Comparison and Technical Analysis of Devil May Cry 5

Capcom's big game run continues the coming of devil may cry 5. Six years have passed since the company developed for the last time a Devil May Cry. This new game is something special, which combines a brilliant visual section with lots of fun, style, action and a spectacular use of the RE Engine. . Visually, Capcom is quite successful and although there are important differences between the four versions of the console, the game looks great and fun, regardless of the platform you're playing.

There are also striking visual achievements with this title, especially with regard to characters who, as a result of the aliasing, can pass as actors in a modern CG movie. DMC5 is an action game where characters always play a central role. The camera's field of view is relatively closed and focuses heavily on the action, but if you prefer, it is possible to adjust the distance from the camera through the option menu.

However, it is in films where the game really shows the skill of artists and designers. Capcom uses a complex system of cameras based on their real homologues to provide sequences with an impressive address. The initial sequence of credits is a good example, which slowly evolves while Nero moves through it. The credits are set to different parts of the stage with a dramatic effect, but it is the detail of the animation that it really sells to you: it is the physical of the clothes, the exact interaction with the stage or the sensation of the moment while sequencing ahead, the result is fantastic. The sensation of realism is enhanced by the physical-based delivery, which makes material like skin, only has the look they need.

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But if you see a close-up of the DMC5 characters, the detail is even more surprising. The combination of a very realistic shade of skin with surface spread makes wrinkles and the way the skin is stretched gives the sensation of being better than anything of the graphics generated graphics. Even the whiskers are completely modeled, and we can face the most realistic teeth we've ever seen in a video game. Sometimes it's easy to forget how far we've come in terms of delivering graphics in real time, but we've reached the point where today's game characters often outperform the quality of CGI actors in movies like Final Fantasy. VII: Advent Children.

Capcom also offers the owners of the Deluxe Edition of the game an extra worth seeing: a look at how the movies are designed. You can enable these segments with preview in most important movies. This allows you to see how the design team approached this aspect of the project. Films are usually planned well in advance and are often presented in some detailed pre-visualization. It's great to see Capcom use real filming and directing techniques to add extra low fidelity to these movies.

The good news is that, besides the resolution, the movies are the same in all console versions of DMC5, and it's impressive to see how the Xbox One of 1.31 teraflops can provide this level of visual quality. But while the characters and film series are spectacular, most people come to Devil May Cry for the playable part, and it is essential to combine quality with good performance. When you play, modeling the characters is very detailed, but some elements, such as surface scattering, are offered in favor of better performance. In any case, the quality of the material is maintained, and the fidelity of the models is generally excellent. You can see it with the photo, available from the same day of release.

characters

Once you take control, the camera now follows the action and highlights the soft animations on the screen. The DMC has always managed to offer excellent control and liquid animation, and this new version is no exception: every subtle movement of the sword, jumping or escaping, is made in a very beautiful way. Each time your sword hits a surface, a light is generated to ease your attack, making it more readable and improving graphics in the process. The battle of the sword twists the stage while a subtle radial blur is combined with particles to give more attention to the animation. A very careful work is done in all the actions and the result is good.

The characters also use inverted kinematics so that the placement of the feet is correct on all flat or uneven terrain. It basically guarantees that your character is more closely related to the scenario, which is enhanced by the slowness of the controls and a weight of character that varies correctly depending on the process. The scenarios, but not as impressive as the characters, are equally beautiful. Leaving behind the more enclosed spaces of the last two Resident Evil, DMC5 finds itself in a city plagued by demons during a few moments of the day.

Spend a lot of time in sewers, subway tunnels and old buildings, which may not sound very exciting until you see Capcom artists making these scenes true. There is a lot of work on the material of the surfaces, the stone and the stone to the goldsmith, and everything looks pretty realistic. The scenario also depends on the indirect lighting, using a pre-calculated solution for it. In addition, volumetric lighting is often used to improve the environment, with light rays convincingly entering the dusty chambers. Several areas also have water, often in the form of small pools or feathers and with geometric waves that vary in our path. Reflections on wet surfaces are evidenced by projected cube maps, rather than screen space-based reflections.

In addition, in some areas, objects of the world can be destroyed during battles. The destruction is limited to certain elements, but even so it is possible to add a greater sense of chaos to the action. But what I like most about the design of the world, however, is how the scenarios are designed to adapt to the battle. Most arenas are wide enough to provide a fluid-free, frustrated camera, although it's true that there's a smaller area in which to have the right stick. But in general, there is a good balance between attractive scenarios and adequate combat zones. All of these improvements are also improved due to an excellent implementation of HDR; DMC5 avoids the slightly discolored gradient offered by some areas of Resident Evil 2, which instead offers a vibrant image that takes full advantage of the full dynamic range.

So we have detailed scenarios, modeling of very extensive characters and the excellent lighting of the RE car to visually produce a game very well. It is an excellent evolution from the previous installment of the saga which at the same time remains true to its design language. In that sense, the presentation is a great success, although I have a small problem with the pace of the game due to intrusive costs. On the positive side, we've once launched a mission with the entire liquid chapter, but the problem is that any update or mission menu requires a load. When Nico appears at the bus, you have a charge. If you want to adjust your movements or your equipment, you still have a load. The speed of these charges is similar in all versions, incidentally, but it is still a distraction during these sequences.

With the comparison between platforms, almost all sets of visual features are the same in all systems, with only variations in terms of resolution and, in some cases, in performance. Interestingly, the standard PlayStation 4 version is the only one with native resolution, in this case 1080p. In the standard Xbox One, a similar look is achieved, although in this case a reconstruction technique is used which in any case has little effect on the quality of the image. PlayStation 4 Pro and Xbox One X also use reconstruction techniques that offer 1800p in the Sony console and 2160p in the Microsoft console. The quality of the anti-aliasing is a bit better in X, while in Pro there are some flashers and interlacing artifacts.

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Everyone needs to be satisfied with the decisions made, because all the versions look very good and we haven't seen any signs of dynamic solution. Even if used, it is extremely subtle that it is irrelevant. The existence of chromatic aberration, which cannot be deactivated, makes it even more complex to determine with complete certainty. In any case, no matter what system you have: DMC5 is a game with a smooth and flimico appearance.

On performance level Devil May Cry 5 has two very different profiles. In the movie competition, Capcom is looking for the highest fidelity, and it can dramatically change, and move without linkage between 35FPS and 60FPS. In the improved consoles, PlayStation 4 Pro looks more fluid; It may have less resolution and less effective anti-aliasing, but it is between 5% and 20% faster, depending on the scene. The differential is very similar in standard consoles, where PlayStation 4 takes the lead and Xbox One S is displayed as the least liquid console of all.

In the playable part, the goal is the 60FPS and here three of the four consoles meet. PlayStation 4, PlayStation 4 Pro and Xbox One X almost always move in the number, but scenes with a larger number of alpha effects can cause some of them. In Xbox One X, the impact is bigger, though brief, and both Sony consoles are a more liquid pellet. Generally speaking, the difference is small and all the consoles are well played, although the Xbox One code has a problem so the frame rate is stable in any battle, which is often not at the time of reaching 60FPS no. Fluency is maintained only in scenes with basic trajectories.

If it has not been clear yet, we believe that Devil May Cry is a fantastic release and the continuation of a series of recent games where the Japanese company has spectacular graphics, an imaginative Designed and a lot of action blends with the latest technology to make an excellent game. It looks good on all systems, but as with recent multiplatform editions, only Xbox One S is left behind due to performance issues, although it's still fun. In any case, it's not easy to make a position with all the console versions. Clearly, among the standard machines we've chosen for the PlayStation 4, but with the enhanced it's not that clear, because both PlayStation 4 Pro and Xbox One X have their benefits. The Sony machine moves the game with a bit more fluency, while Xbox One X shows it with more resolution and better anti-aliasing. But where it is important, in fun, both are equally recommended.

Translation by Josep Maria Sempere.

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