1/28/2024 0 Comments G force shotgun reviewMy higher-end configuration with RTX 3080 Ti and Core i7 13700K processor ran the game maxed out at 4K at a stable 60fps for almost the entire run, with little to no shader compilation stutter either. I used the game's intro sequence as a benchmark, as it offers explosions, particles, volumetric lighting and real-time cutscenes. Moving onto performance, as current-gen consoles run at 60fps I think that's a fair target for higher-end and mid-range PCs too. I did see similar issues on PS5 too, so hopefully a fix can be provided in the future. These moments are a bit jarring - as are occasions where you'll spot your hands just floating in mid-air in a mirror. Equally bizarre is that the game's screen-space reflections aren't applied to many of the world's reflective surfaces, and when they are they transition awkwardly on and off the screen. Rather than opting to cover or shatter mirrors in its environment to avoid this tricky rendering situation like many other games do, Dead Island 2 has mirrors all over the place early on, but they don't work - you just get a low-res cube map that warps awkwardly as you pass by. There are tons of mirrors in Dead Island 2 - yet the player character is absent from them, save for (occasionally) their disembodied hands.Īnother oddity is how reflections are handled. 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. Watch on YouTube 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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