4K @ 60 FPS with ray tracing – the first tests of Resident Evil Village on PS5 and Xbox Series – review addiction

Digital Foundry managed to test Resident evil village on next-generation consoles – most of the demo-based assumptions were relevant for the entire game.

On all nextgen systems, there are two modes – with and without ray tracing. On PS5 and Xbox Series X without ray tracing, during the entire passage there was not a single scene with a drop in frequency below 60 FPS – perfect performance.

With ray tracing, the situation is a little more complicated – in the vast majority of situations, the game manages to maintain 60 FPS, but in a difficult scene with a flooded section of the village, the frame rate on both consoles drops below 50 FPS. The reflections on the water are likely to load the systems heavily.

The winner in terms of performance is still the Xbox Series X – in difficult scenes, it can outperform the PS5 by up to 10%.

On PS5 and Xbox Series X, the project works in chess 4K – the implementation of upscale is so successful that you need to look for the difference with honest 4K with a large magnifying glass. The picture is very clean.

In some moments, the Village boasts a truly photorealistic picture.

But with the Xbox Series S, everything is much more modest – the ray tracing mode should be avoided until the developers at least add the ability to block FPS at 30 frames. On the console, depending on the scenes, the game can run from 25 to 45 frames. On average, around 30.

With ray tracing disabled, everything is much better – almost stable 60 FPS minus very rare drops. In both modes, the console operates in staggered 1440r.

It is also worth noting the loading times: there have been changes from the demo version on PS5, since the developers have completely got rid of the loading screen – now the screen simply goes black and the game loads. On Xbox, there is a download screen, and they themselves take about 8-10 seconds.

The PS5 demo had a separate loading screen – the full version doesn’t.

Ray tracing

The implementation of ray tracing has been called a little awkward – mainly because of the reflections.

Sometimes they are reproduced in the eighth part of the resolution, which on some surfaces may simply look ugly. Players are unlikely to notice strong differences from the traditional method of reflections.

However, ray tracing is also used here for shading, lighting and other elements that give the picture a natural look.

No annoying shading artifacts in RT mode

Implementation of ray traced water may seem unsuccessful to many compared to the standard method.

However, DF praises other scenes where ray tracing literally transforms the scenes.

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