The Leon section in particular has echoes of the kind of ambience that defined the early Resident Evil titles and with the new technology, dynamic light and shadow can be utilised much more effectively. Across the demo, it's shown at its best in the various cut-scenes, where Capcom also deploys its most detail-rich 3D models.
However, other elements in the visual make-up of the demo aren't quite so successful - indeed, they're downright puzzling. The trade-off in using deferred shading is that traditional multi-sampling anti-aliasing can't be used owing to ballooning memory requirements. The standard solution these days appears to be to switch to a post-process technique, with FXAA being the most popular choice. However, Resident Evil 6 appears to be using a much lower quality edge-smoothing solution that doesn't particularly impress.
The big issue we have with it comes down to deficiencies in sub-pixel detailing and long edges, with far more "pixel-popping" than we would expect to see from a modern post-process solution. To be frank, it looks rather poor and we would hope that it is either removed completely in the final game or else switched out for FXAA - the eventual route taken by the Dragon's Dogma developers early footage demonstrated that the devs also experimented with other techniques.
It's safe to say that overall performance in the Resident Evil 6 demo isn't exactly sparkling either, and it's in this respect more than any other that the game feels rough, unfinished and in dire need of some additional optimisation work in places. Based on the three analyses you'll find on this page, it seems to be the case that in this build, RE6 updates the frame with no respect to v-sync at all, meaning the framebuffer is flipped at will, resulting in almost ever-present screen-tear.
The most annoying aspect of this is that the tear-line has a habit of consistently manifesting right in the middle of the screen, exactly where the player is going to notice it most. The fact that the tearing remains in much the same area of the screen for extended periods suggests that the game is actually running at close to a locked 30FPS for extended durations, but with the framebuffer flipping from one image to the next while the display is refreshing.
We have a strong feeling that Resident Evil 6's presentation will be somewhat improved in the final version simply through sequencing the framebuffer flip to occur at the right time, just before the display refreshes. A good example of what we're talking about would be the very beginning of the Leon video on this page - it's a consistent 30FPS, but the double-buffered images are flipped at the wrong time, resulting in the constant tear at the middle of the screen.
The same effect manifests throughout the demo, suggesting it is not an isolated bug. Jake's stage offers up some Uncharted-style set-piece action, followed up by a close-quarters boss battle punctuated with attacks from enemy soldiers. Exploding the first wave of them as they abseil in proves rather satisfying.
However, even if we expect this to be fixed, in common with other MT Framework games on the Xbox , you should still expect to see plenty of tearing when rendering time exceeds 33ms and frame-rates drop below 30FPS - and it's here that we have plenty of cause for concern.
During the first couple of minutes of the Leon video, where the player is moving through the large, open dining room, frame-rate drops as low as 24 frames per second - perhaps because of the increased geometry of the visually more complex scene. Regardless, this is just one example of an area where performance is a real concern, especially as not much is actually going on. Other problem areas have a fundamental impact on the gameplay as it stands right now: Leon and Helena accosted by a swarm of zombies as they leave the elevator sees a lot of high-detail models in play simultaneously.
Frame-rate hits a nadir of around 15FPS and the process of getting those all-important close-range headshots proves to be extremely difficult - there's simply not enough visual feedback. Similarly, the climax of the Chris Redfield demo level - which sees Alpha and Bravo teams hook up to tackle a wave of the infected - sees consistent dips down to FPS. Control is sluggish and unsatisfying as a result.
Of the three campaign samplers in the demo, it's the Jake stage that holds up most convincingly, with frame-rate only really troubled during cut-scenes and screen-filling explosions. Perhaps not surprisingly it is the least graphically ambitious stage of the three once you enter the main battle arena, though there are some pleasing set-pieces and environmental destruction: in the showdown with the boss, the scenery gets blasted to smithereens as Jake and his partner guide the behemoth from one explosive red barrel to the next.
The more slowly paced Leon Kennedy stage seems to harken back to the series' survival horror roots, but attempts to heighten atmosphere by hobbling player speed and controls backfire badly.
In the here and now, only the Xbox Resident Evil demo is available - the PlayStation 3 version has been held back for 60 days.
Based on performance of MT Framework games on the Sony platform, there is some additional cause for concern here. Capcom's approach on PS3 is to aim for v-sync: this completely eliminates screen-tear, but new frames are only displayed when the screen refreshes - invariably causing a drop in overall frame-rate. The effect was tangibly felt in Dragon's Dogma , and the worry is that a fast-action shooter like Resident Evil 6 could be even more compromised - especially when we factor in that raw frame-rates on the Xbox version aren't exactly outstanding anyway.
We'll report back on the final code closer to the game's 2nd October release date where we would hope to see some improvements - especially on the bizarre tearing issues. In fairness, the demo does kick off with a warning saying that the game is still in development, and shouldn't be treated as representative of the final game.
But it's extremely rare that we actually see much in the way of tangible improvements between samplers and final release - the whole nature of demos is to showcase the product, after all. Unfortunately, we won't be able to check out the PC version in our upcoming report. While I thought there were some AI and object interaction issues while playing as Leon, I enjoyed the slower pacing.
Resident Evil 6. Capcom has a lot of 'splaining to do Its problems are numerous, both technically and in game design, leaving me questioning whether or not to buy the game at all, let alone pre-order it.
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Is this game relevant to you? Sign In or Open in Steam. Languages :. English and 7 more. View Steam Achievements Includes 70 Steam Achievements. View Points Shop Items 3. Points Shop Items Available. Publisher: Capcom. Franchise: Resident Evil. Share Embed. Read Critic Reviews. Add to Cart. Package info. Bundle info. Add to Account. Add all DLC to Cart. View Community Hub. About This Game Blending action and survival horror, Resident Evil 6 promises to be the dramatic horror experience of Resident Evil favorites Leon S.
Kennedy, Chris Redfield and Ada Wong are joined by new characters, including Jake Muller, to face a new horror, the highly virulent C-virus, as the narrative moves between North America, the war-torn Eastern European state of Edonia and the Chinese city of Lanshiang.
With four distinct, yet interwoven story threads, each with their own pair of protagonists for either solo or co-op play, both offline and online, not only will Resident Evil 6 deliver both different perspectives and gameplay styles but, with the introduction of the innovative Crossover mechanic players will be able to team up and share the horror.
At key moments during the game, up to four players can join together online to tackle a specific situation, with some stages seeing the usual partnerships swapped to further increase the depth of gameplay.
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