Once again, the implementation of DLSS is particularly noteworthy. As I stated in my separate DLSS 2.0 review, there have been a number of changes and improvements in this technology in recent months. Also in Death Stranding Nvidia’s AI-Supersampling cuts a pretty good figure again. But with a small flaw, as I will show later.
First of all a slider with the direct comparison DLSS off (left) and DLSS on (right). As you can see, the picture is much smoother thanks to DLSS – the pixel staircases at the edges are smoothed very well and at the same time the picture becomes noticeably sharper. In particular, the quieter picture is of course noticeable in motion, because above all, all the railings, masts and cables in the cities are not really nice to look at without DLSS.
As usual also again both pictures in full resolution:
It is also noticeable in detail that DLSS makes the textures look much sharper. You can see it in this scene on Sam’s overall (writing on the shoulder and thigh) and also on the truck’s shock absorbers.
And aich this comparison once again in full resolution:
-ERR:REF-NOT-FOUND–ERR:REF-NOT-FOUND-DLSS off-ERR:REF-NOT-FOUND–ERR:REF-NOT-FOUND- DLSS on
Obviously a small error has crept in during the implementation of DLSS. The railings etc. that were praised as wonderfully smoothed just a short time ago, are pulling. a strange black shadow behind him. This is especially noticeable when moving and especially where there is a high contrast between the smoothed object and the background.
Conclusion
Finally, a few words about the game in general and its technical implementation. Even though I was quite hyped up on Death Stranding because of the extensive discussions and couldn’t wait to get started, a certain disillusionment arose while playing the prologue. While the first steps, the examination of the graphically nicely staged landscape and also the first cutscenes still seemed exciting and refreshing, the story changed within a few minutes to a completely wacky sci-fi psycho trip.
I had to let the shock take its toll and during a longer break I thought about whether I wanted to continue playing the game at all. Of course I started the game again later and although it is so unusual, it is somehow also captivating. But after a few hours of playing I’m still not sure if it will captivate me until the end of the story. I like the staging very much and the missions with their little brainteasers and necessary foresight are refreshingly different from what you’re used to from other games. Should I come to a final opinion in the course of the next days, I will update this article accordingly.
Technically the game is very well implemented. The Decima engine made a solid impression on me and for a console port the performance is quite acceptable even on weaker hardware. The graphics are contemporary and the characters and their facial expressions are beyond reproach thanks to the motion capturing of real actors. The extensive landscapes and locations are also nice to look at, although you can see from the general lack of detail that this is basically a console game. The handling is a bit choppy at the beginning, but after some time you have internalized the game with the balance and the menu navigation.
I wish that Nvidia would fix the little flaw with the scrawl in the very well implemented DLSS implementation (the problem has probably been recognized and confirmed by now) and that AMD could perhaps fix the inexplicable spikes in connection with the Vega cards.
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