I just want to point out that very few (I was going to say none, but I figured someone would find at least 1 game that was) of the console games are running at native resolution.
My real take on texture resolution/legibility? If you are paying and the higher resolution texture is downloaded but not used, that seems like you are not getting your money's worth, no? Even if I have to run at a lower resolution, I want the crispiest texture the game offers.
EDIT: And yes Shadows and Lighting are very important, which is why some of us are big fans of RT Shadows and RT Ambient Occlusion (really RT Global Illumination). Metro Exodus Enhanced Edition comes to mind (for a game that looks 100% different/better with RT On).
While I agree the colors appear to be off on the Xbox version, I think it is using RT because RT tends to make the lighting more realistic (when doing RT GI) which does change the atmosphere of the game!
Not sure what you mean. The video says it’s running at 4K.
Capcom says it runs at 4K on Xbox Series X and according to
Microsoft games requiring 4K run at native resolution even if you’ve selected lower resolutions for other content. Xbox automatically switches to 4K then. There is no low-resolution upscaled mode in RE Village on Xbox Series X as far as I know as you also can see in the settings in the beginning of the video. The only questionable thing in the video title is 60 fps. Xbox can’t do that with ray tracing on at 4K in RE Village, only 45 fps.
If you don’t feel you get what you pay for you should play the game on proper hardware fitted for your needs instead of demanding your computer to be something it isn’t and function as a beefy console. My whole objection is against the nonsense about MetalFX upscaling making the graphics in horror games useless and ruining the experience. It’s upscaling btw, not downscaling as stated. MetalFX doesn’t take a high-resolution image and ruins it by downscaling. It upscales low-resolution images to higher resolutions.
Solving puzzles rarely or never works that way. It isn't dependent on graphics in such way described before. MetalFX doesn’t make you suddenly blind or objects invisible and I’ve never seen or played a game where you have to be able to read such small text like a bottle label from far distance to be able to solve problems or make progress. It doesn’t work like that, neither in real life nor in games. You spot objects and examine them up-close. That’s how almost all gamers do. They don’t take screen shots and leave the game to crop and zoom in to solve puzzles. They just go closer and examine things if they can’t see/read. In almost every game such objects are also highlighted or the cursor changes symbol for easier detection, like in
Layers of Fear. You can’t read that bottle label either in the large Xbox image unless you get closer or crop and zoom.
If people want to complain about Macs/Apple once more they should at least compare one upscaling technique with another on the same hardware with the same settings, not a native 4K image with highest setting on a beefy console with an upscaled 2K image with lower settings on a base MBA with weaker GPU and half the RAM. That native 2160p image on Xbox is actually more than 3 times larger than 1280p on MBA. Crop and zoom in 3 times more like done before and no wonder you don’t get much fine details. All those circumstances together have a negative impact on image quality.
For a better unbiased professional comparison I recommend Digital Foundry’s
video about MetalFX which concludes ”Apple has achieved something quite impressive here”. In comparison with Xbox X they say ”MetalFX Quality does manage to resolve more texture detail, has cleaner and more refined scene geometry and features a smoother rendition of many transparencies”. They also talk about some weaknesses like ghosting and lack of fine details in transparencies like the baby’s hair especially at 1080p.