Dark Souls Remastered Switch 60 Fps

Dark Souls Remastered tested on all consoles – and only one locks to 60fps

Plus full PC analysis too.

With release code in manus, nosotros finally have a complete picture of how Dark Souls Remastered runs on consoles and PC – and while the notorious Blighttown was our first port of call for operation testing, it turns out that there are
much
better ways to button programmer QLOC’s refined version of the Night Souls engine. The title’s CPU bug are by and large resolved in the last production, but information technology turns out that it’s the GPU that is now our primary bottleneck. All versions of the game target 60fps, though only ane panel gives the states an absolute lock, while the PC release rights many wrongs – just is a remarkably unambitious effort overall.

Let’s kick off by re-confirming the basics nosotros established in our network test coverage. The standard Xbox One and PlayStation 4 each target 1080p, while their enhanced counterparts both strive for the aforementioned experience at a higher 1800p pixel count. For perspective, that’s a two.7x increase over both regular machines – with temporal anti-aliasing smoothing off the image and allowing for a svelte upscale for ultra Hard disk displays. And of course, most of the HUD and text elements are a truthful 4K also, which duly helps with the presentation.

On the surface, information technology’s frustrating that Xbox One Ten delivers the same resolution as PS4 Pro, bearing in mind the big increases in GPU compute, retention bandwidth and available RAM. Potentially, a button to a native 4K would exist in-step with that spring in power – equally we’ve seen in games like Resident Evil seven – but 1800p is where it’s stock-still. In theory, a dynamic resolution could have been a much better fit here, optimising the resolution of each frame based on whether 60fps is sustainable. Equally it stands though, in that location is a performance overhead on both machines – especially Xbox 1 X – that isn’t tapped into at points, which is a shame.

Resolution aside, Dark Souls Remastered ticks a few key boxes in visual upgrades, though at that place is the pervasive sense it could accept been pushed further. On every console format yous accept a vii.5GB install (roughly double the size of the last-gen original) and the upgrade effort embellishes From Software’due south original 2011 work. You get revised lighting, higher-res blastoff effects, animated grass textures, plus a new doorway fog effect closer in blueprint to Dark Souls three’s. Otherwise it’s much the same as before; textures are typically a pixel-match for the original 360 and PS3 release. Exceptions are in that location – changes to materials for example, like the knight’due south armour plating at the start, and the giant doors of the Undead Aviary. The actor graphic symbol’s wizened peel also benefits a pass of subsurface scattering unseen on the original, while anisotropic filtering quality also gets a satisfying boost. But by and large, this is a standard remaster – an attempt to brand the virtually out of existing assets.


Our full console breakdown of Nighttime Souls Remastered – stress-tested on every console.

With that said, the new lighting model makes for a big departure from the await of the original, and occasionally, some aspects practise somehow look sharper in the older version of the game. On remainder, the remaster
does
add a more than logical lighting model; bonfires and bright, fog doorways at present cast their own light across the environment, which just wasn’t the case in 2011. It is a technical upgrade overall, but for purists, there’s no question that the aesthetics have inverse, and it takes a small adjustment.

As for the residuum, this is a well-rounded port on all console formats. At its core, you get the same visual make-up regardless of platform, whether that’s the base PS4 or Xbox 1, or the enhanced machines. Beyond the resolution divergence, the 10 and Pro models run with tweaked parameters for blossom and depth of field, to match their resolution increment. For blossom peculiarly, this means less calorie-free bleeding around edges of geometry. The more powerful machines push sharper, less exaggerated lighting during the descent to the Firelink shrine, for example.

Ambient occlusion, texture quality, and the method of lighting are alspo replicated exactly across all systems. However, it’due south curious to notation some obvious omissions on the enhanced consoles. Every bit we noted in our network examination coverage, PS4 Pro and Xbox One X are missing effects that return properly on the standard consoles – information technology’s zip too noticeable, but that eye-catching lens flare is still absent. Another unusual no-testify is the moon itself on Pro and Xo, which during a dominate battle with Sif, it only renders in the heaven on the base consoles. The PC version has its own issues likewise; specifically a lack of height on some textures that are candy with parallax apoplexy mapping.

These are glitches that stand as of patch i.i and hopefully they can be fixed. Besides this, Dark Souls is visually complete between all four consoles and PC, and none of these machines miss out. Inevitably, the question of operation follows. Given that the visual appetite of the remaster is so straightforward, presenting a last-gen game with new effects at a higher resolution, you’d hope frame-rates hold at 60fps regardless of what you’re running on. And certainly, testing Blighttown on PS4 and Pro pre-patch was encouraging – showing the about demanding area striking a locked 60fps all the mode down on all systems.

But as things plow out, this notorious stress test is non the best challenge for the revised version of the Nighttime Souls engine – it’s no longer about CPU resources because the game’southward clear optimisation push is all about getting more than from your processor. To put things into perspective, we examined the PC game in depth, progressively scaling down bachelor cores on an eight-core Ryzen 7 1700. Performance drops beneath 60fps accompanied by stutter only started to intrude when just two physical cores/threads were bachelor. This focus in optimisation is essential in hit 60fps, bearing in mind the weak operation of the current-gen console CPUs. Equally a result, the emphasis shifts – now it’s the GPU that causes issues, particularly with alpha transparencies effects (or with multiples of them blended) and extreme close-ups on more challenging shaders – fur peculiarly.

So, with Blighttown fixed, the stress points are very different. While a majority of regular play is locked to 60fps, major bosses do notwithstanding pose a claiming. For example, the Great Wolf Sif boss hammers these consoles hard – a segment that drops to but 27fps on Xbox One, 30fps on PS4 and 44fps on Pro. Only Xbox One X, with its surfeit of memory bandwidth, manages to make the grade, retaining its perfect 60fps lock. This is by far the most impactful stress exam we could detect in the game and while other bosses likewise cause bug to a bottom extent, the pattern in performance remains the same, and information technology’due south only Microsoft’s enhanced panel that offers a full-on 60fps lock without exception. Looking to the PC version, both AMD’due south Radeon RX 580 and Nvidia’s GTX 1060 – GPUs with broadly equivalent horsepower to Xbox One X – once once more deliver a locked 60fps at the same 1800p, but struggle with alpha-intensive effects at full 4K. You’ll demand GTX 1070 or RX Vega 56 hardware to lock at max settings at ultra HD resolution.

In terms of the quality of the PC version port, in that location are 2 ways of looking at the state of affairs here. On the one hand, it fixes the most egregious issues that compelled modders like Durante to dip into the code of the original ‘Prepare to Die’ edition in an attempt to address its many shortcomings. Striking 60fps and staying there isn’t a problem on most any modern CPU (something that required a very fast Intel flake on the old version) and there’due south full resolution support, including ultra-wide compatibility. Nighttime Souls Remastered does the right thing here, querying Windows for the available set of supported resolutions and supplying them all to the thespian.


A deep swoop into the workings of the PC version of Dark Souls Remastered. It’s a world autonomously from the old Prepare to Die edition, but scalability is extremely limited and the experience is capped to 60fps.

These are all practiced things of course only for those looking for
more, there are very slim pickings hither. Those with high refresh displays will detect the capricious 60fps cap a profound disappointment – especially when there is now and so much CPU overhead. Anti-aliasing tweakables are limited to two FXAA options and the consoles’ temporal AA offering (which adds a touch of mistiness but provides the about solid option overall). Across that, at that place’s the ability to enable or disable motion blur, screen-infinite ambience apoplexy and depth of field. It’s nice to have those options, only fundamentally, they’re all best left enabled and the operation hit of the entire combo is minimal to say the least – nosotros’re talking just three to four per cent of GPU utilisation.

Overall, in that location’s the sense that further GPU optimisations could have helped the base of operations consoles lock absolutely to the target frame-rate, while the enhanced machines could have hit a native 4K – hardly too much to ask for from a last-gen remaster. And this palpable lack of ambition is much more than pronounced on PC, where the lack of scalability basically means that increasing resolution is the only vector for getting the most out of more powerful hardware, and so at the very to the lowest degree, an internal resolution scaler would take been helpful.

Still, despite the limited scope of the PC version, it is by far and away the best version of the game available for that platform – even factoring in all of the Prepare to Die Edition mods. But at the same time, it conspicuously doesn’t go far enough: it needs more visual options to allow for higher and lower scaling, as well as the ability to push refresh rates and frame-rates beyond the 60 limit. On top of that, after putting together the PC-axial video embedded on this page, a further effect was brought to our attending – a lack of frame-skipping, meaning actual slowdown if you lot are running at, say, 30fps. Additionally, there’s also an issue with bugged vibration support on joypad controllers, which – along with nerfed instances of parallax apoplexy mapping – we promise to see fixed in an upcoming patch.

In the final assay, Dark Souls Remastered does a good job of polishing upwards a truly classic game and the presentation holds up well on modern solar day 1080p and 4K displays – a testament to the quality of From Software’s core assets. Technically it is clearly something of a barebones remaster though, only despite this, it is still a success in many ways. Let’s put it this way: attempts past a tertiary party external studio to ameliorate the art and effects could have compromised From’southward original vision – and thankfully, that has definitely not happened. This is Night Souls as information technology should exist, liberated from the technical limitations inherent to the concluding-gen console and original PC versions.

Source: https://www.eurogamer.net/digitalfoundry-2018-dark-souls-remastered-console-pc-face-off