- PS5 | SX use much of the same features as last year
- Both target 2160p with DRS (1728~2160p on both)
- Matching shadows, textures, draw distance
- RT features like reflections, shadows, AO, DDGI only applicable in all non-racing scenes (menus, pre-race etc). It reverts back to SSAO as soon as races start
- RT scenes run at 30 FPS (or close to it, the pre-race cockpit runs unlocked)
- Series S gets all the same features, including RT, in all the same areas
- Resolution: 1080p but the TAA does a reasonable job and IQ holds up well
- Series S does not miss out on any visual feature
- Quality mode: All console versions run at rock solid 60 FPS in races
- RT is enabled in the replays and cockpit view before the race, runs at 30~40 FPS
- With RT, replays are running at 30~40 FPS with screen tearing
- 120hz mode also supported but only on PS5|SX
- Resolution drops to 1440p with DRS (lowest metric can drop to 720p)
- RT is engaged in the same areas as Quality mode
- Resolution drop does not bring it to 60, but it runs between 40~50 FPS in the RT areas.
PC version:
- PC is the only version where RT can be engaged while racing
- 4080 GPU with Ryzen 7 not able to lock maxed out 60 FPS with RT
- DLSS Quality mode allows performance to run at or above 60
- Replays etc are the same as console, but in-game RT is the biggest differentiator
- DF highlights examples of places where it can be impactful in reflections, shadows, RTAO etc
- Both consoles and PC have a new DDGI toggle (Dynamic Diffused Global Illumination)
- On consoles this is like RT, only works in select areas, on PC you can toggle it everywhere, including in races.
- It has a subdued effect which works in replay/showcase scenes but in game play it doesn't have the biggest effect.
- PC version has DRS option and RT off can easily reach 120fps with 4080
- DF thinks DLSS Quality is the best option (Ultra pushes it a little too much to maintain 60 FPS with RT maxed out)