![]() It supports both DirectX 11 and DirectX 12 to enable older GPUs to run the game, but without DX12 you will miss out on the ray-traced reflections, shadows, and translucent surface refractions. The Quality mode is where all the new features stand out, being a great example of how the team has integrated elements of the later Unreal Engine 5 into this Unreal Engine 4.2 game. Due to its dark look, gritty world, gore, and violence, this is a game that benefits greatly both from the Film Grain, which can improve perceived sharpness of the image, and the superb Per Pixel Motion Blur that assists greatly in the fully real-time cinematics, often convincing you they are genuine offline renders from only last generation. The game also supports FSR 2.1, with the caveat that this could be what the consoles are using, and the dynamic scaling could be higher or lower. The image treatment here from that lower base is staggering, and I would not be shocked to learn that the team that has built or enhanced this with their own custom resolve and AA pass, as it can easily pass as 4K aside from some high-contrast areas that can be slightly unstable from the jittered rendering resolve it uses to up-sample. This is then improved, I suspect, by Unreal Engine’s TAAU to up-sample that back to 4K as often as possible. ![]() The PS5 and Xbox Series X both have two modes: one is the default, which you could call a Quality mode or Ray Tracing mode, which runs at 30fps and has a dynamic scaling resolution with counts ranging from 3456x1944 to 2304x1296, effectively 90% to 60% of 4K.
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