And how well does Series S manage ray tracing?
The outcomes are quite much in line with expectations based on previous experience with the RE Engine, but we do get our very first look at how the innovation’s ray tracing efficiency scales onto Xbox Series S, having been left out of Devil May Cry 5 Special Edition.So, having got the step of the demo code from previous experience on PlayStation 5, how does Xbox Series X measure up? RT and still get a terrific-looking experience and in these circumstances, both Series X and PlayStation 5 are both locked at 4K60 in both demo areas.So how does Series S fit in? Where Series X runs simply under 60fps, Series S prowls in the mid-30s and basic consistency in performance is truly poor.
Capcom’s staggered roll-out of Resident Evil demonstration code reached its conclusion last weekend as the Village and Castle gameplay sections formerly offered on PlayStation consoles presented to Xbox gamers. The results are practically in line with expectations based on prior experience with the RE Engine, but we do get our very first take a look at how the innovation’s ray tracing efficiency scales onto Xbox Series S, having been excluded of Devil May Cry 5 Special Edition.So, having got the measure of the demo code from previous experience on PlayStation 5, how does Xbox Series X determine up? Perhaps undoubtedly, the outcomes are very much in line with our findings on Devil May Cry 5 SE: despite having mentioned an anticipated frame-rate of 45fps at 4K resolution with ray tracing enabled (based upon Capcom’s spec sheet), both Series X and PlayStation 5 really run with an opened level of efficiency and for the most part, actually perform at 60 frames per second. Both variations use Capcom’s image reconstruction tech to enhance performance over native resolution making, and both consoles look nigh-on identical to one another.
concrete difference originates from efficiency: Series X has a more dogged grip on its target 60fps, with somewhat less constant throughput from PlayStation 5. At best though, Series X delivers 10 percent more performance in stress-test scenes, but I did note one scene where both consoles dip from 60fps to exactly the same degree. Again, similar to DMC5 SE, Resident Evil Village’s RT provides low resolution reflections in combination with a lighting pass that replaces the non-RT variation’s screen-space ambient occlusion. There is a difference, but perhaps not a game-changing one. You can conveniently play the video game without RT and still get a terrific-looking experience and in these scenarios, both Series X and PlayStation 5 are both locked at 4K60 in both demonstration areas.So how does Series S fit in? Yes, there is an RT alternative and no, we do not recommend that you use it, as the hit to efficiency can be remarkable. Where Series X runs simply under 60fps, Series S hides in the mid-30s and general consistency in efficiency is truly poor. Image quality is quite excellent, however: where Series X renders at rebuilded 4K, Series S does it at a rebuilt 1440p instead -albeit with that big, big efficiency deficit. Thankfully there is a route forward for Series S owners. Shut off the ray tracing features and Resident Evil Village returns to the anticipated 60fps, with just the most small of dips underneath -and even then, just fleetingly.Capcom’s spec sheet had actually flagged the Series S non-RT experience as performing at 1440p with
an anticipated frame-rate of 45fps, so it will be really intriguing to see how the experience from this demonstration translates into the last game and to what degree these demonstrations are representative of the full video game. The trailer bundled with the demo definitely does appear to suggest a lot more of a diverse, dynamic experience than either of the 2 demonstrations, which are actually pretty fundamental in content terms. We’ll have responses on that quickly, along with a detailed look at the PC game.