The worst game Arkane: Technical analysis of Digital Foundry Redfall

The worst game Arkane: Technical analysis of Digital Foundry Redfall
Published by 05 May, 2023 0 likes

The author of Digital Foundry John Linneman released a detailed technical analysis of Redfall - the new console exclusive Xbox Series X | S developed by the studio Arkane Austin.

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As could already be understood from the reviews of the players, the lack of performance mode with 60 personnel per second was one of the smallest disadvantages of the game against the background of many other technical problems and ruined potential.

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The main points are collected below. The first and most egregious of the problems of Redfall is associated with textures.

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This applies to both slow loading of some textures, which can occupy from 10 to 20 seconds, and just a low resolution of some of them.

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The quality of the shadows is everywhere at an unacceptable level.

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The game updates the position of the shadow map based on each frame in accordance with the angle of the sun, but poor resolution creates serious visual artifacts.

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The implementation of lighting in places also raises questions. For example, when interacting with characters in the eyes, the lack of proper dynamic indirect lighting is especially striking.

The NPC have a minimum of animation when pronouncing replicas, and the katsets are panoramic scenes with static objects and are accompanied by a sunbathing voice, playing the role of nothing more than an audio journal.

Because of this, most of the story simply crumbles. Another acute problem concerns broken artificial intelligence.

Sometimes enemies do not notice the presence of the player right during the attack on them. In other cases, opponents may suddenly stop fighting.

And even when AI works correctly, the behavior of enemies still seems awkward.

"There are so many problems in the game that one cannot but get rid of the feeling that she just needed more time before releasing.

" Redfall works in a native resolution of 4K in combination with smoothing the TAA on Series X, while Series S provides 1440p.

In general, despite the presence of flickering in some places, there are no special complaints about the quality of the image.

In the moments when the textures are loaded without errors and movements occur on the screen, the game may even look very pleasant.

However, between versions for Series X and Series S there are other differences that go beyond the framework of only one resolution.

Firstly, there are no reflections in the screen of the screen, which is why the puddles on the floor and from the blood are deprived of additional reflections present at Series S. In addition, the resolution of shadows on the younger console is even lower, which leads to even more rude visual artifacts.

At the same time, both versions have the same drawing range for light sources, casting a shadow, but with the equally poor effect of "pop-in".

The version for Series S is also characterized by a reduced distance of drawing in detail levels and, in general, the lower quality of textures.

At the same time, some textures can be loaded on Series S even faster than on Series X. As for performance, the console versions, although they do not support 60 FPS, but at least the 30 fps that the game provides with the correct distribution of personnel.

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