

Ray tracing is integrated more effectively, but its implementation still leaves me perplexed and wanting more.

Watch on YouTube A detailed video breakdown of the PC port of Resident Evil Village. It really needs to be looked at and fixed. The fact it's the AMD implementation is doubly disappointing: you'd expect a standardised solution from the vendor to produce good results but that's not happening here. Detail is lost and you don't need to eyeball screenshots or zoom in at 400 per cent to see the issue. AMD's FidelityFX implementation is used here and it's immediately obvious that something has gone badly wrong with it. To begin with, I was excited to see support for Tier 2 Variable Rate Shading (VRS) - which looks so good in Gears 5 and Wolfenstein Youngblood, and effectively gives you free performance with no perceivable visual drawbacks. I've also got issues with the graphical presets themselves. It's all counter-intuitive to the point where remarkably, menu navigation is actually a lot, lot quicker using a controller. Scrolling through the options is so, so slow and while keyboard works, you can't actually leave a sub-menu without pressing the right-button on the mouse (and no, ESC doesn't work). The problem comes in how the user navigates through the menu. In terms of features, the graphical options are great: there's plenty to tweak, along with preview imagery showing you what the settings actually do and some rough idea of the performance implications. It starts with the game's menu system and settings which are both excellent and awkward at the same time. This conversion really isn't where it should be right now. On the one hand, I love what the RE Engine is doing technologically and the game itself is fantastic, but on the other hand, I'm genuinely puzzled and disappointed by some of the design choices, bugs, glitches and performance problems. We loved Resident Evil Village on consoles, but unfortunately, my opinion of the PC port isn't quite so positive.
