![]() ![]() VRS (variable rate shading) is also available, but I didn't care for the way it degraded the image so I left it off for my playthrough. This is down to the limited number of sensible AA options, with TAA being a bit blurry (but stable) at its high setting and FSR2 adding more detail but exhibiting shimmering in leaves, fences or grates. The only real concern here is image quality, which appears a little soft at times - even at native 4K. Loading times are also rapid, in line with the SSD-equipped current-gen consoles. In line with its last-gen roots, Dead Island 2 looks good but doesn't push any boundaries graphically, with a fairly standard lighting model with great use of indirect lighting, nice-looking character models and some slick animations. The settings screen does the job, but I'd have liked to see a game scene in the background to judge how setting tweaks affect image quality in real-time, but you can at least change settings from low to ultra without restarting the game. Wider ultra-wide aspect ratios are cut back dramatically to 16:9 for cutscenes, but otherwise work pretty well. You have a good number of options available for a modern PC release, including support for arbitrary resolutions at a variety of aspect ratios, borderless full-screen and FOV adjustment. Here's the video version of the full DF tech review of Dead Island 2 on PC. For those wondering, consoles are fixed hardware platforms, so shaders are shipped with the code. It's easily done, but this pre-compiling shaders ahead of gameplay is key in ensuring a smoother, more consistent PC gaming experience. ![]() The initial logo screens can be skipped with the enter key, but you'll want to make sure you don't skip the (rapid) shader compilation step. To find out, I played through around the first half of the single-player game on a range of PC hardware to nail down optimised settings and run performance tests.īefore we get to the results, let's start with that first boot experience - which is broadly positive. Dead Island 2 is something of a cross-platform success story, offering reasonable image quality and performance across both last-gen and current-gen consoles - so how does it fare on PC? Does it buck the trend of recent Unreal Engine 4 releases by delivering a stable, performant experience, or is it another disappointing PC port in the 2023 #StutterStruggle saga? ![]()
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