- Two toggles. RT mode and 120hz mode.
- Both modes target same resolution.
- You can also disable both modes to get a standard non RT 60hz mode (my note: but realistically there's no need to do that anymore).
- PS5|SX: 2160p using reconstruction with possibility of DRS.
- Series S: 1440p using reconstruction with possibility of DRS.
- RT mode: PS5|SX|SS all have similar visual feature set with resolution on SS being the only differentiator.
- Shadow, textures, RT quality is identical across the board.
- Compared to One X (which ran at 2160p already), the upgrades are on the 'subtle' side with slightly clearer IQ
- RT adds reflections and GI. Implementation is very subtle and reflections don't cover everything and aren't "that satisfying"
- RT reflections replace cube mapping and SSR in outdoor areas. But they're limited to select parts of the scene. Reflections are subtle indoors as well.
- RT GI is the bigger improvement. Adds diffused lighting and shadows and stands out both indoors and outdoors. The upgrade is "pretty apparent right away" outdoors, and indoors.
- Aside from the above, environmental draw distance are also enhanced on new consoles and also mitigates grass pop-in
- Shadow quality gets a boost and some textures are also enhanced. The bloom in the dinner scene at the start in the candles is reduced oddly enough.
- PS5|SX are "perfect" in terms of performance with RT. Only one instance of a fps blip found when opening the van door on Xbox.
- Series S has some drops in RT mode. In later stages and boss fights can drop between 45~60 FPS. Non RT mode on Series S is 100% locked however, but Series S VRR display owners should keep it on.
- 120hz mode runs flawlessly on PS5|SX in any testing DF has done.
- Series S holds 120hz typically with drops to 100 FPS lowest seen during a boss fight. DF thinks its very good even on non VRR displays, but for VRR display owners it's not an issue at all.