Thatis a nice idea! I feel like the pointer motion should also be slowed down (or acceleration changed or something) because with the 60fps it's too fast to really adjust precisely your shot, at least for me. The new sounds are cool, admittedly the original's one where a bit harsh.
This also reminds me that I wanted to make a new version of the game with mouse support for ages, I don't know why I never done it, I even already have some code for the android version... So I should do that soon and maybe I will switch to 60fps too and "remaster" the sounds
Dark Souls has a well-deserved reputation for being punishingly difficult, but also for rewarding you with a sense of accomplishment. Finally, after six years, Dark Souls Remastered gives us a properly working PC port that doesn't rely on mods to look, control, and run how it should.
The graphics options also remain extremely limited. You can choose between FXAA and temporal AA, and enable/disable motion blur, depth of field, and ambient occlusion. Several of these cause a modest hit to performance, see below, but visually only AA makes a noticeable change to the graphics output. Going from max quality to minimum quality only improves framerates by around 20-50 percent, with the larger gains coming on lower spec hardware.
There are four, count them four, settings you can adjust in Dark Souls Remastered. Here's what they do, in terms of looks and performance impact. Testing was done at 4k on an RX 560 4GB (so that the game was running well below 60fps). If you have a faster GPU, you're very likely to hit the framerate cap.
Anti-aliasing: Can be set to Off, FXAA, FXAA High, or Temporal AA. The latter is the best at removing jaggies but also introduces blurriness across the entire resulting image. The impact of FXAA/FXAA High is about 6-8 percent, while TAA can drop performance by 12 percent.
Motion Blur: Causes the image to blur with movement, and if you turn it off you can improve performance by about 14 percent. This is the largest impact on performance. I prefer this off regardless.
Depth of field: Blurs out distant objects, or at least that's the idea. You can see in the screenshots that the effect is quite small, unlike in the original release. Causes about a 13 percent drop in performance, and can safely be left off.
So yeah, 3840x2160 was easily playable on midrange and higher GPUs, and even budget GPUs or previous generation midrange GPUs do reasonably well. GTX 780 and GTX 970 and above, or R9 390 and above, all handle 4k at maximum quality and still get 60fps. Drop to 1440p max quality, and every graphics card and every gaming notebook I still possess hits 60fps. But what if you don't have a graphics card?
Basically, Dark Souls Remastered removes the final hurdles to a steady 60fps for the vast majority of today's gaming PCs. This goes for the CPU as well. The original Dark Souls Prepare to Die edition really hit a single CPU core quite hard, and you needed a fast Intel CPU (4.5GHz or so) to get 60fps in Blighttown. The remastered version is better able to use multi-core processors, and everything from Ryzen 3 2200G and Intel Core i3-8100 and above manages 60fps (assuming you have a sufficiently fast GPU). I didn't check older CPUs, but the PC already had fewer issues in Blighttown than consoles, and DS Remastered should run even better.
The launch of DS Remastered also means multiplayer is currently well populated, so you can invite other spirits to help you with difficult boss fights, or invade others to try to steal their humanity. And whether you're running the game on a potato or a high-end PC, you should be able to get smooth 60fps gameplay.
Jarred's love of computers dates back to the dark ages when his dad brought home a DOS 2.3 PC and he left his C-64 behind. He eventually built his first custom PC in 1990 with a 286 12MHz, only to discover it was already woefully outdated when Wing Commander was released a few months later. He holds a BS in Computer Science from Brigham Young University and has been working as a tech journalist since 2004, writing for AnandTech, Maximum PC, and PC Gamer. From the first S3 Virge '3D decelerators' to today's GPUs, Jarred keeps up with all the latest graphics trends and is the one to ask about game performance. "}), " -0-10/js/authorBio.js"); } else  console.error('%c FTE ','background: #9306F9; color: #ffffff','no lazy slice hydration function available'); Jarred WaltonSocial Links NavigationJarred's love of computers dates back to the dark ages when his dad brought home a DOS 2.3 PC and he left his C-64 behind. He eventually built his first custom PC in 1990 with a 286 12MHz, only to discover it was already woefully outdated when Wing Commander was released a few months later. He holds a BS in Computer Science from Brigham Young University and has been working as a tech journalist since 2004, writing for AnandTech, Maximum PC, and PC Gamer. From the first S3 Virge '3D decelerators' to today's GPUs, Jarred keeps up with all the latest graphics trends and is the one to ask about game performance.
With the arrival of the new wave of consoles, we didn't have the time to fully check out Need for Speed Hot Pursuit Remastered when it launched, but the Criterion masterpiece is especially deserving of our focus now as support has been added for the nex-gen consoles, opening the door to a 4K experience running at 60 frames per second. More than that, in the wake of the news that Criterion's new Need for Speed title has been delayed, it's also an opportunity to reflect on an astonishing run of iconic racing games from the Guildford-based developer.
It's something I was discussing with John Linneman recently: what exactly is peak Criterion? Some might say it's Need for Speed Hot Pursuit - a game that radically rebooted the franchise, bringing over the best of Burnout but respecting the core DNA of what made the original NFS titles so great. And then there was Autolog, of course, a remarkably successful attempt to meld social networking into a video game. But despite some remarkable coding resulting in input latency that matched or even beat some 60fps games, Hot Pursuit was a 30fps title in an era where 60fps was Criterion's hallmark. So maybe it's actually Burnout Paradise that's peak Criterion? But what about the incredible Burnout 3: Takedown? Or maybe the purist's favourite, Burnout 2: Point of Impact?
Perhaps it's simply enough to say that from the arrival of Burnout 2 all the way through to Need for Speed Hot Pursuit, Criterion was the undisputed master of the racing genre, with every game a must-buy - and in returning to what was the last truly great Criterion racing offering, it's very much business as usual. Yes, Hot Pursuit hasn't radically evolved visually from its PC rendition and despite running at higher resolutions and (on select formats at least) higher frame-rates than the original console versions, it's very much a game of its era. But the bottom line is that the game still runs beautifully, the handling is sublime and the concept is to-the-point, immediate and brilliant. Perhaps best of all is the vista-like presentation: the promise of an open road that stretches far into the distance. And yes, the resolution boost definitely helps there.
It's interesting to see how Stellar Entertainment has handled the remaster and its translation to the various platforms. Hot Pursuit was fundamentally a 30fps game and so are most of the ports. PlayStation 4, Xbox One and Nintendo Switch all target 1080p30 (with 720p30 delivered on the mobile rendition). Only PlayStation 4 Pro and Xbox One X had the option to improve frame-rate, with the choice offered between 4K30 and 1080p60 gaming. The recent upgrade isn't actually a patch specifically targeting the new machines: a new Maximum quality mode simply removes the frame-rate cap from the existing Pro and One X versions, allowing the inherent back-compat support in the brand new machines to kick in, propelling us to 60 frames per second. So yes, the modes targeting PS5 and Series X are also available on the last-gen enhanced machines too. It's not so much 'back compat plus' as such, more a simple mechanism to allow the existing game to get a measurable performance boost without the potential requirement to migrate across to a later, cross-gen enabled SDK.
What this does mean is bad news for Xbox Series S? Anchored down by the Xbox One S codepath, there are no extra modes added, so 1080p30 is the best you're going to get. Despite delivering a relatively huge increase in GPU power, and being easily capable of delivering 1080p at 60fps, there is no upgrade for Series S users - and that's a massive shame. And it's actually quite interesting to see that the new Maximum mode sees PS4 Pro at 4K unlocked typically running in the mid-40s, while Xbox One X by default is within touching distance of 4K60 in many scenarios - but what stands out from the performance analysis that running unlocked, Pro and One X are perhaps much more closer in output than the spec differential between the two systems would suggest.
In theory at least, moving the same code to PS5 and Xbox Series X should deliver a foregone conclusion then: with a 2x increase in GPU performance minimum, both should lock to 4K at 60fps with plenty of horsepower to spare. And that's definitely the case with PlayStation 5, which simply powers through at full frame-rate across our testing. However, we did encounter a specific problem area in the map on the Xbox version, which can see performance drop to the low 40s - and indeed the low 30s on Xbox One X. It only seems to be this one specific area on the map, near the coast, but because Hot Pursuit's tracks are all built around a single world, you do find yourself revisiting the same location fairly frequently and thus encountering the same performance drop. It's flawless on PlayStation 5, but clearly a problem on the Xbox side... and it does seem to be a GPU issue as the 1080p60 mode is still available and works fine there. To be clear though, it's very clearly a software issue - after all, Hot Pursuit Remastered does seem to be based primarily on the PC original, which was exceptionally well put together back in the day.
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