![]() It's hard to definitively say which mode is worth picking: I spent most of my play through on performance since 60fps matters most to me, but the ray-traced shadows and ambient occlusion are a genuine highlight on console. The effects can be transformative then, but the trades to both resolution and performance are steep. Performance on both PS5 and Series X sticks unerringly to 30 frames per second on this mode, too. ![]() With ray-traced shadows enabled, character shadows also logically become more diffuse, the further away they get from the light source. Plant-life is transformed with an extra layer of shade. The leftover GPU horsepower is instead funnelled into ray-traced shadows and ambient occlusion, adding significantly more depth and realism in outdoor scenes especially. Lastly then, we have the quality mode, which retains the 30fps of the resolution offering, combined with a 1080p resolution. Series S? Think of its single 30fps mode as a slightly less stable version - still very consistent, but a little more prone to screen-tearing. In this respect, PS5 and Series X run in a very similar way. You are effectively getting a fully locked 30fps in this mode, however, with only very, very minor dips beneath this with isolated effects (such as jumping into water). It is an advantage for the Microsoft machine, but a limited one in practical terms - a touch of extra clarity is delivered, especially on transparent elements, but in truth, it's hard to tell the difference side-by-side. That's a 16.6 percent increase in pixel-count for Series X, just slightly beneath the compute differential between the two consoles' GPUs. Next up, there's the resolution mode which dramatically increases clarity in the image, thanks to a bump to 3200x1800 on PlayStation 5, rising to 3456x1944 on Xbox Series X. It should be available soon and we'll report back on how well it functions. There are reports of a variable refresh rate mode exclusive to Series X that unlocks the frame-rate on 120Hz screens but unfortunately, this was not functioning during the review period. Even so, the improved performance brings out the best in the sense of weight and movement in the game's parkour segments. However, the combination of the relatively low resolution and the temporal anti-aliasing solution ensure that presentation is definitely soft. The sheer consistency of this mode is laudable, especially as Techland does not lean into dynamic resolution scaling to achieve this lock. As standard, both machines boot in performance mode where rendering resolution is locked to 1080p, while frame-rate targets - and doggedly locks - to 60 frames per second. It's with PS5 and Series X where things get a little more interesting. Digital Foundry's first Dying Light 2 video covers off the state of play on PlayStation 5 and Xbox Series consoles. ![]() No ray-tracing features are included on Series S either. To get the bad news out of the way first, the multiple rendering modes are not present on Series S, which is fixed to a native 1080p at 30 frames per second (and to be clear, the 30fps target is also set for the last-gen machines too - we'll be looking at those versions in the next couple of days). Even on Series S, animations, texture quality, and lighting compare favourably to PS5 and Series X - the big downside being in resolution and frame-rate. Woodland areas flow beautifully with rare signs of performance drops. ![]() Right now the question is simple: how do PlayStation 5 and Xbox Series consoles run the game? Are 30fps and 60fps modes best for play - or should you push higher for the ray tracing features? Without question, Dying Light 2 looks great on all three current-gen systems. For that, you'll need a high-end PC (where Dying Light 2 offers even more visual features) and we'll be talking about that in our next piece. Three different rendering modes are on offer on PS5 and Series X consoles, all of them delivering something desirable - but the horsepower simply isn't there to offer them all in combination. Our first impression? Dying Light 2 can look astonishing - but it's no secret that it's exceptionally heavy on the GPU. With a focus of straddling the console generations while utilising cutting-edge visuals on the latest hardware, the studio promises us a rich density in detail, seamless streaming, upgraded physics, animation and AI. Developer Techland has a reputation for delivering exceptional visuals via its own in-house technology - the C-Engine, taking centre-stage in Dying Light 2.
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