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Resident Evil 3: Remake - review and comparison of graphic settings

In today's graphics review, we'll look at graphics settings and their impact on picture quality in Resident Evil 3, a remake of the legendary 3 survival-horror Resident Evil 1999: Nemesis. There are quite a few graphics settings in the game, so you can adjust the quality to suit your hardware. Now directly to testing. Those settings that were not mentioned do not affect the picture quality.

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The first parameter is Rendering mode: Intertwined and Plain. The difference between the modes is visible and manifests itself in a decrease in the number of fine details and a slight decrease in the quality of textures and small objects.

 

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Next we have Image quality, which we will consider at 200%, 150% and 100%. The below makes no sense as the picture turns into a complete mess. The difference between all modes is visible, but is not very noticeable and manifests itself in a decrease in the clarity and sharpness of the image.

 

 

 

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Let's move on to Smoothing: FXAA+TAA, TAA, FXAA, SMAA and Off. The situation with anti-aliasing in the game is not very good. The most acceptable is FXAA+TAA, but it blurs the picture very much. TAA is not much different, but the transition to FXAA is much more noticeable - although the “soap” disappears, the edges of objects become jagged and this spoils the visual impression. This is especially noticeable in the hair. SMAA is slightly better than FXAA, but all still does not improve the situation much. Turning off anti-aliasing results in very jagged edges and is not recommended for use, although it is not very different from FXAA and SMAA. In general, anti-aliasing is a sore spot in the RE-Engine and the situation does not change from game to game.

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Texture quality: High 8GB, High 6GB, High 4GB, High 3GB, High 2GB, High 1GB, High 0,5GB, High 0,25GB, Medium 0,5GB, Medium 0,25GB and Low 0GB. Despite such a large number of modes, the difference is visible only with High 8GB and Low 0GB.

 

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Texture Filtering Quality: 16x, 8x, 4x, 2x, Trilinear and Bilinear. The difference is noticeable only between 4x and 2x, and it becomes most noticeable when moving from 2x to Trilinear. From 16x to 4x it is not noticeable. The difference between Trilinear and Bilinear is visible, but much weaker than before.

 

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Mesh quality: Maximum, High, Medium and Low. In theory, this setting is responsible for making objects, people and zombies look more realistic, but in practice the difference between High and Low is completely invisible.

 

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Shadow quality: High, Medium, Low and Minimum. The difference is significantly noticeable between all modes and manifests itself in a decrease in detail and clarity of shadows, plus some shadows disappear altogether.

 

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Reflections in screen space: On and Off. The difference between the modes is immediately visible - many reflections disappear from the screen when turned off.

 

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subsurface scattering: On and Off. According to the description, this setting is responsible for improved quality of skin rendering. It’s quite difficult to notice this in the game, except perhaps with a microscope and in 4k, so for comparison we’ll take screenshots from the in-game description. As you can see, this difference can only be seen if you know where exactly to look. But it is there.

 

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Volume Ray Quality: High, Medium, Low and Off. The difference is very noticeable between all modes, especially between Medium and Low. Turning off this setting completely removes the volumetric rays, which makes the picture rather unsightly.

 

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Particle Lighting Quality: High and Low. The difference is manifested in the absence of dust particles swirling in the light of the lamp.

 

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Volumetric light: HBAO+, HDAO, SSAO, SSAO in certain areas and Off. There is a difference between all the modes, but it is noticeable, somehow not clear and it is very difficult to determine what is where and how. The difference between HBAO+ and Volumetric Light Off is more noticeable.

 

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Glow: On and Off. The difference is evident in the lack of glow effect around some light sources.

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Lens flare: On and Off. There’s not much to explain here, turning on and off glare from light sources.

 

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Depth of field: On and Off. The difference manifests itself in blurry objects outside the camera's focus when the mode is turned on.

 

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Lens distortion: On (+ chromatic aberration), On and Off. An adjustment that adds a cinematic feel to the image, creating the effect of a camera lens. It seems that there are differences, but they are so insignificant and hardly noticeable that they can be more classified as “to taste.”

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FidelityFX CAS + Upscaling: On and Off. The difference between the modes is visible and manifests itself in higher picture clarity when turned on.

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Let's summarize. The graphics in the game are really excellent, although not without flaws. This is especially true for anti-aliasing - this is the main problem of the RE-Engine engine, which can be seen in all games created on it. “Soap” spoils the picture quite a lot, but if you switch to another mode, ladders become very visible, which are unacceptable, and the quality of the hair is greatly reduced. There are quite a lot of settings and most of them affect the picture. Otherwise, the impressions from the graphics are positive, fortunately the performance is at a very pleasant level.

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Comments (5)

This comment was made by the moderator on the site

Scaling by 150 and no anti-aliasing is needed on full HD.

This comment was made by the moderator on the site

bacana gosto desse tipo de comparação

This comment was made by the moderator on the site

Mesh quality. In theory, this setting is responsible for making objects, people and zombies look more realistic
in Battle1, the quality of the mesh is responsible for the drawing distance of small objects.
If you set it to low, objects are drawn in front of your nose. and the higher the setting, the further away small objects appear.
works as draw distance.
Maybe it's the same in this game. mesh quality = draw distance. The setting is purely processor-dependent.
FidelityFX CAS + Upscaling: Enabled and Disabled. The difference between the modes is visible and manifests itself in higher picture clarity when turned on.
we’ve made it) now we’ll use upscale to increase the clarity of the picture

This comment was made by the moderator on the site

Texture quality: High 8GB, High 6GB, High 4GB, High 3GB, High 2GB, High 1GB, High 0,5GB, High 0,25GB, Medium 0,5GB, Medium 0,25GB and Low 0GB. Despite such a large number of modes, the difference is visible only with High 8GB and Low 0GB.

There are only three modes: high, medium, low. And then the amount of video memory allocated for the cache is indicated. Roughly speaking, the game uses approximately 2-2,5 GB of video memory + 6 GB of texture cache. That is, 6GB is a mode for video cards with 8 gigs and those who want to utilize them 100%. Theoretically, this should slightly increase performance and reduce microstutters during reloads when moving to a new unloaded location.
Mesh quality: Maximum, High, Medium and Low. In theory, this setting is responsible for making objects, people and zombies look more realistic, but in practice the difference between High and Low is completely invisible.

This is the LOD setting. That is, the detailing of objects in the distance.
And subsurface scattering only works in cutscenes. In gameplay it is disabled, but it’s still difficult to see the model at point-blank range. And extra productivity won't hurt.

This comment was made by the moderator on the site

What kind of soap...