PS5 / Series X: VRR update allowed more options for graphics.
Since VRR is now officially supported on all next-gen consoles (PS5 and Series X), this allows DICE to fully leverage the consoles and give more graphical options to the player.
Currently the games runs at a stable 60fps on both PS5 and Series X. This is a perfect performance mode. However, DICE can add a higher graphical "Fidelity Mode" with same resolution, but slightly higher graphics (ULTRA) which uses higher Mesh, Undergrowth and Lighting/Shadow and Terrain Quality (as in used in the BETA on the PS5 and Series X). VRR should be able to handle the between 50-60fps for this mode.
Problem:
Since launch, the tree, foliage and shadow LOD has been set way to low on the PS5 and Series X specifically. This was not an issue during the BETA. Yet, foliage and shadow LOD are GPU bound graphical, while performance on the PS5 and Series X are mostly CPU bound. As a result the lower LOD did not improve performance in Orbital when compared to the BETA.
DICE, Please revert the graphics as it was in the BETA and adjust the performance by changing the internal resolution if required or give an higher graphical Fidelity mode as an option for those who have a VRR screen. (This is an industry standard now)
Currently, when compared to the BETA, the game doesn’t look next-gen at all on the PS5 and Series X.
- There is literally a 15 meter circle around the player where foliage shadow/texture (short/long grass) is being renderen when the player runs forwards. This is very noticeable and immersion breaking.
- Shadow draw distance is set to 10 meters and a pop-in is experienced.
Presumably, the issue is related to Lighting/Shadow Quality or Mesh Quality, Terrain and Undergrowth Quality.
In the BETA on both PS5 and Series X:
- The foliage draw distance (short/long grass) was set to 25 meters.
- The shadow draw distance was set to 20 meters.
See the pictures for comparison.