AMD has been hit-or-miss when it comes to recent game releases, and while some of their cards have the power to run the latest games at high settings, they’ve been suffering from a lack of driver optimization. (This was certainly the case with their Fury X card.) The FidelityFX benchmark is designed to give AMD a chance to showcase what their cards can really do, and the results are impressive. The R9 Nano outperforms the GTX 970 by up to 35%, the R9 Nano outperforms GTX 980 by up to 11%, and the R9 290 outperforms the GTX 770 by up to 10%.
The Resident Evil series has been a classic for a very long time. The first game came out on the original PlayStation in 1996. The most recent game, Resident Evil 0, was released in 2018. There have been many Resident Evil games made since 1996.
Resident Evil Village is a new game that just came out on the 7th. May has been published. This game was developed and published by Capcom. It is a single player game that also has a multiplayer mode, in the survival horror genre that is part of the Resident Evil series of games. This edition is considered to be the main part of the series, it is the eighth main part. This is the narrative sequel to Resident Evil 7 : Biohazard, which was released in 2017. The game is very action oriented, but retains a survival horror style. It has been released for Windows, PlayStation 4 and 5, and XBOX ONE and X/S. The game uses the RE engine.
Thanks to AMD and Capcom, we were given access to this game before launch, which allowed us to gather features and screenshots for this article. This review is based on the full version of the game.
The RE Engine, or Reach for the Moon Engine, was developed by Capcom. It was originally developed for the game Resident Evil 7 : Biohazard and has since been used in many other games. Some of the best known games are Resident Evil 2, Devil May Cry 5, Resident Evil 3, Resident Evil : Resistance, Monster Hunter Rise, Village, of course, and Resident Evil RE: Pour.
New to Resident Evil Village are several new AMD FidelityFX graphics features. These graphics features work on AMD and NVIDIA graphics processors. In this game you will find AMD FidelityFX CAS, FidelityFX Ambient Occlusion CACAO. You will also find variable shadows, contact shadows and ray tracing.
RDNA-optimized SPD uses asynchronous computation to speed up texture mapping for more efficient post-processing. This speeds up game effects, such as flowers and reflections on the screen, without slowing down the frame rate.
FidelityFX CAS stands for Contrast Adaptive Sharpening. This feature is hardware independent, meaning it works with both AMD and NVIDIA GPUs. In the game you have the option to turn this feature on or off. Adaptive Contrast Enhancement improves image quality in low-contrast areas by increasing image sharpness and by sharpening images softened by post-processing functions such as TAA. This game uses TAA. Basically, it should make your textures a little sharper when you use TAA, which can sometimes cause a little blur.
In this game, you have three options for ambient occlusion: Out, SSAO and CACAO. This particular CACAO option is the AMD FidelityFX option. This is another hardware-independent feature, meaning it works on both AMD and NVIDIA GPUs. However, it is optimized for performance on GPUs with the RDNA architecture. CACAO stands for Combined Adaptive Compute Ambient Occlusion. You can read more about it in this PDF file. It efficiently and accurately renders ambient lighting and creates realistic shadows and lighting for deep shadows, saving resources for other functions. This ambient occlusion method uses an adaptive method for shadow depth and object quality.
Variable shading is another feature now supported by the RDNA 2 architecture. VRS analyzes the brightness and motion of images to optimize the rendering for optimal performance. It is claimed that it does not reduce the image quality, but when used in this game it did, and drastically so. VRS is not an AMD-only feature, NVIDIA also supports it in its Turning architecture, and it is described very well here.
That’s right, Resident Evil Village supports ray tracing. It even has two separate quality settings for ray tracing. You can change the quality level of the GI and the quality of the light reflection ray tracing. The quality levels are respectively low, medium and high. GI stands for Global Illumination. The GI models how light is reflected from surfaces to other surfaces, in simple terms. The GI and Reflection option in Resident Evil Village determines the quality of this GI and Reflection lighting. The quality of the light reflection determines the quality of the light itself. It adjusts the amount of reflected light by ray tracing.
When you go to the graphics settings to set the graphics options, you will notice that there are built-in presets. You can use it to easily adjust the settings if you don’t want to dive in and adjust them manually. Note, however, that this does not allow ray tracing. Even the highest Max preset contains no ray tracing. Beam tracking is a function that must be activated manually in all cases.
Here are all the parameters of the game. Note that the Image Quality option changes the zoom factor. If you set a higher value, it will render at a higher resolution than your monitor. It offers better image quality, but can also adversely affect performance by rendering at a higher resolution. The CAS option from FidelityFX only has the Off or On position. For AA, you can only choose FXAA or FXAA+TAA, which is the best option for AA. The maximum value of texture quality is high.
Note that the Ambient Occlusion setting is reset to Off when ray tracing is enabled. If ray tracing is enabled, Ambient Occlusion must be set back to On. Otherwise you will not have ambient occlusion when you enable ray tracing. When ray tracing is disabled, the SSAO or CACAO ambient occlusion can be selected, but only when ray tracing is disabled. When ray tracing is enabled, the only option for ambient occlusion is On.
These are the parameters of the Environmental Obfuscation. SSAO and CACAO are only accessible when ray tracing is disabled. When ray tracing is enabled, only the On option can be selected for this parameter.
Here are the variable shadow options. They took a step back, took stock and set priorities. Remember, VRS is only a delivery option. Turning it off will give you the best picture quality.
These are the ray tracing levels that can be enabled: low, medium or high. You can set GI and reflection and light reflection separately, but I’ve found it’s best to keep them both at the same level.