Digital Foundry tested The Callisto Protocol - the PlayStation 5 version turned out to be the most stable

Digital Foundry tested The Callisto Protocol - the PlayStation 5 version turned out to be the most stable
Published by 03 Dec, 2022 0 likes

Digital Foundry has dismantled The Callisto Protocol horror on current-generation consoles and PCs.

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The specialists were impressed by the visual, but the technical condition of the game needs to be improved. The main points from the review are collected below.

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The PlayStation 5 version is the most stable and the most preferred for the game, since there are a bunch of different problems on the Xbox Series X|S, and the PC version at the time of the review was, in fact, in an unplayable state.

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At the same time, the project makes full use of the capabilities of Unreal Engine 4 and is one of the most beautiful games on this engine today. The characters look very detailed and natural.

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DF calls The Callisto Protocol one of the best examples of realtime character drawing among modern games at a level close to The Matrix Awakens demo.

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The surroundings are also made with an impressive level of detail and in some cases boasts a huge number of handmade geometric details.

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In addition, the levels are filled with dynamic elements, ranging from strong snow storms to huge spinning fans that create a slight shaking of the camera.

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Another aspect in which The Callisto Protocol proved to be strong is animations.

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The main character has a real sense of gravity during movement and melee, and firing weapons is accompanied by the necessary response, when enemies react to each hit, stumbling exactly as you expect.

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Another key element of the visual design of The Callisto Protocol is related to the use of hardware acceleration of ray tracing.

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In the quality mode on the PlayStation 5, a combination of reflections with retrace and hybrid shadows is used.

The game also involves the transmission of light by ray tracing, applied to the translucent skin of enemies, which in combination with reflections creates frighteningly realistic flesh, allowing you to see through the surface of veins and other complex details.

The ray tracing mode retains a relatively high resolution, and the visual improvements that it has make the limit to 30 frames per second more than justified.

Ray-traced reflections are applied to a wide range of surfaces, not just glass, resulting in many scenes looking more accurate and holistic.

Hybrid shadows also add more realism to the image, improving the consistency of characters and objects with the environment and increase fine detail due to the simultaneous operation of a large number of light sources casting shadows.

An alternative to the quality mode is the performance mode, which speeds up the game to 60 frames per second.

To achieve double the frame rate, ray tracing is disabled, the resolution of some effects is reduced, and dynamic resolutions with scaling from 1440p to 1728p are used.

In performance mode, the PlayStation 5 (and Xbox Series X) demonstrates minor inconsistencies in frame transfer, which VRR-enabled displays can handle well, and drawdowns below 60 frames per second can also occur, which are usually limited to certain areas.

The quality mode is generally stable on the PlayStation 5, with the exception of a few complex sequences, however, slowdowns occur from time to time in both modes, so it is also impossible to call the work of the game on the PS5 ideal.

The download time on the PS5 is one of the shortest among Unreal Engine games - the speed is almost instantaneous.

Also, The Callisto Protocol became one of the first releases from third-party studios, in which DualSense tactile feedback is fully involved.

The excellent work on sound and the use of 3D audio were separately noted.

The biggest problem on the PC was the strong statters that arose due to the compilation of shaders right during the game (a patch has already been released that fixed this).

The game also relies heavily on the speed of a single CPU core, since most processor threads are almost always idle, which makes it difficult to achieve high performance even on powerful systems.

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