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CONTROL Resonant system requirements

Is this the same as Alan Wake 2? Seems like it
so no massive enhancements to the engine then, shame but does mean it will work on a wider set of hardware

Pretty much right down to them using Intel or equivalent for Min and AMD or equivalent for recommended.

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It uses mesh shaders instead, right?

EDIT: My question was answered. Mesh shader support on Series X, and primitive shaders on PS5.

it's technically "Geometry Engine" support on PS5. but how much that differs from the standard AMD Primitive Shaders is not really known I think. it's probably just a rebrand for the PS5/Sony's API tho
 
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why are spec sheets always so fucking weird 🤣

why list the 3060 as 1440p 30fps, and the 3070 as 1080p 60fps?
like... what?

VRAM?

They are pushing "low RT" and "medium" GPUs from AW2 as "recommended" in C2. Massive downgrade, they clearly made this game around PS5 (unlike PC centric AW2).

Look at the "Non RT" sections.
They havent shown us any of what Control Resonant requires for RT and PT.
 

both specs recommend 8GB...

honestly, devs should completely rethink how they do these.

they should literally just have one sheet showing 60fps targets with multiple tiers of cards, with the presets and resolutions they recommend for reaching 60fps on those cards.

and then a separate sheet for targeting 30fps, with another list of cards and settings/resolutions that they recommend for them to hit 30fps.
 
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I directly addressed this with... GORI... it removed one of them...

it's not only an implementation thing, it can literally be a quality issue. if the devs don't like the quality of FSR upsampling or FSR Framegen, then they might not want to support it 🤷

yes, Gori might be only 1 example of straight up removing FSR, but the fact that such an instance exists tells you that maybe ease of implementation might not be enough.

You keep on insisting on one game that is the exception, that removed FSR. And we don't even know why.

why is not using the dll the "hardest way" to implement it?

and maybe they thought the best way to implement it properly was a fully dev driven implementation that is finetuned for this game, and the way to do that is to lock it to a specific version that looked and worked the best in their opinion 🤷

also, thanks to PC Gaming Wiki I now have found a few more games that support XeSS and DLSS but not FSR2/3/4

AEW Fight Forever
Chorus
Deadlink
Dead Take
Deceive Inc
First Dwarf
Flintlock
Fortnite (it has TSR of course, but no FSR4 so far)
Ghostbusters: Spirits Unleashed

and I stopped going down the list at that point, but alphabetically on that list from A to G, those are the games that support XeSS and DLSS but not any form of FSR.
afaik. none of them were Nvidia sponsored, and if they were, XeSS somehow still made it in.

I also saw a few games that only have XeSS support in there, which is weird, but... 🤷

Because the SDK for FSR3.1 uses dll. That was the main upgrade with this version, to set it as a dll so it can be upgraded.
Implementing it inside the executable requires more work. Especially considering that they had already implemented DLSS as a dll.
And of course, they didn't implement XeSS as well. And neither the FG techniques.

According to the PCGW wiki, AEW Fight Forever only supports DLSS2.3
Chorus released before FSR2. And it never got an update fort it. It got a technical sponsorship from Intel, when they were releasing Arc.
Dead take has DLSS 4, FSR 3, XeSS 2
Deceive Inc. has no upscalers
First Dwarf doesn't even have a page on PCG wiki.
Flintlock: The Siege of Dawn was sponsored by nvidia. They heavily promoted Flintlock as a showcase for DLSS 3, including both Super Resolution and AI Frame Generation.

And in a way, you might be right, that some devs will look at XeSS and think it covers everyone. Which is true. There are also devs that look at FSR and think the same, so they don't implement FSR.
But what is strange is when a game blocks both XeSS and FSR4. And the upscaling techs for both.
 
You keep on insisting on one game that is the exception, that removed FSR. And we don't even know why.

well, it's direct evidence that someone might not implement it, even tho it's just a drop in solution in the engine they use.

of course I keep bringing up a direct example of a devs choosing to not only not support it, but to completely remove it after it was already in



Because the SDK for FSR3.1 uses dll. That was the main upgrade with this version, to set it as a dll so it can be upgraded.
Implementing it inside the executable requires more work. Especially considering that they had already implemented DLSS as a dll.
And of course, they didn't implement XeSS as well. And neither the FG techniques.

According to the PCGW wiki, AEW Fight Forever only supports DLSS2.3
Chorus released before FSR2. And it never got an update fort it. It got a technical sponsorship from Intel, when they were releasing Arc.
Dead take has DLSS 4, FSR 3, XeSS 2
Deceive Inc. has no upscalers
First Dwarf doesn't even have a page on PCG wiki.
Flintlock: The Siege of Dawn was sponsored by nvidia. They heavily promoted Flintlock as a showcase for DLSS 3, including both Super Resolution and AI Frame Generation.

And in a way, you might be right, that some devs will look at XeSS and think it covers everyone. Which is true. There are also devs that look at FSR and think the same, so they don't implement FSR.
But what is strange is when a game blocks both XeSS and FSR4. And the upscaling techs for both.

here's the list I used from PC Gaming Wiki:

some of the specific arricles for these games wasn't updated to reflect the support. the list is more up to date, especially for smaller games
 
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