![]() ![]() The density of environmental meshes has been bumped up as well, with detailed meshes for incidental details like rocks, and very finely sculpted natural geometry. This results in more realistic materials on surfaces like wood and stone, refined indirect lighting and subtler specular highlights. Photogrammetry was used to achieve high-quality assets, with thousands of photos taken.Įlsewhere, the game offers clear improvements over its predecessor, thanks to a move to a photogrammetry-based art pipeline. There's still some technically complex changes to the mesh going on, but the older and more obvious approach in Sniper Elite 4 arguably produces a more satisfying result. The first thing you'll notice is the game's gory x-ray cams appear a little less gristly this time around, with the disturbingly realistic deformations to character meshes being somewhat masked by particle effects and blood splatter. So resolution and performance are something of a mixed bag, but the graphics as a whole have made clear strides since the last Sniper Elite title five years ago. Given the already low base resolution of the game on Series S, a 30fps cap could make sense to guarantee more consistent results - and might allow the game to run at a higher resolution more of the time. The Series S release fares worse, with frame-rates in the 50s during gameplay in scenes with many enemies or dense foliage, and in the 40s for cinematics and kill cams. PS5 and Series X deliver a locked 60fps during gameplay, but you can expect ~50fps during cinematics and occasional frame drops during x-ray kill cams - noticeable, but ultimately not bothersome given the very variable frame-rate in Sniper Elite 4 on console. Thankfully, performance is more straightforward. X-ray kill cams remain gristly, but the mesh deformation is more obvious in SE4. The PS5 and Series X/S releases appear to use a spatial upscaler similar to AMD FSR 1.0. ![]() ![]() Using temporal information (as in TAA) would fix many of these issues, so it's curious to see that Rebellion ultimately chose to go with an older-style non-temporal AA. Use of these two spatial techniques mean that PS5 and Series X end up with a somewhat noisy final result, but Series S really struggles with coarse edge detail and extra shimmer. What looks like AMD's FSR 1.0 technology is used to upscale to the console's final output resolution, which produces a sharper image - albeit one with shimmering in foliage and specular elements. That unfortunately results in rather aliased results and stability issues in motion. So far, so standard, but then this base resolution image is cleaned up with post-processed AA, rather than a more standard TAA. Watch on YouTube The accompanying video goes into more detail on Sniper Elite 5's visuals on PS5 and Series X/S. ![]()
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