A brief premise
First of all, it is worth pointing out what resolution and framing the various modes, on the various monitors. Regardless of the panel you can point to image quality or fluidity, which corresponds to a clean 4K , or supersampling on FullHD monitors, in the first case and a FullHD 60fps in the second. A result of all respect, which does not forget the HDR,
which can be activated if you have a compatible TV but that does not completely sacrifice fluidity in spite of image quality. Already in the past we had been able to say how much the HDR, in the dark colors of this game full of shadows and light games, had found its size, and we can only reconfigure it now, back to you for the game.
Quality
By opting for the quality, compared to the version of some time ago, we find an improved texture plant, with assets that will make eye-catchers eye-catching more details. In general, we find the benefits of enhancing the so-called draw distance, that is, the ability t
o draw objects in the distance, which makes the image much clearer at a glance, also supported by a clear enhancement of occlusion algorithms environmental. The latter, for those who did not know it, serves to accentuate the visual impact of an image by computing a certain amount of ambient light that can set the scene to the effect of direct ligh
ting, contributing to the realism factor. Me too’ tessellation algorithm seems to have more impacting settings, especially for the ability to make the different depths of the polygons in the distance. At the convex points of the scene, especially those smaller and more
detailed than weapons, the rendering of these two aspects is clearly perceived, while unfortunately it can not push beyond the sufficiency the visual effect provided by certain fabrics covered by texture that in the moments of zooming are not impeccable. Particle effects, sometimes bleeding, especially in the event of some explosion, do not fade the details in the sketches of blood. Small note for cutscene
s, not rendered in 4K, or at least victims of upscaling, visible in mild blur effect, and featured on several occasions by some aliasing hints. especially for the ability to make the different depths of the polygons in the distance. At the convex points of the scene, especially those smaller and more detailed than weapons, the rendering of these two aspects is clearly perceived, while unf
ortunately it can not push beyond the sufficiency the visual effect provided by certain fabrics covered by texture that in the moments of zooming are not impeccable. Particle effects, sometimes bleeding, especially in the event of
some explosion, do not fade the details in the sketches of blood. Small note for cutscenes, not rendered in 4K, or at least victims of upscaling, visible in mild blur effect, and featured on several occasions by some aliasing hints. especially for the ability to make the different depths of the polygons in the distance. At the convex points of the scene, especially those smaller and more detailed than weapons, the rendering of these two aspects is clearly
perceived, while unfortunately it can not push beyond the sufficiency the visual effect provided by certain fabrics covered by texture that in the moments of zooming are not impeccable. Particle effects, sometimes bleeding, especially in the event of some explosion, do not fade
the details in the sketches of blood. Small note for cutscenes, not rendered in 4K, or at least victims of upscaling, visible in mild blur effect, and featured on several occasions by some aliasing hints. At the convex points of the scene, especially those smaller and more detailed than weapons, the rendering of these two aspects is clearly perceived, while unfortunately it can not push beyond the sufficiency the visua
l effect provided by certain fabrics covered by texture that in the moments of zooming are not impeccable. Particle effects, sometimes bleeding, especially in the event of some explosion, do not fade the details in the sketches of blood. Small note for cutscenes, not rendered in 4K, or at least victims of upscaling, visible in mild blur effect, and featured on several occasions by some aliasing hints. At the convex points of the scene, especially those smaller and m
ore detailed than weapons, the rendering of these two aspects is clearly perceived, while unfortunately it can not push beyond the sufficiency the visual effect provided by certain fabrics covered by texture that in the moments of zooming are not impeccable. Particle effects,
sometimes bleeding, especially in the event of some explosion, do not fade the details in the sketches of blood. Small note for cutscenes, not rendered in 4K, or at least victims of upscaling, visible in mild blur effect, and featured on several occasions by some aliasing hints. while unfortunately can not push beyond the sufficiency the visual effect given by some fabrics, covered by textures that in the moments of zooming are not impeccable.
Particle effects, sometimes bleeding, especially in the event of some explosion, do not fade the details in the sketches of blood. Small note for cutscenes, not rendered in 4K, or at least victims of upscaling, visible in mild blur effect, and featured on several occasions by some aliasing hints. while unfortunately can not push beyond the sufficiency the visual effect given by some fabrics
, covered by textures that in the moments of zooming are not impeccable. Particle effects, sometimes bleeding, especially in the event of some explosion, do not fade the details in the sketches of blood. Small note for cutscenes, not rendered in 4K, or at least victims of upscaling, visible in mild blur effect, and featured on several occasions by some aliasing hints.
Probably inserting cascading remastering (like Quantum Break ) would cost a lot more to memory space.