Last week we offered readers a selection of screenshots with which to compare Marvel’s Spider-Man: Miles Morales. We also implored those dead-set on 60 frames Performance Mode to at least give Fidelity Mode a try. This week we have hack’n’perish action-RPG Demon’s Souls and it’s a more complicated case to examine.
While Cinematic Mode has some utility within the game, namely the game’s Photo Mode, it doesn’t usually offer enough visually to be tempting. There is also one advantage that Cinematic does offer that could sway thes series’ hardcore following. Performance Mode’s 60 frames per second is not rock solid (Resetera). Demon’s Souls hits the target most of the time, offering a silky experience as you leisurely traipse its grim-but-beautiful environments. But when the heat is on, i.e. when you need perfect timing the most, a little choppiness here and there can be frustrating.
Resolution and Texture LoD
The easiest improvements to notice are definitely the resolution and how texture quality diminishes with distance. Demon’s Souls runs at a native 4K during Cinematic Mode while it runs at a 1440p in Performance Mode. Our very first screenshot (above) demonstrates this best with the stone structures of the wall and fort appearing less detailed in Performance Mode. The shots below also demonstrate this well also.
Level of detail (LoD) is especially important for the aesthetic of Demon’s Souls. The game’s original designers often rewarded players for their skill and perseverance with vistas of incomparable beauty. With 9th gen. tech on board and the accompanying raised expectations, Bluepoint worked hard at preserving the wow factor for these scenes.
The LoD is impressive on both versions – with detail stretching about as far as you would expect before the distance starts to occlude. You can, however, make out the reduced details of Performance Mode but’s pixel peeping.
Bumps, Filters and Shadows
The other differences can be hard to define for those who aren’t aware of the tech, terms and the tangible differences that they cause. Displacement mapping simply adds a 3D look to textures without adding polygons. Tessellation allows for higher resolution and greater detail within a displacement map by subdividing what polygons devs have to play with. Walls, dirt and carved objects use displacement mapping and tessellation extensively and Demon’s Souls is filled with wonderful displays of these techniques. Generally speaking, the displacement mapping is superior while using Cinematic Mode – the stonework especially stands out, no pun intended.
Displacement mapping can scale with distance also. Many of the subtle differences in how relief and depth is rendered in the two modes become more visible as the objects in question retreat from the camera. That extra sense of depth isn’t a huge deal in the grand scheme of things – but it looked a little more immersive to my eyes while playing.
The simulation of distance is well rendered, as previously mentioned, in both modes. Contrast shrinks, details become occluded by a haze. The application of filters to simulate distance are not equal though and again give a greater sense of depth while using Cinematic Mode. Combined with the differences in bump map scaling, Cinematic Mode expectedly presents a closer approximation of the spectacular detail that the original game’s creators were going for.
It’s also interesting to see the game’s handling of lighting, shadows and ambient occlusion. The sense of immersion that these bring was obviously a concern for Bluepoint. Both modes are spectacularly lit and shaded but the resolution for most of this is lower on Performance Mode.
Ambient occlusion and bloom are the easiest to notice. With wet stones and metal clothing showing blurrier blooms more often in Performance Mode. Most of our images show some form of the difference in this respect. Performance Mode often has hotspots of oversaturated blooming.
That One Thing
The difference between the two modes is not immediately noticeable. It took some pixel peeping and A/B examination to really tell the two apart in contrast to the oft-dramatic difference that ray-tracing made to Marvel’s Spider-Man: Miles Morales. Even running at different native resolutions, it’s often hard to split Demon’s Souls‘ modes on anything bar their target frame-rate.
The choice would be easy if not for the occasional Performance Mode stuttering. Most other games wouldn’t suffer as much as Demon’s Souls does when it occurs since there is so often only a single frame between evading one of the game’s many one-hit kills and losing your precious corporeal form.
Does the occasional frame skip or drop bother concern you or will you forgive the odd burp for the otherwise silky sixty? Do the fine details and shaders make any difference to you? Do you intend to cheese Armour Spider with arrows after the first few attempts at killing him the proper way? (Cos I did. Soz not soz.)