- #DYING LIGHT 2 GREENMANGAMING 1080P#
- #DYING LIGHT 2 GREENMANGAMING PC#
- #DYING LIGHT 2 GREENMANGAMING SERIES#
#DYING LIGHT 2 GREENMANGAMING PC#
PC is the best among them at this, as you can adjust motion blur and other settings more.
#DYING LIGHT 2 GREENMANGAMING 1080P#
The increase from the 1080p base is instantly visible and, although far from a drastic game changer (largely due to the noisy post-processed image from radial blur on motion that funnels your view with a peripheral blur and then chromatic aberration along with per-object motion blur and even film grain) you can disable that.
#DYING LIGHT 2 GREENMANGAMING SERIES#
The resolution mode does give us a difference, though, with the PS5's 3264x1836 being 10% lower than the Series X's 3456x1944. It does deliver decent image quality on a 1080p screen, but on a 4K screen the relatively low pixel level is apparent – not all due to pixel counts alone, though. It tops and bottoms out at 1920x1080 with no signs of dynamic resolution scaling or DSR, but it is pushing this little 4 teraflop GPU hard, even at the 30fps Performance level. The lower-end Xbox Series S, which only has a single mode. Also, the settings menu has good options with fast, low, high, and RT settings or tweaks across key areas such as ambient occlusion, motion blur, particles and those ray tracing additions. Oddly, though, they are screen space on horizontal planes such as water surfaces but ray traced on vertical surfaces to enhance material reactions, even at the highest settings. The PC version improves on this with more refined ray-traced shadows – or at least more of them – but the improved reflections also help. Some indoor or outdoor settings show minimal improvement while others really add radiosity bounce from surface colours and illuminate covered areas with greater light than any direct source would deliver. The benefit of the ray-traced shadows is obvious in many areas but the GI bounce, which appears close or the same as high settings from the PC in Performance mode and Medium in the Quality mode, is mixed. But in this mode, they are all quite low. Aside from the performance boost here and the cascaded shadow maps used across all objects, we do see the shadow filter being dropped on all consoles, with the Series S having the worst shadows of all. A nice boost is that the AO is now back to the level – or just one rung lower – that we see in the Quality mode. It’s pretty much identical on all platforms, aside from framerates, and the Series S has the better SSR reflections that PS5 and Series X use in the Quality mode but does not have any ray-traced shadows. Then we come to the shared mode across all three consoles: Performance mode. The benefit is resolution, which is significantly increased over all other modes but it does come at the cost of some beneficial post effects used to improve the image quality. This lack of depth and grounding of objects in the scene does stand out and again highlights some odd differences from Series X to PS5. Next is Resolution mode, which turns these ray traced shadows off and greatly reduces the ambient occlusion.