![]() ![]() The PS5 is almost identical: I noted no pacing issues on Sony’s machine in either 30fps mode, and combat was equally as solid with no noted drops, tears, or stutters in my tested sections. I suspect all versions run the same way so very odd tearing could crop up, but I never captured any. This is true of both Resolution and Quality modes but in almost 95% or more of the time it is paced at 33ms per frame, and from my tested sections it never tears at all. Still, they are brief and much rarer than on the Series S. ![]() Not great, but certainly never bad, and most of the time it was a solid 30fps with only fleeting issues.įrame-pacing or skips infrequently also pop up on Series X, again very minor, but when moving between sections it can have these skips, likely memory related. Again, it is brief, but it can happen in GPU and bandwidth/fill rate-heavy sections with enemies on screen, and with alpha textures and blood in play you can get into the mid-20s for very minor stints with tearing when it happens. It uses an adaptive V-sync, allowing the screen to tear if the target is missed. Series S runs at 30fps, and it does a good job of keeping close to that in action and traversal, but it can present some frame-pacing or skipping into 50 then 16ms issues when running over rooftops, albeit brief and mild. Read the full Dying Light 2 Stay Human review Performance No patch can fix the forgettable main plot or the protagonist I couldn’t pick out of a police lineup even after 80 hours in his shoes, but Dying Light 2’s streets tell their own stories. For now, though, it’s best added to your backlog unless your irritation with crashes and technical issues is outweighed by eagerness to dance across rooftops with its excellent parkour, which – when everything works – is an unforgettable way to explore the last city’s open world and join in the post-apocalyptic stories of its many weird and distinctive characters. What We Said About Dying Light 2 Stay HumanĪnother in a long series of big, ambitious games whose potential greatness is visible just beneath a grimey layer of bugs, Dying Light 2 Stay Human could very likely become the stellar zombie survival adventure it’s meant to be someday. That makes sense based on hardware specs of the high CU count and this older DX11-capable engine (it does also support DX12 due to the ray tracing), but it is very much a game and engine focused on the previous generation’s technology. Visually, though, even zoomed in the PS5 looks the same as Series X, but pixel counts show it has a minor reduction. Also, the sharpening pass on textures is reduced in this mode, which means high-frequency texture details do not differ as much as the pixel counts suggest. It makes for a fuzzy and hazy image at times, which can be exaggerated by low light, lens flare, and bloom. PC is the best among them at this, as you can adjust motion blur and other settings more. The increase from the 1080p base is instantly visible and, although far from a drastic game changer (largely due to the noisy post-processed image from radial blur on motion that funnels your view with a peripheral blur and then chromatic aberration along with per-object motion blur and even film grain) you can disable that. The resolution mode does give us a difference, though, with the PS5's 3264x1836 being 10% lower than the Series X's 3456x1944. ![]() ![]() It does deliver decent image quality on a 1080p screen, but on a 4K screen the relatively low pixel level is apparent – not all due to pixel counts alone, though. It tops and bottoms out at 1920x1080 with no signs of dynamic resolution scaling or DSR, but it is pushing this little 4 teraflop GPU hard, even at the 30fps Performance level. The lower-end Xbox Series S, which only has a single mode. Also, the settings menu has good options with fast, low, high, and RT settings or tweaks across key areas such as ambient occlusion, motion blur, particles and those ray tracing additions. Oddly, though, they are screen space on horizontal planes such as water surfaces but ray traced on vertical surfaces to enhance material reactions, even at the highest settings. The PC version improves on this with more refined ray-traced shadows – or at least more of them – but the improved reflections also help. Some indoor or outdoor settings show minimal improvement while others really add radiosity bounce from surface colours and illuminate covered areas with greater light than any direct source would deliver. The benefit of the ray-traced shadows is obvious in many areas but the GI bounce, which appears close or the same as high settings from the PC in Performance mode and Medium in the Quality mode, is mixed. ![]()
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