Some useful timestamps: [MENUS & SETTINGS] 00:00 - Intro, Shader Pre Compilation 03:01 - Display and Graphics Settings 04:23 - Controls and Keybinds [IN GAME TESTING] 05:43 - [1440p]High Preset, Dynamic Resolution Scaling via DLSS, 90 FPS In game Cap, Intro Scene (Eikons) 09:03 - [1440p]High Settings, DRS ON, FSR 3 Frame Gen ON, 45x2 FPS Limiter (effective 90 FPS), Tutorial Training 10:30 - Graphics Presets testing and Scaling, Area Outside Castle, Ultra/High/Medium/Low Scaling at 1440p 12:48 - [1080p]Ultra Settings, Quality DLSS, DRS OFF, Frame Gen OFF, Area Outside Castle, 1080p vs 1440p comparison 14:08 - [1440p]High Preset, DRS ON, Frame Gen ON, 45x2 FPS Limit, Marsh Area Gameplay and Boss 17:28 - [1080p]High Settings, Native FSR 3, Frame Gen ON, 60 FPS Cap, Dynamic Scaling OFF, Knights Fight area & Dragoon 20:21 - [1620p DLDSR]High Preset, 40 FPS Cap, DRS ON via DLSS, Frame Gen OFF, Knights and Dragoon Fight 22:33 - [1440p]High Settings, FSR 3 Frame Gen ON, Dynamic Res ON, 45x2 FPS Cap, Knights, Dragoon and End of Demo Eikon Fight
I am not using the new Nvidia Gameready driver just released today (v560.94), which is meant for Black Myth Wukong but also mentions Final Fantasy XVI, so there's a chance the Demo may run better with the new driver, I haven't tried that yet.
FYI after watching other benchmarks with top of the line systems, the area outside the Castle is actually very CPU limited once you have a high end CPU and GPU in there, and Frame Generation can more than double the frame-rate because of that intense CPU limitation. For a system such as mine, I can notice I'm also quite GPU bound, though, in that area, but higher end systems are experiencing higher degrees of CPU limitation there, which likely is related to the custom engine used by this game and where it comes from.
The issues with this game are definitely not your hardware. The optimization is lackluster at best, the engine just can’t handle your cpu, or any modern CPU’s for that matter.
You should've kept fighting the plant boss at the end of the swamp area. There's a mini cutscene like moment where I saw the fps falling sharply that would later come back to normal after it was done. Pretty weird I think
I do have footage from the end of the swamp boss but didn't include in the video, and the FPS drop from almost 90 with Frame Gen, to half (45) on the results screen (I think this behaviour is either intended or FG gets disabled on these screens), then right after the only cutscene is a regular, 30 FPS locked, scene, so yeah, the FPS drop is just that, goes to 30 FPS like most in game cutscenes. I don't see any out of place FPS drops other than the standard we see in the rest of the Demo, at least from the clips I recorded.
A couple things: 1. Which driver are you on? I assume not the one that was released today the is specifically for FFXVI. I was on the one that released earlier in August last night. 2. I actually was not using DRS last night so that might have contributed to some of the performance issues I was noticing. 3. You do not get any camera jidder when using frame generation? I swear I had camera jidder when using it yesterday but I also did not have my fps set to 45. I actually don't know that I fully understood what all my settings were configured to yesterday lol. I'll have to give it another try this evening, maybe even giving 1440p a try. I think I also remember seeing a lot of smearing when using FSR but I don't quite remember what my settings were either.
The driver is literally all the time displayed on my Rivatuner stats, it's not the version released just today a few hours ago because I recorded all of this yesterday, but that previous driver already had a FF XVI profile, so I'm not sure if there are any improvements in today's driver, it's not particularly specified, and could be compatibility stuff, who knows. Yeah I don't get any noticeable judder, it feels quite similar to how it does in Tsushima, for me, compared to Forbidden West where I cannot get rid of the Frame Generation judder, no matter the output frame-rate. Any other small judders or stutters are game related, not particularly from Frame Generation, maybe VRAM related who knows. Regardless, the game is obviously quite GPU intensive for what's showing on screen, at times.
@@autoxguy To be honest it's a bit annoying Nvidia took longer to release the Wukong and FF XVI driver, but well, it is what it is. I have also checked tests on higher end PCs and it seems the game is quite CPU bound in some parts too, likely the engine cannot handle modern CPUs too well, what a shocker, so I'm not sure if any GPU driver optimizations would help with that. Those limitations are not that evident on systems such as mine, where I can notice the GPU bottleneck sooner than any major CPU ones.
I don't know what it is, but I am having a hell of a time finding videos for FFxvi and black myth where people are using older Cpu's. Although since the black myth is a full game for now it would probably be a little easier. Most videos I find for FFxvi are for a high end cpu and like a 4090and maybe some mid range gpu's.
Well is my 5700X old enough at this point? Considering there's Zen 4 and 5, haha! :P I don't know, at least Digital Foundry still use the R5 3600 sometimes but I can see them upgrading that eventually to the next one that can be considered best mid range / budget CPU, but yeah, not sure if you are looking for old CPUs but that were considering higher end back in their time, or that "mid tier" experience, which I believe quite weird if you cannot find many videos from. Not sure if DF are going to make another Wukong video with more actual hardware testing and settings, because the video Alex released is more of a tech showcase, which I understand why...not everytime a game that uses Path Tracing comes out, really, it's not too common so I guess they like taking their time and doing tech focused videos as they did with Cyberpunk and so on.
@@Sholvacri I'm actually looking for older ones like the 3600/3700X, but more so from the Intel perspective like the 8700K, 9900k, stuff like that, yes were higher end back in their time (like at a minimum 6C/12T CPU from like 6 -7 years ago). But I guess I could find a video on something like a 12400 and it would be comparable to an extent. Yeah, I am very interested to see DF's coverage on it whether it be the demo and full release or just full release. RE4 was one of the last big games they did a review of both things for, not sure how often they do that, probably just when time permits. Alex is gonna have his hands full with that, GoWR and the Dead rising Remaster thing (although that one will probably be fine). I also wonder if there has been games in history where like in this case the demo is not that optimized and extremely GPU bound but then the full release ended up being much better. I would guess that kind of difference did not happen very often. That and we are in the age where the GPU makes a much bigger difference than the CPU does (or that basically only the most current generation of GPU's actually allows for OK performance). I just really hope SE gets their act together since data on the performance is spreading fast. Oh and there is this fix: github.com/Lyall/FFXVIFix that apparently will uncap the cutscene fps (wonder how that goes lol), allows you to mod FOV and also does Ultrawide fixes. Either way, I am done talking about it, time to focus on other things while keeping an eye on it when the time comes lol.
@@autoxguy Having quickly user made fixes like that is always amazing, I installed one for Wukong today that allows some control over the Sharpening filter the game has forced ON all the time and at its maximum value, no less, so that's why for most people, and this is also the case on PS5, the game looks a bit off, because it's ultra sharpened to the max possible value Unreal Engine allows, I think. Once I removed it, or just leave it a very low value...the game looks better, but yeah, sad that we need user made fixes for this basic stuff.
@@autoxguyyup normally but them delaying it this much worries me maybe they trying to do modifications in my opinion they should just give it to nixxes and we might have a great pc port in short time
Some games used to have bespoke Special K modifications like the NieR Automata port, or some of the Tales of games, not sure if they are now integrated in the main Special K release, but the issues found in this demo seem like they'll be fixed if the developers decide to do so. Also, aside from the stutter found on older CPUs or system, finding a game extremely heavy to run at 720 with ultra performance DLSS (what's even that, 240p?) like DF does in their video, doesn't look like something anyone but the developer can fix. And yet, as shown clearly by myself in this video, you can also play at decent frame-rates and decent resolution, even though it also requires Frame Gen. I can't really believe that those with much more modern systems aren't cruising past 100 FPS easily here at good resolutions, it's only on the extreme and unrealistic testing scenarios where those issues really become very weird. But yes the game still requires optimization and it already go some in the recent patch.
@@Sholvacri even though I am typically very against it, I wonder if in the long term, this is. A game that I will have to try running at just 40 or 48 fps.... After re-watching DF's video from way back when for the ps5 version, I'm am convinced that this game was truly designed for 30 fps. Though definitely want to see what the developers decide to do with it.
I still can't warp my head around this engine. Sure the game can look "VERY" nice in certain scenes/moments. But it also has some locations in the demo, that look not much better than what you would see in a open world game on last generation of consoles. It's very mixed in that regard. On top of that, it does not look much better than the graphical giants from few years ago. The later areas of the demo, with the burning castle inside and outside, are also way more demanding that they should have been. Which is crazy fro such a small closed off locations. So whatever the engine is doing, it's not doing it very efficiently. Kingdom Hearts 3 would also run like this, had they not switched to UE4. I wish I was enough tech savvy to understand why this game is as heavy as it is. But for a normal player like me, this does not look any better than RDR2/Arkham Knight/Witcher 3. Or recent Assassins Creed games. Even the hugely demanding Avatar game, handles it's gorgeous visuals/huge vistas/amazing looking vegetation with much better performance than this. With baked software RT effects. On the same hardware. It's another sad example of Square sticking to it's in house engine, and producing poor results with it. Performance wise. The game itself looks good. I have also tried using FG, but I can instantly spot the worse image quality over DLSS, and the input lag is just too much for me. Wish I could tolerate it as some ppl do. But so far every time I have tried it, I was very disappointed with this feature. As for the combat, I think you are doing everything that the game allows you to do. Not mich expression allowed here:D. Slash.dodge or perfect dodge, phoenix uppercut for extra break damage or when broken. Some ranged attacks when you can't get near to keep the flow rolling. Rinse and repeat.
This game seems to have its own "motion blur tuning" when Frame Gen is ON, or it is directly not compatible with regular motion blur, when we enable Frame Generation, as the regular Motion Blur setting is disabled then. So, whatever "tuning" FSR 3 FG has, it's not the greatest because even at 90 plus FPS I can see the ghosting against certain backgrounds, and FSR itself in cutscenes shows weird ghosting on the hair, where I assume Frame Generation is momentarily OFF since the cutscenes are locked at 30 FPS. Yeah, it's a weird engine and stuff needs polishing. Nvidia and AMD need to get in there and help the developers some more in order to tweak this stuff, I suppose. Visually, this game has a similar vibe to Dragon's Dogma 2 but yeah I mean, DD2 is demanding because at least it looks pretty damn good (apart from the lack of optimization in that title sure), but FF XVI here seems held back by its tech, indeed. Maybe drivers plus any pre-launch optimization thanks to Demo feedback can bring things up a little bit, really, we don't know.
After watching the segment for this game on DF direct this week, it's insane to see the difference in performance between a 3600/2070 super and 13700k/4090 (essentially a rig with no limitations). The experiences are completely different, although it would have been nice to see the high rig in the section just outside the castle where Alex showed it beats the 3600 to death. It should not take a high end rig like that to get ps5 ish performance.
@@autoxguy I realize that I may have chosen the one worst place in the whole Demo to test the Graphics Presets, since it seems the area around this Castle is very CPU bound, I have watched DF's video too. I don't know how this game runs these days on PS5 but I remember people criticised it a lot when it released for various issues, like terribly tuned motion blur, very soft looking presentation and stuff like that. Seems just top be a heavy game for reasons related to the engine it uses, I suppose, if it is derived from tech used in FF XIV as I heard, that would explain a lot, but also Alex mentions that they didn't follow Nvidia guidelines for post process effects when using DLSS, so that may be an issue too. In any case Alex is lucky he didn't test the pre-patch Demo as that one looked worse, the Demo now looks much cleaner when using DLSS and Dynamic Resolution.
@@Sholvacri Yea, the patched version looks much better. When I was using DRS on 1440p/High/DLSS, it could look overly soft when under stress. Ofc I assumed that the resolution drop was prob reaching performance level DLSS with DRS at these points, to maintain 60 fps. But it did look very washed out, even for DLSS. So i'm happy that they managed to somewhat fix that situation. Now I could see myself playing with DRS on.
@@asahira7834 Yeah, and it seems to be one of those rare games where DRS actually is useful and works nicely, I would definitely play with DRS too in this game.
Quite shockingly bad performances.. Unlike Wukong it's hard to see what this game is doing graphically to run so slowly. FG saves it but FSR is still trailing stuff all over the screen :/
Yeah, with the presentation being so soft in this game, visually speaking, it looks like it could've been a PS4 release as well, and I believe it was the original intent but couldn't make it due to streaming issues on the PS4, being too slow. Cutscenes look quite detailed though, despite the art style, which I don't hate, it's just that yeah, the game seems strangely GPU demanding even at 1080p really, something like 20% extra performance on the 3060 Ti would've been a better spot to be, maybe there's room for optimization...who knows.
Some useful timestamps:
[MENUS & SETTINGS]
00:00 - Intro, Shader Pre Compilation
03:01 - Display and Graphics Settings
04:23 - Controls and Keybinds
[IN GAME TESTING]
05:43 - [1440p]High Preset, Dynamic Resolution Scaling via DLSS, 90 FPS In game Cap, Intro Scene (Eikons)
09:03 - [1440p]High Settings, DRS ON, FSR 3 Frame Gen ON, 45x2 FPS Limiter (effective 90 FPS), Tutorial Training
10:30 - Graphics Presets testing and Scaling, Area Outside Castle, Ultra/High/Medium/Low Scaling at 1440p
12:48 - [1080p]Ultra Settings, Quality DLSS, DRS OFF, Frame Gen OFF, Area Outside Castle, 1080p vs 1440p comparison
14:08 - [1440p]High Preset, DRS ON, Frame Gen ON, 45x2 FPS Limit, Marsh Area Gameplay and Boss
17:28 - [1080p]High Settings, Native FSR 3, Frame Gen ON, 60 FPS Cap, Dynamic Scaling OFF, Knights Fight area & Dragoon
20:21 - [1620p DLDSR]High Preset, 40 FPS Cap, DRS ON via DLSS, Frame Gen OFF, Knights and Dragoon Fight
22:33 - [1440p]High Settings, FSR 3 Frame Gen ON, Dynamic Res ON, 45x2 FPS Cap, Knights, Dragoon and End of Demo Eikon Fight
I am not using the new Nvidia Gameready driver just released today (v560.94), which is meant for Black Myth Wukong but also mentions Final Fantasy XVI, so there's a chance the Demo may run better with the new driver, I haven't tried that yet.
FYI after watching other benchmarks with top of the line systems, the area outside the Castle is actually very CPU limited once you have a high end CPU and GPU in there, and Frame Generation can more than double the frame-rate because of that intense CPU limitation.
For a system such as mine, I can notice I'm also quite GPU bound, though, in that area, but higher end systems are experiencing higher degrees of CPU limitation there, which likely is related to the custom engine used by this game and where it comes from.
The issues with this game are definitely not your hardware. The optimization is lackluster at best, the engine just can’t handle your cpu, or any modern CPU’s for that matter.
You should've kept fighting the plant boss at the end of the swamp area. There's a mini cutscene like moment where I saw the fps falling sharply that would later come back to normal after it was done. Pretty weird I think
I do have footage from the end of the swamp boss but didn't include in the video, and the FPS drop from almost 90 with Frame Gen, to half (45) on the results screen (I think this behaviour is either intended or FG gets disabled on these screens), then right after the only cutscene is a regular, 30 FPS locked, scene, so yeah, the FPS drop is just that, goes to 30 FPS like most in game cutscenes.
I don't see any out of place FPS drops other than the standard we see in the rest of the Demo, at least from the clips I recorded.
A couple things:
1. Which driver are you on? I assume not the one that was released today the is specifically for FFXVI. I was on the one that released earlier in August last night.
2. I actually was not using DRS last night so that might have contributed to some of the performance issues I was noticing.
3. You do not get any camera jidder when using frame generation? I swear I had camera jidder when using it yesterday but I also did not have my fps set to 45. I actually don't know that I fully understood what all my settings were configured to yesterday lol. I'll have to give it another try this evening, maybe even giving 1440p a try.
I think I also remember seeing a lot of smearing when using FSR but I don't quite remember what my settings were either.
The driver is literally all the time displayed on my Rivatuner stats, it's not the version released just today a few hours ago because I recorded all of this yesterday, but that previous driver already had a FF XVI profile, so I'm not sure if there are any improvements in today's driver, it's not particularly specified, and could be compatibility stuff, who knows.
Yeah I don't get any noticeable judder, it feels quite similar to how it does in Tsushima, for me, compared to Forbidden West where I cannot get rid of the Frame Generation judder, no matter the output frame-rate.
Any other small judders or stutters are game related, not particularly from Frame Generation, maybe VRAM related who knows.
Regardless, the game is obviously quite GPU intensive for what's showing on screen, at times.
@@Sholvacri oh shoot sorry about that. I was paying attention to other things besides that.
@@autoxguy To be honest it's a bit annoying Nvidia took longer to release the Wukong and FF XVI driver, but well, it is what it is. I have also checked tests on higher end PCs and it seems the game is quite CPU bound in some parts too, likely the engine cannot handle modern CPUs too well, what a shocker, so I'm not sure if any GPU driver optimizations would help with that.
Those limitations are not that evident on systems such as mine, where I can notice the GPU bottleneck sooner than any major CPU ones.
I don't know what it is, but I am having a hell of a time finding videos for FFxvi and black myth where people are using older Cpu's. Although since the black myth is a full game for now it would probably be a little easier. Most videos I find for FFxvi are for a high end cpu and like a 4090and maybe some mid range gpu's.
Well is my 5700X old enough at this point? Considering there's Zen 4 and 5, haha! :P
I don't know, at least Digital Foundry still use the R5 3600 sometimes but I can see them upgrading that eventually to the next one that can be considered best mid range / budget CPU, but yeah, not sure if you are looking for old CPUs but that were considering higher end back in their time, or that "mid tier" experience, which I believe quite weird if you cannot find many videos from.
Not sure if DF are going to make another Wukong video with more actual hardware testing and settings, because the video Alex released is more of a tech showcase, which I understand why...not everytime a game that uses Path Tracing comes out, really, it's not too common so I guess they like taking their time and doing tech focused videos as they did with Cyberpunk and so on.
@@Sholvacri I'm actually looking for older ones like the 3600/3700X, but more so from the Intel perspective like the 8700K, 9900k, stuff like that, yes were higher end back in their time (like at a minimum 6C/12T CPU from like 6 -7 years ago). But I guess I could find a video on something like a 12400 and it would be comparable to an extent.
Yeah, I am very interested to see DF's coverage on it whether it be the demo and full release or just full release. RE4 was one of the last big games they did a review of both things for, not sure how often they do that, probably just when time permits. Alex is gonna have his hands full with that, GoWR and the Dead rising Remaster thing (although that one will probably be fine).
I also wonder if there has been games in history where like in this case the demo is not that optimized and extremely GPU bound but then the full release ended up being much better. I would guess that kind of difference did not happen very often. That and we are in the age where the GPU makes a much bigger difference than the CPU does (or that basically only the most current generation of GPU's actually allows for OK performance). I just really hope SE gets their act together since data on the performance is spreading fast.
Oh and there is this fix: github.com/Lyall/FFXVIFix that apparently will uncap the cutscene fps (wonder how that goes lol), allows you to mod FOV and also does Ultrawide fixes.
Either way, I am done talking about it, time to focus on other things while keeping an eye on it when the time comes lol.
@@autoxguy Having quickly user made fixes like that is always amazing, I installed one for Wukong today that allows some control over the Sharpening filter the game has forced ON all the time and at its maximum value, no less, so that's why for most people, and this is also the case on PS5, the game looks a bit off, because it's ultra sharpened to the max possible value Unreal Engine allows, I think.
Once I removed it, or just leave it a very low value...the game looks better, but yeah, sad that we need user made fixes for this basic stuff.
Now we just need stellar blade on pc and we good bloodborne is coming nicely on shadps4
I think we will be getting it eventually it was mentioned in their companies investor call.
@@autoxguyI just hope they don't remake it or do some other stupid shit just port the game as it is with proper pc settings
@@SM12Killer3 more than likely they will just port it as it would be cheaper that way. No real sense in remaking it already.
@@autoxguyyup normally but them delaying it this much worries me maybe they trying to do modifications in my opinion they should just give it to nixxes and we might have a great pc port in short time
I wonder if special k could be used to help this game at all. If I remember right it was used in the early days of xv releasr to help it.
Some games used to have bespoke Special K modifications like the NieR Automata port, or some of the Tales of games, not sure if they are now integrated in the main Special K release, but the issues found in this demo seem like they'll be fixed if the developers decide to do so.
Also, aside from the stutter found on older CPUs or system, finding a game extremely heavy to run at 720 with ultra performance DLSS (what's even that, 240p?) like DF does in their video, doesn't look like something anyone but the developer can fix.
And yet, as shown clearly by myself in this video, you can also play at decent frame-rates and decent resolution, even though it also requires Frame Gen. I can't really believe that those with much more modern systems aren't cruising past 100 FPS easily here at good resolutions, it's only on the extreme and unrealistic testing scenarios where those issues really become very weird.
But yes the game still requires optimization and it already go some in the recent patch.
@@Sholvacri even though I am typically very against it, I wonder if in the long term, this is. A game that I will have to try running at just 40 or 48 fps....
After re-watching DF's video from way back when for the ps5 version, I'm am convinced that this game was truly designed for 30 fps. Though definitely want to see what the developers decide to do with it.
game with PS4 graphics with that performance on a 3060ti, simply pathetic
I still can't warp my head around this engine. Sure the game can look "VERY" nice in certain scenes/moments. But it also has some locations in the demo, that look not much better than what you would see in a open world game on last generation of consoles. It's very mixed in that regard. On top of that, it does not look much better than the graphical giants from few years ago.
The later areas of the demo, with the burning castle inside and outside, are also way more demanding that they should have been. Which is crazy fro such a small closed off locations. So whatever the engine is doing, it's not doing it very efficiently. Kingdom Hearts 3 would also run like this, had they not switched to UE4. I wish I was enough tech savvy to understand why this game is as heavy as it is. But for a normal player like me, this does not look any better than RDR2/Arkham Knight/Witcher 3. Or recent Assassins Creed games. Even the hugely demanding Avatar game, handles it's gorgeous visuals/huge vistas/amazing looking vegetation with much better performance than this. With baked software RT effects. On the same hardware.
It's another sad example of Square sticking to it's in house engine, and producing poor results with it. Performance wise. The game itself looks good.
I have also tried using FG, but I can instantly spot the worse image quality over DLSS, and the input lag is just too much for me. Wish I could tolerate it as some ppl do. But so far every time I have tried it, I was very disappointed with this feature.
As for the combat, I think you are doing everything that the game allows you to do. Not mich expression allowed here:D. Slash.dodge or perfect dodge, phoenix uppercut for extra break damage or when broken. Some ranged attacks when you can't get near to keep the flow rolling. Rinse and repeat.
This game seems to have its own "motion blur tuning" when Frame Gen is ON, or it is directly not compatible with regular motion blur, when we enable Frame Generation, as the regular Motion Blur setting is disabled then.
So, whatever "tuning" FSR 3 FG has, it's not the greatest because even at 90 plus FPS I can see the ghosting against certain backgrounds, and FSR itself in cutscenes shows weird ghosting on the hair, where I assume Frame Generation is momentarily OFF since the cutscenes are locked at 30 FPS.
Yeah, it's a weird engine and stuff needs polishing. Nvidia and AMD need to get in there and help the developers some more in order to tweak this stuff, I suppose.
Visually, this game has a similar vibe to Dragon's Dogma 2 but yeah I mean, DD2 is demanding because at least it looks pretty damn good (apart from the lack of optimization in that title sure), but FF XVI here seems held back by its tech, indeed.
Maybe drivers plus any pre-launch optimization thanks to Demo feedback can bring things up a little bit, really, we don't know.
After watching the segment for this game on DF direct this week, it's insane to see the difference in performance between a 3600/2070 super and 13700k/4090 (essentially a rig with no limitations). The experiences are completely different, although it would have been nice to see the high rig in the section just outside the castle where Alex showed it beats the 3600 to death.
It should not take a high end rig like that to get ps5 ish performance.
@@autoxguy I realize that I may have chosen the one worst place in the whole Demo to test the Graphics Presets, since it seems the area around this Castle is very CPU bound, I have watched DF's video too.
I don't know how this game runs these days on PS5 but I remember people criticised it a lot when it released for various issues, like terribly tuned motion blur, very soft looking presentation and stuff like that.
Seems just top be a heavy game for reasons related to the engine it uses, I suppose, if it is derived from tech used in FF XIV as I heard, that would explain a lot, but also Alex mentions that they didn't follow Nvidia guidelines for post process effects when using DLSS, so that may be an issue too.
In any case Alex is lucky he didn't test the pre-patch Demo as that one looked worse, the Demo now looks much cleaner when using DLSS and Dynamic Resolution.
@@Sholvacri Yea, the patched version looks much better. When I was using DRS on 1440p/High/DLSS, it could look overly soft when under stress. Ofc I assumed that the resolution drop was prob reaching performance level DLSS with DRS at these points, to maintain 60 fps. But it did look very washed out, even for DLSS. So i'm happy that they managed to somewhat fix that situation.
Now I could see myself playing with DRS on.
@@asahira7834 Yeah, and it seems to be one of those rare games where DRS actually is useful and works nicely, I would definitely play with DRS too in this game.
Quite shockingly bad performances.. Unlike Wukong it's hard to see what this game is doing graphically to run so slowly. FG saves it but FSR is still trailing stuff all over the screen :/
Yeah, with the presentation being so soft in this game, visually speaking, it looks like it could've been a PS4 release as well, and I believe it was the original intent but couldn't make it due to streaming issues on the PS4, being too slow.
Cutscenes look quite detailed though, despite the art style, which I don't hate, it's just that yeah, the game seems strangely GPU demanding even at 1080p really, something like 20% extra performance on the 3060 Ti would've been a better spot to be, maybe there's room for optimization...who knows.