However, if you turn on the resolution mode on Series X or PS5 and keep RT off, the SSR no longer seems to be present. The SSR is drawn all the way to the bottom of the screen - occlusion issues be damned! - and there's often a big difference in colour between the SSR and the underlying cubemap. Resident Evil 4 on current-gen consoles uses a mix of cubemaps and screen-space reflections to represent reflections by default. Series S takes a hit in texture quality in spots, which seems fairly minor in most instances in the resolution mode. Outside of image quality, there are a handful of odd differences that separate these modes. The console expectedly is a bit soft but it otherwise looks fine considering the hardware. Despite rendering at lower resolutions - a 1080p resolution in frame-rate mode, with a 1440p pixel-count in resolution mode, again with what looks like a checkerboard reconstruction - Series S has about the same amount of aliasing on fine transparencies like hair as the PS5 release. This becomes especially clear when we look at Xbox Series S. It's not uniformly bad to be fair, and a lot of scenes look perfectly fine - it's really just that resolve on transparent elements that is needs some work. Any scene with foliage is a bit of a noisy mess and SSAO shimmers quite a bit as well. I think something is amiss with the checkerboarding on PS5 that is creating issues here. There's much to cover here, with all modes analysed on current-gen versions - plus the PS4 and PS4 Pro versions aren't left behind either. Watch on YouTube Every console version of Resident Evil 4 is tested in this extensive video. More concerning though is the breakup on transparencies - when Leon's hair is moving, for instance, it has an aliased, half-resolution look, while Series X stays relatively coherent and free of jagged edges. Across opaque surfaces, the game has a slightly smeary representation of fine detail across both visual modes. The PS5 looks substantially blurrier in head-to-heads relative to Series X, although curiously, pixel counts in frame-rate mode actually seem higher, coming in at around 1944p, while the resolution mode clocks in at the same 2160p as its Xbox equivalent, again with checkerboarding engaged. The resolution mode is a bit clearer, though both options hold up pretty similarly at a typical viewing distance, especially given the dark and low-contrast game content which tends to suit a less precise look just fine. The game appears to use a form of reconstruction to hit that output - very likely checkerboarding, based on the game's artifact patterns and the use of the technique in recent RE Engine games - and the results here are serviceable. Series X, for its part, is pretty well-behaved.The frame-rate mode hits roughly 1800p and the resolution mode comes in at 2160p. Both options target 60fps but image quality differs quite a bit - and not really in the ways that you'd expect. All current-gen consoles pack a frame-rate mode and a resolution mode, plus some other toggles that we'll address shortly. This is a technically dense game with a lot of interesting and bizarre technical minutiae, so let's try to keep it brisk. So is Resident Evil 4 a step up from those prior efforts or does it repeat the sins of the past? The RE Engine itself is powerful enough, but the deployment of its high-end features has raised some questions. However, recent Resident Evil titles have suffered from awkward configurations on consoles with uncapped frame-rates and unimpressive ray tracing support. It's an excellent-looking game too with fine-grained indirect lighting and attractive artwork. Resident Evil 4 is perhaps the most highly anticipated remake of the year - and it's not hard to see why, promising a full redesign of a highly decorated game with a ton of new content and reworked mechanics.
0 Comments
Leave a Reply. |