How Resident Evil 4 Remake looks and works

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On Friday, March 24, the long-awaited remake of the survival horror Resident Evil 4 was released. Of course, the Digital Foundry editors did not sit idly by and once again offered us a very detailed technical analysis. The first video shows the general condition and comparison with the original, the second video shows the performance and visual difference between the individual versions.

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In general, we can say that none of the console versions is completely perfect. There are more issues from the demo that we also tested (see our old article). On the PlayStation 5, the problem is primarily visual quality, which allegedly suffers from poor upscaling using a checkerboard, which also causes very unpleasant flickering. None of the four modes offer a completely stable 60 FPS, but of course the closest is the non-RT performance mode.

The XSX version looks noticeably better, but suffers from other issues. On the one hand, it performs a little worse overall, which is not a big deal as it offers a larger VRR window (refresh rate can go as high as 24Hz, while the PS5 only has 48Hz). However, the game slows down a lot due to the so-called dead zones, that is, dead zones on the controller joysticks. Simply put, if you move the stick a little, the character/camera won’t move at all, making it feel like the game has high input lag. This is very annoying and we can only hope that a fix will come. The same issues can be found on the Series S.

There is also an old-gen version, but only on PlayStation 4. At first glance, the game looks very good, but upon closer inspection, you can see that the quality of textures has suffered (which sometimes take several seconds to load) or some shadows are completely missing, the resolution is of course also lower . The frame rate is not very stable, and the ability to lock up to 30 frames per second is unfortunately missing from the game. But it’s still playable.

Personally, I can also add impressions from the PC version that I finished a few hours ago. Fortunately, I can say that this is one of the best PC ports in recent times. The setting is very detailed and the game looks really nice. However, I recommend turning off Lens Distortion (on all platforms), and vice versa turning on Hair Strans (of course on PC, lighting broke on consoles unfortunately), which greatly improves the hair, although this technology requires a little energy. Ray tracing is only used for reflections, especially water, so you can easily drop it and the quality won’t suffer. Also keep an eye on your VRAM usage (it’s actually much higher than what’s listed on the menu), you need to have a little headroom.

I played RE4R on my rig with Intel Core i5-13600K, RTX 3070 and 32GB DDR5 RAM. In the end, I chose my resolution of 3200×1800 (precisely between 1440p and 4K), with almost all settings at maximum, except for shadows (which are incredibly demanding at maximum and I recommend setting it to maximum), ray tracing and textures (but I recommend doing everything for, so you can put at least 2GB, 1GB textures can be very smeared). I also turned FSR 2’s upscaling technology into quality mode, and the game ran at a steady 60fps for most of the time I played. The only drop I noticed was in a more difficult place where you spend a few minutes.

And yes, there are stutters in the game. Fortunately, this is not such a problem. This is not a shader compilation stutter, but a so-called traversal stutter, which is most likely caused by loading additional locations. This may have been a big problem in the Dead Space remake, but here it happens extremely rarely and, most importantly, never finds you in a fight. So if you choose the PC version and you have a powerful enough machine, you will have a very smooth experience.

Source : Zing

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