Vampire: The Masquerade — Bloodlines 2 - Review and comparison of graphics settings, impact on performance
In this review, we'll focus on the graphical component: how modern does the updated Seattle look, what technologies are used, how lighting and reflections are implemented, and how the project is doing in terms of optimization and performance. Given the long production cycle and the transition to Unreal Engine 5, it's important to understand whether the developers managed to preserve the atmosphere of the original while bringing the game's visuals up to modern standards.
All measurements were taken on the following configuration with a screen resolution of 1080p:
CPU: AMD Ryzen 7 9800X3D
GPU: MSI GeForce RTX 4070 Ti GAMING X TRIO 12G
RAM: 32 GB DDR5 6200 MHz
SSD: Samsung SSD 970 EVO Plus 1 TB NVMe
The game features a decent list of graphics settings, and most options have 4 levels: Ultra, High, Medium, and Low. Settings not included in the review either had no visible impact or the changes were only noticeable over time, making them difficult to measure. Some parameters were tested only at their extreme values.
The only upscalers available in this game are DLSS and FSR 3.1. Performance with upscalers capped at 135 fps starting in Balanced mode, and further quality reductions had virtually no impact on performance, which can be attributed to poor engine optimization.
Native
- Image: Maximum sharpness and clarity of all textures and fine details (leaves, snow, brick, graffiti, highlights on pipes, the "DREAM" inscription). No blur, natural color transitions. The only drawback is noticeable "jaggies" at the edges (pipe, branches, outlines of the fuel tanks), but these do not detract from the overall impression, especially in static shots.
- Performance: 89 FPS (base for comparison).
DLSS Native
- Image: Anti-aliasing removes almost all the "jaggies" but introduces severe blurring—leaves blend together, snow loses texture, graffiti and the "DREAM" sign become muddy, and highlights on the pipes are simplified. The overall image is "plasticky," with a loss of contrast and detail.
- Performance: 97 FPS. +8 FPS (~+9% increase) compared to Native.
FSR Native
- Image: Optimal balance: jaggies are almost completely eliminated (only a slight hint on thin branches), while the clarity of textures and fine details (leaves, snow, graffiti, "DREAM," highlights on pipes) is maintained at or above Native levels. There's no blur, no plasticity—the image is natural, sharp, and clean.
- Performance: 93 FPS. +4 FPS (~+4% increase) compared to Native.
Summary of Native modes:
- FSR Native — surprisingly, the winner in terms of image quality in native.
It combines the maximum clarity and detail of Native with near-perfect anti-aliasing, free of artifacts and blur. - Native — the second in quality, but loses out due to the “ladders”.
- DLSS Native — the worst, oddly enough: +8 FPS does not justify the severe blurring and loss of detail.
Quality modes
DLSS Quality
- Image: Anti-aliasing is perfect—jaggies are completely eliminated on all edges (pipe, branches, and tank contours). Leaves have clear veins, snow retains its texture and highlights, and graffiti and the "DREAM" inscription are sharp, with the letters legible without softening. Highlights on the pipes and bags are contrasting. The image is clean, sharp, and natural, with no loss of detail.
- Performance: 132 FPS. +43 FPS (~+48% increase) compared to Native.
FSR Quality
- Image: Anti-aliasing is good—the "jaggies" are almost completely removed (a slight remnant remains on thin branches). However, the leaves are slightly blurred, the veins are less visible; the snow is simplified, with small irregularities being lost; "DREAM" is less sharp, with a slight softening; highlights are less contrasty. The image is a bit "soapy," especially on the vegetation and snow.
- Performance: 126 FPS. +37 FPS (~+42% increase) compared to Native.
Summary of Quality Modes:
DLSS Quality — the clear leader in image quality. It delivers maximum clarity, detail, and naturalness, completely eliminating aliasing. FSR Quality It loses out in sharpness and texture integrity—some slight blurring is noticeable, especially on leaves, snow, and text. The 6 FPS difference in favor of DLSS isn't dramatic, but it's visually significantly better. While FSR is the leader in native rendering, lower the quality and all its shortcomings immediately become apparent, allowing DLSS to take the lead again.
Balanced modes
DLSS Balanced
- Image: The vegetation is full of fine veins and volume, the snow cover is textured with distinct microscopic irregularities, the "DREAM" inscription is etched in sharp lines, and the reflections on the metal are bright and precise. Everything appears densely detailed, vibrant, and contrasting.
- Performance: 133 FPS. +44 FPS (~+49% increase) compared to Native.
FSR Balanced
- Image: The foliage turns into a uniform green mass without microtexture, the snow becomes flat, "DREAM" blurs slightly at the edges, and the highlights on the pipes fade. The image loses depth, sharpness, and detail.
- Performance: 134 FPS. +45 FPS (~+51% increase) compared to Native.
Summary of Balanced modes:
DLSS Balanced — is the clear winner in terms of quality. It preserves maximum detail and naturalness, while FSR Balanced noticeably simplifies textures and reduces contrast. One extra frame doesn't compensate for the difference in visual clarity.
Performance modes
DLSS Performance
- Image: The foliage retains its basic shape and veins, the snow cover remains textured, and the texture of the bricks beneath the "DREAM" sign is crisp, with visible seams and irregularities. The highlights on the pipes are bright, and the garbage bags have folds. The scene appears cohesive, without being overly simplified.
- Performance: 135 FPS. +46 FPS (~+52% increase) compared to Native.
FSR Performance
- Image: The foliage turns into blurry spots, the snow is flat, the brickwork under "DREAM" is blurred, the seams disappear, the surface becomes uniform. Highlights fade, the bags lose volume. The image appears flat and "soapy," especially on the walls and ground.
- Performance: 133 FPS. +44 FPS (~+49% increase) compared to Native.
Performance Mode Summary:
DLSS Performance — is the clear winner. It preserves the texture of bricks, the relief of snow, and the overall richness of the scene, even with aggressive upscaling. FSR Performance The image falls apart: the brick wall loses all texture, turning into a color spot, and the blur spreads throughout the scene. The two extra frames in DLSS are a nice bonus to the improved quality.
Ultra Performance modes
DLSS Ultra Performance
- Image: The brickwork beneath "DREAM" still retains its seams and texture, the leaves are simplified but not blurred into a mush, the snow retains a hint of relief, and the reflections on the pipes are visible. The scene is legible and coherent, despite the aggressive upscaling.
- Performance: 130 FPS. +41 FPS (~+46% increase) compared to Native.
FSR Ultra Performance
- Image: The brick beneath "DREAM" is a flat spot, the seams have completely disappeared, the foliage is a blurry green mass, the snow is a uniform gray surface, the glare has almost disappeared. The image blurs beyond recognition, losing all texture and volume.
- Performance: 134 FPS. +45 FPS (~+51% increase) compared to Native.
Summary of Ultra Performance modes:
DLSS Ultra Performance — is the only acceptable option. It preserves basic readability and remnants of texture, including the brick wall. FSR Ultra Performance It fails: the brick turns into a blob of color, and the entire scene becomes a blurry image. The 4 FPS benefits of FSR aren't worth the sacrifice in quality.
Ultra
Light from lamps, candles, and a neon sign diffuses softly throughout the room, creating deep yet smooth shadows under tables, chairs, boxes, and other furniture. Reflections on the wooden floor are rich and realistic: highlights from each light source are visible, including subtle reflections from candles and bright neon. Ambient lighting saturates the walls, ceiling, and all surfaces—far corners are softly illuminated, eliminating any blackouts. The overall atmosphere is warm, spacious, and cinematic, with a sense of the physical presence of light.
High
The shadows are a little harder, the transitions between light and shadow are less smooth, but still natural. Reflections on the floor are present, but less bright and contrasty—the glare from the candles and neon is weaker than in UltraSecondary lighting is maintained at a high level: the walls receive light from all sources, distant areas are only slightly darker, without sharp dips. The difference with Ultra noticeable only in direct comparison, the overall atmosphere remains deep and atmospheric.
Medium
Shadows become sharp, with visible steps under furniture and objects. Reflections on the floor almost disappear, leaving only faint hints of highlights from nearby sources. Secondary illumination is greatly reduced, with distant walls and corners falling into shadow, and the light from sources appearing more localized. Medium is almost identical to High—the difference is minimal, noticeable only upon close inspection of shadows and highlights. The room retains most of its volume.
low
Shadows are hard, flat, with sharp edges and artifacts. Reflections on the floor
They are completely absent. Secondary lighting is minimal—the walls and ceiling are almost black, and the light from lamps and candles appears "glued" to their sources, without interacting with the surroundings. The image completely loses volume and realism, and the lighting becomes artificial and unnatural.
Ultra
The shadows cast by the characters' feet are soft, with smooth transitions. The contact shadows at the base are sharp. There are volumetric shadows with gradients under the container and pipes. The shadow cast by the lantern on the wall is elongated, with soft edges.
High
The shadows from the legs are slightly harder, with shorter transitions. The contact shadows at the base are preserved. There are volumetric shadows under the container and pipes, but the gradients are weaker. The shadow from the lantern is less stretched.
Medium
The shadows from the feet are sharp and jagged. The contact shadows are simplified. There are flat shadows under the container and pipes. The shadow from the lantern is short, with sharp edges. Medium is noticeably inferior to High.
low
The shadows cast by the legs are hard and silhouetted. There are no contact shadows. There's a simple fill under the container and pipes. The shadow cast by the lantern is cropped.
Ultra/High/Medium/AA Off
The bike frames are uniformly smooth. The wires on the lights are straight, without breaks. The snow edges are smooth. The "MARKET" sign is clear, the letters do not flicker. Visually, all modes are identical—there is no difference in either static screenshots or while riding.
Ultra
- MARKET in the center: the letters are clear, the contours are even, the neon is bright and saturated.
- MARKET on the left: fully legible, each letter is distinct, neon tubes with clear boundaries.
- The garlands on the trees are straight lines, the lights do not flicker.
- Trees in the background have detailed branches, and the shadows from the branches are visible.
- The lanterns and the CROW MOB sign in the distance retain their shape and the light is not blurred.
Father
- MARKET in the center: absolutely identical Ultra — the letters are clear, the neon is just as bright.
- MARKET on the left: no different from Ultra — the letters are clear, the contours are even.
- The garlands are even, the bulbs do not flicker.
- The trees retain their branches and the shadows are clear.
- The lanterns and CROW MOB are fully detailed.
- Difference with Ultra - visually absent.
Medium
- MARKET in the center: remains legible, the letters are clear, the neon is bright - not inferior Ultra/Far.
- MARKET on the left: the letters are legible, but the outlines are slightly softer, the neon is less saturated than on
Ultra/Far. - Garlands with minimal flickering on distant bulbs.
- Trees lose small branches, the crown is simplified.
- CROW MOB is legible, but the letters have less contrast.
- Medium is inferior to Far only in details on the left and on distant objects.
Near
- MARKET in the center: still legible, but the neon is dimmer, the letters have less contrast.
- MARKET on the left: the letters merge, legibility is greatly reduced, the neon is barely visible.
- The garlands twinkle, the bulbs merge into dots.
- The trees are rough silhouettes, the branches are not visible.
- CROW MOB is barely visible, the sign is flat.
- Near significantly simplifies the background.
- Visual difference between presets Ultra, High, Medium и low Virtually absent—the textures on patterned wallpaper, wooden surfaces (table, shelves, cabinets), metal elements (pipes, panel), books, and boxes appear identical in detail, clarity, and relief. The only noticeable change appears exclusively on Low: the texture of the wooden baseboard under the key shelf loses its relief, becoming flat and less voluminous, with simplified transitions between the wood grain. Ultra, High and Medium the relief of the baseboard maintains the same depth and micro-detailing.
- Visual improvement when going from Low to Ultra No (except for minimal preservation of the baseboard relief). The actual difference in VRAM is 333 MB and is only noticeable between High and Medium. Ultra/High and Medium/Low have no difference in memory consumption.
Ultra: The reflection of the lantern light in a puddle is crisp, with a deep gradient from a bright green center to dark turquoise edges. The reflection of the snow is incredibly detailed: individual clumps, their contours, shadows, and even the reflections of falling snowflakes are visible.
High: The reflection of the lantern light becomes slightly softer, and the gradient loses saturation. The detail of the snow reflection is reduced: snowballs are visible, but their contours are blurred, shadows are simplified, and small snowflakes disappear.
Media: The reflection of the lantern light is noticeably blurred, the gradient becoming flat and pale. The reflection of the snow is greatly simplified: the clumps merge into a single mass without contours or shadows.
Low: The reflection of the lantern light is extremely blurred, the gradient barely visible, and the color turns into a gray-green blur. The snow reflection lacks any detail at all—it's just a general blur.
Vampire: The Masquerade—Bloodlines 2 turned out to be ambiguous in technical terms. Despite the transition to Unreal Engine 5The graphics don't match the level of modern projects using this engine: lighting and reflections work correctly, but lack impressive effects; environmental detail is average; and the visual style leans less toward photorealism and more toward the dark atmosphere of Seattle at night. The art is well-done—the combination of neon, damp streets, and soft shadows creates a recognizable noir look—but the game's technical performance is noticeably inferior even to some previous-generation releases.
By performance Bloodlines 2 shows itself better than expected: on modern hardware (Ryzen 7 9800X3D (and RTX 4070 Ti), the game maintains a stable 85–135 FPS depending on the scene and settings, without critical drops or micro-freezes. Optimization is generally good, especially for UE5—loading GPU и CPU distributed evenly, VRAM consumption remains within normal limits, and frame times are stable.
Of the available upscalers, only the following are presented: DLSS и FSR3.1The difference between them is noticeable: DLSS, in all modes—from Quality to Performance—preserves textures, contrast, and image clarity, while FSR, even at high settings, tends to produce a slight blurring and simplification of details, especially in vegetation and lettering. Meanwhile, in native mode, FSR demonstrated the best anti-aliasing quality without losing sharpness—a rare case where AMD's technology outperforms DLSS in visual clarity in a pure render. However, as the quality is lowered, the situation changes—DLSS confidently takes the lead.
Tests of graphic parameters (shadows, lighting, drawing distance, textures) showed minimal differences between modes Ultra, High, and Medium, indicating a weak gradation of settings—only lighting and shadows have a real impact on the image. This simplifies choosing the optimal profile, but reduces the game's visual potential: most scenes look virtually identical regardless of the quality setting.
Final conclusion
Vampire: The Masquerade—Bloodlines 2 Ultimately, the graphics are acceptable, but not spectacular. Stylistically, everything is consistent—the darkness, neon, reflections on wet pavement, and swirling fog create the right atmosphere—but technically, the project feels more like a previous-generation game. Optimization, however, is surprisingly good: stable performance, fast response times, and no serious memory issues.
However, player reviews on Steam (overall 55% positive) confirm the logical conclusion: the game is received lukewarmly and, in fact, has proven of little use to many. After a lengthy development period and a change of team (the new studio has no connection to the original Bloodlines and is known only for creating mods for Half-Life 2, with no particular achievements), the project has been stripped of the depth and character for which the first game was loved. Therefore, despite solid performance improvements, the result is rather disappointing—and technical stability cannot compensate for the loss of the spirit of the original, which remains the benchmark for a quality RPG to this day.





