This summary of the video was created by an AI. It might contain some inaccuracies.
00:00:00 – 00:17:46
The video delves into the performance and graphical trade-offs in “A Plague Tale: Requiem” on PlayStation 5 and Xbox Series X, focusing on the challenges of achieving smooth 60 FPS gameplay. Developer Asobo Studio initially faced criticism for the game's 30 FPS cap at launch; they addressed it with an update introducing a 60 FPS performance mode, which required compromises like lowering NPC and rat animation refresh rates. This technique is also used in other games such as “Street Fighter 6” and “Elden Ring” to manage CPU load. Performance mode sacrifices, including reduced resolution (from 1440p to 1080p), texture quality, and environmental details like grass and wildlife, ensure steadier frame rates. Xbox Series X has a slight edge in performance, especially in high-stress scenarios and with 120Hz displays, sometimes reaching up to 120 FPS. The video concludes by discussing the implications of these trade-offs on future game designs and encouraging viewer engagement.
00:00:00
In this segment of the video, the narrator discusses the release and performance of “A Plague Tale: Requiem” on PlayStation 5 and Xbox Series X. The game, notable for its significant visual improvements over its predecessor, initially ran at 30 frames per second (fps) on these consoles, which was a point of contention for many players who expected 60fps performance similar to the original game. To address this, developer Asobo Studio released an update introducing a 60fps performance mode. However, achieving this smoother gameplay involved trade-offs, such as reducing the refresh rate for rats and NPCs from 60fps to 30fps, enhancing CPU performance. Consequently, while the gameplay itself reaches 60fps, elements like the swarms of rats and NPC animations update at a lower rate.
00:03:00
In this part of the video, the discussion focuses on the animation refresh rates in certain games and their impact on gameplay. Notably, “A Plague Tale: Requiem” displays rats at a reduced 30 FPS, leading to a disconnect when the game runs at 60 FPS. This design decision underscores the CPU demands of rendering such complex mechanics. Similar half-refresh techniques are observed in other games like “Street Fighter 6” and “Elden Ring,” where distant NPCs and enemies run at lower refresh rates to ease CPU load. Specifically, in “A Plague Tale: Requiem,” rats remain at 30 FPS regardless of distance from the player, unlike NPCs in towns where animation refresh rates vary with proximity. This approach helps maintain better performance despite the computational demands.
00:06:00
In this part of the video, the discussion focuses on frame rate performance and settings adjustments for enemy animations in games on both PC and consoles. The video highlights that maintaining 60fps for enemy movements is crucial for player reaction speeds. On PC, settings that adjust NPC refresh rates significantly impact animation smoothness, with a notable difference between low (20 or 30fps) and high (60fps) settings. However, PS5 and Xbox Series X do not have similar adjustable settings. There is an observation of a mislabeled toggle for rat animations on PC, where changing the number of rats instead adjusts their animation refresh rate. The video also notes that even when it appears certain settings are not working properly, understanding the right toggles can make a difference in gameplay.
Additionally, to achieve 60fps gameplay, consequential trade-offs were made, particularly lowering resolution and texture quality. For instance, switching from resolution to performance mode on the Xbox Series X (and PS5) drops the native resolution from 2560×1440 to 1920×1080, impacting image clarity but improving frame rates. Other quality sacrifices include reduced texture asset quality and draw distances, with detailed comparisons showing clearer visuals in resolution mode but better performance in performance mode.
00:09:00
In this part of the video, the focus is on the differences between performance mode and resolution mode in a game, particularly noting the visual compromises made to maintain 60 FPS. Performance mode prunes back certain details such as grass, textures, ambient occlusion, shadows, and wildlife, which become apparent when close enough. This results in more noticeable pop-in effects. In towns, entire chunks of grass and roaming animals like geese and hens are removed to sustain performance. The resolution mode at 1440p maintains higher settings and textures but runs at 30 FPS. Both PS5 and Series X deliver similar visual quality in performance mode at 1080p, achieving steady 60 FPS. Performance testing reveals that gameplay runs smoothly at 60 FPS on both consoles with no frame drops, enhancing playability despite the visual sacrifices.
00:12:00
In this part of the video, the reviewer discusses the performance of “A Plague Tale: Requiem” on various platforms, including the PS5 and Xbox Series X, particularly focusing on frame rate stability and the impact of using a 120Hz display. They highlight the ability of the Xbox Series X to maintain 60 FPS, with an occasional drop to the low 50s in certain high-stress areas. They note that the 120Hz mode allows for an unlocked frame rate, achieving between 70 and 100 FPS and occasionally hitting 120 FPS in specific scenes, making the game a useful benchmarking tool. The Series X is shown to have a slight performance advantage over the PS5, especially in demanding sequences. Additionally, the reviewer comments on the resolution mode, confirming a 30 FPS lock at 1440p with graphical enhancements when using a 60Hz display.
00:15:00
In this part of the video, the speaker discusses the performance of “A Plague Tale: Requiem” on the PS5 and Xbox Series X. They highlight how the game can run at 40 FPS in resolution mode on a 120Hz display with no drops, providing a smoother experience. The video addresses the visual compromises necessary to achieve 60 FPS gameplay at 1080p, such as lowered texture quality and reduced town detail. The update 1.5 is mentioned as a response to initial criticisms of the game’s 30 FPS limit at launch, and it underscores the trade-offs required to push next-gen visuals and complex game elements. The video concludes by questioning the future use of techniques like half-refresh animations to balance performance and visual fidelity, especially in big open-world games. Finally, the host encourages viewers to like, subscribe, and check out additional content on their Patreon.