- Console comparison video will come later, DF only had code for PS5/PC.
- Visual consistency and quality is commendable.
- Baked GI with SSAO. Typically holds up very well with minor GI niggles.
- Material quality also praised
- "At times looks more like a CG movie"
- Pop-in is kept to minimum, outdoor foliage is top-notch as well.
- Hair are 'card based', no strands. Some character faces can look uncanny.
- The real world FMV videos all run at 30 FPS.
- Shadows have low resolution and cascades fill in very close to the player
- Relies in screen space reflections, no RT reflections in console.
- SDF (?) reflections are used as fallback.
- Console comparison with PC at max done.
- PC highest settings have better reflections, less grain, better reflections, better shadows, cascade etc. RT shadows etc are available on PC with the RT suite.
- Actual world lighting is not that different compared to console when PC is on path-tracing.
- "Console players aren't missing out on that much" compared to games like Cyberpunk.
- "Path traced PC version does look a lot better, but it doesn't embarrass the consoles"
- Quality: FSR2. 1272p used to upcale to 2160p
- Performance. FSR2 872p used to upscale to 1440p
- The biggest visual difference between the two modes is foliage density.
- In general the IQ can be soft with aliasing being more visible in in-door, building etc areas.
- Quality mode is generally good at 30 with proper frame pacing.
- Certain areas run sub 30 across stretches
- Performance runs 60, very well especially indoors.
- But in the same spots which cause performance drops in Quality, cause Performance to run at stretches of 50 FPS.
- Some glitches and bugs during DF's testing that required reloading the game.
- DF testing was seemingly done before the day 1 patch, so some issues might be fixed at launch.