The Shadow Drop of Olivian Remshed surprised someone that this was one of the worst secrets in the past few weeks, but surprisingly, it was a total limit to the visual over hall. The creative director is described as bone retaining bones by Todd Howard – the original logic – the original 2006 game, the developer has fallen to Virtuals to use the unrealistic engine 5 to re -work the visual layer. This is a very important move, and Remster gives us work, which has deployed a full suit of UE5 features as a graphics presentation. The lighting of the cylodel has changed through its lemon technology, which allows an anticipated form of global lighting and reflection with dynamic shadows. Character models, content and effects are also re -working from the beginning – as well as we find a new locomotor system that helps solve the dynamic images instead of original. Best of all, Virtuals added to quality of life, such as modern UI, leveling system, a sprint button, and even an latest lip-cyanc technology for NPCs.
We have already looked at the PC game but today’s console coverage is limited to the Xbox Series X and S version of the game, which is PS5 and Pro to follow. There is an easy reason. Last Friday, a new patch for the Xbox version of the game was deployed that improves the game’s issues to some extent in the game – but according to this post, a matching PlayStation patch has not yet been revealed. Therefore, the Fox Xbox Series X Performance and Quality Methods and the single series S30 FPS mode move.
Kicking with Series X, the game beautifully translates into Microsoft’s flagship machine that is based on UE5’s lemon software. The quality and content of the model are standouts, and the good news is that the Series X is supplying goods in both graphics methods. The biggest change is in the quality of the Lemon GI, where the quality mode runs on a high sequence – the lighting and shadow more accurately solve. This affects the bounce light in the shadow description and the light below the monastery. In the open world, shadow filtering on quality mode has also improved a lot, sharpening the shadow details, while the level of the LOD level of the trees, and the distance of the grass draw is also taken forward. Most quality mode benefits are in long distance detail, where nearly detail such as texture, shadow and geometry are the same. Finally, the local resolution is the second important distribution point. The target of targeting 60 frames per second, the performance mode targets 1440p in the most excellent case – which it reaches on the inventory screen where it has to present only one character model. However, in practice, the series X -60 FPS runs at 1760×990 in the most common outdoor gameplay. Meanwhile, 30 FPS Quality Mode pushes a high 1620p peak price – once again in the inventory screen – while most of the original gameplay is stunned to the local 1440p in the general game, and a worst case is coming to 1296p.
In fact, the cost of running at 60fps is boiling the quality of the image quality hit, the Lower World LOD and the Lemon GI. The explanation in the shots has been reduced even now, but we are getting more pixel data like this – thanks to the doubled in the frames offered by the console. Despite the cut backs, this is my recommended choice, though there are some important issues here to identify the performance. Frame rate performance testing on Series X, the target of 60 FPS is mostly accomplished inside small areas – such as Danjons or city walls. Here, the only complaint is the presence of really strange haching: some agree with auto -saving, while others are related to killing the enemy, changing the camera view, or just starting a conversation with the NPC. There is no escape: Frametime spikes are also possible in easy places, but usually the basements are still well caught on the 60fps mark.
However, when you step into the open world, the biggest problem arises in 60fps. Particularly to the horses’ back to the back, the traversal stats are a constant problem on series X in some areas. For example, by slamming your path on the top of the mountain, you will see the spikes up to 70 mm repeatedly, and a clutter of the worst dropped frames takes us up to 140 mm. Often these huts are with them. Most drops of CPU are generated in handling the logic of the original game and streaming globally. Thankfully, not all sectors are enough to the extent, but it is still easy to stumble from areas that all run permanently on 60 FPS. It is also similar to the results of Alex about the PC, where a powerful CPU is essential to get a high frame rate. Finally, the high -speed movement is equivalent to the high frequency of the huts during the outside, and maintaining the drops, while the move on the feet is more likely to reduce the chances of matters.
All this is running on the most latest patch of the series X – the latest update of April 25 shows version number 233550 in the game settings menu. Surprisingly, what we had in the launch blood is improved. Compared to the old version 233194’s international footage, we are now running at the frame rate of up to 16 FPS on Series X. It is difficult to control the same between weather and cloud coverage runs, but overall the trend is clear. The new patch of virtuals improves all stress -test areas on Series X and while its current condition is clearly incomplete, it makes this mode more viable for VRR display – the series X -40-60Hz offers a viable range. Whether it is galloping from the landscape, or fighting the missing volcanoes, the new patch is more expert in keeping it above 40fps. He said, “Crossing the world, there are huts and stathers, and always live in one place.” A final point on this: I reviewed a potential visual down grade between the patch, and the results were largely inexcusable. Some shots suggest a reduction in GI setting for this performance mode, but the test is over again, showing similar lighting in booting the same savings. Otherwise, the settings – and even local resolutions – are the same among the versions, so we are probably looking at the reforms below the hood, in handling its original misguided logic.
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We are saving decisions at PlayStation 5 and Pro unless it is received, but as matters stand, reading the frame rate for the base console is closely with the series X on its equivalent, old construction. Everything mentioned about Series X is applied here. The PS5 runs well in its 60fps format, except for the strange obstacle. It also shares the same local resolution target, which looks at 1440p in 60 FPS mode – while with curiosity, mostly common gameplay comes in less than 900p. Sadly, it also has a problem in handling roaming in any open world, where the Treasury Huts are clear. In using the run above the matching mountain as a stress test, the base PS5 often runs from the Series X to the 35-50fps range on the same type of similar 35-50fps: sometimes more, sometimes depending on the run point. It is unclear why there are variations between the consoles, but it is clear that the PS5 needs to focus on bringing the latest construction of series X.
There is a 30 FPS cap on a high average resolution, better GI and LODs, moving towards Quality Mode on Series X. Despite the benefits, it is difficult to suggest overall for two reasons: Ola, with permanent trails registered on the frame -time graph, with permanent trails up to 16, 33 and 50ms, 30 FPS -driven speed -driven speed. Even in simple areas of this, it results in a permanent decision for screen motion, which is a disturbance. Secondly, while the troupes are essentially sealed on the 30 FPS line, some of the big hutchies remain on the series X. Given the 33.3ms frame time, the limit for the huts is high, but whatever is found above, they remain stealthily like a thumb. Overall, it is important to say that reading is otherwise flat on 30FPs – except the huts – and if the virtual can fix the uneven frame, it will be more useful.
All this brings us to the Xbox series situation. For everyone who plays on Series S, the fact is that they have to do with a similar 30 FPS experience in Series X Quality Mode. There is no option for 60 FPS performances, and in this case it is possible to play with an uneven frame packing at 30. Usually the speaking series SS runs with a permanent 30 FPS reading and under this number there are no drops that restrict GPUs, even in heavy battles with the effects of Obvion aircraft. Although the main reason for the drops below the 30 FPS line, such as the premium Xbox machine, is in the traversal stathers that kick in the exact locations of the world.


To complicate this problem, Series S also makes visual kitbacks to maintain its 30 FPS line. The first resolution is dropped on a target of 900P, which reads nearly 810p with low boundaries. Series X has a drop -off in the image quality next to its 30 FPS quality mode, but overall it is still a decent turnout. Somewhere in the settings, drops are more amazing. We have significantly cut the grass, the number of trees, the lower level shadow quality, and even environmental textures. Even you will consider the density of the plant, that is, the soil in your feet looks more barren and snatches the plants.
Finally, there is a difference in the quality of the global illumination of the game, where the series X manages the light and shade interior areas. Most of this is less than Series X’s performance mode. The all -round, Series S, regretted most of the aspects, and the result certainly relieves some of the remaster’s brightness. There is a trouble to remove the quality of the structure in particular but equal to the course of the Series S
There is a lot to be positive about developer Virtual’s Olivian, at a place where he calls it a remster, it looks like he is selling it short. This is a real current general release that shows the latest tech of the unrealistic engine 5 but it needs to focus on deep issues, for the eyes candy. Owners of the Xbox Series have been engulfed in the same uneven frame with 30 FPS mode, which has some disappointing cutbacks in structure and global detail. Meanwhile, even on the latest patch, Series X users must decide between two compromising options: 30 FPS mode with similar frame packing issues, or 60 FPS options with drops in the open world. Traversal huts are a serious problem and represent a fundamental problem from the original game that should have been set as a new game’s priority. Nevertheless, not all of the performance issues should be ideally removed from something that is otherwise a remarkable project – but they are very unpleasant to ignore.