentation of the game then, resolution mode appears to be using a 4K checkerboard as we've seen in prior RE entries on current-gen machines. Hopefully this is a bug that will be fixed for launch, as both consoles ought to be roughly equivalent in RT capabilities. PC players see the most reflections, which is fairly standard, but there's also a curious difference between PS5 and Xbox Series X, where the PlayStation version appears to be lacking some reflections found in the Xbox version. The ray-traced global illumination (RTGI) of past RE titles has disappeared in favour of classic screen-space ambient occlusion (SSAO), with reflections being the only noticeable RT effect. Ray tracing is also, sadly, of middling quality on the new premium consoles. Here's the full video preview of Resident Evil 4 based on the Chainsaw Demo.įor example, you can turn on geometric hair strands to replace the 2D hair normally present in the game - but based on the results of the demo, this is worth keeping off, with questionable results on PS5 and Xbox Series X. This is very cool, as you don't often get these kinds of PC-style settings on console, but based on our initial findings these settings may not be working as intended. There are two modes available on each console, a frame-rate mode and a resolution mode, which is fairly standard - but there are also graphical options within each mode that can further affect performance and image quality. There's already plenty to see here, with the demo's release on current-gen consoles, last-gen consoles and PC providing answers as to visual quality, RT settings, performance and more - albeit with the proviso that we can't confirm our findings before the full game, and most likely a launch-day patch, is available for testing. Consider this a mini DF tech review then, a first look to tee up our full coverage - expected sometime around the release of the full game on March 24th. The Resident Evil 4 Chainsaw Demo is here ahead of the release of the full remake, and we thought it would be fun to let DF tech specialists Alex Battaglia and John Linneman loose inside the game to see what they made of it.
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