The arrival of Horizon: Zero Dawn on PC follows the release of a more recent game running on Decima Engine, Death Stranding. With no support of DLSS 2.0 in Aloy's adventures, we were curious to see how the game would perform in 4K so we recorded a bunch of HQ videos showing performance in various resolutions and with different graphics settings. As usual, our testing rig is composed of an RTX 2080 Ti and an Intel i9 9900K. Note: The day one patch was released an hour before the embargo lifted so there might be some notable improvements regarding performance. As a result, the following videos should be taken with a grain of salt as they may not reflect how the game will run on Friday when it ships.
Horizon: Zero Dawn is undoubtedly a game you should play if you haven't already, but you should keep in mind that it seems to be rather demanding, which means you might have to make some comprises to enjoy a perfectly smooth framerate. On our rig, even playing in 1440p with ultra settings would not prevent occassional drops or micro freezes. Selecting the original graphics settings (we assume they correspond to the PS4 Pro version) didn't allow for a smooth 60 fps in native 4K either and in our experience, only the lowest settings allowed it. The day one patch might help in this regard of course, but until we know for sure, we prefer to be clear. It's not surprising that such a game would be so demanding, but we expected our RTX 2080 Ti would be more comfortable in high resolutions. Thankfully, a resolution scale tool has been implemented, which gives a bit more possibilities when it comes to tweaking one's experience. From what we've seen, with a 70% render scale in 4K, lowering shadows and clouds a notch makes it possible to have a steady framerate, but lowering other settings can help too obviously, starting with the model quality option, which modifies the LOD. With an 80% resolution scale, the game seems to struggles whenever it starts to rain so 70 is probably the way to go for now. Now obviously, if you own a TV or monitor which supports G-Sync or Freesync, it might not be that much of a big deal, especially since the game allows for very high framerates. Aside from the few performance issues we have witnessed, the game remains a sight to behold, even on the lowest settings so it should be pretty easy to find the right balance between great visuals and performance. It's just a bif of a shame that the screenshots used in the graphics options should be so small as they do show the differences between each level of quality. All in all, the port looks solid overall, though we hope the day one patch which will come tomorrow will iron things out a little more to make it great. Too bad DLSS 2.0 isn't supported, it would clearly have done wonders.
On the upside
Unforgettable game world
Epic combat against machines
Frozen Wilds is included
HDR is supported
An awesome PS4 exclusive on PC
On the downside
Human AI and melee combat
60 fps comes with compromises
No DLSS 2.0 support
Resolution scaling every 10% only
For those who don't wish to look at all our videos and pause our footage to have the time to see all the different options that are available in the display and graphics menus, we thought you might appreciate to have a list of everything with as many details as possible.
• Display resolution • Field of view (70 to 100) • Adaptive performance FPS • FPS limit • Render scale • Aspect ratio • Display mode • Monitor • Refresh rate • V-sync • HDR rendering • HDR settings
Details about the graphics preset called "original"
• Textures: medium • Model quality: medium • Anisotropic filter: medium • Shadows: medium • Reflections: medium • Clouds: medium • Anti-aliasing: camera based • Motion blur: yes • Ambient occlusion: original
lmao *mild shock* Ancel was a piece of shit all along. suprised_picachu.jpg (20 Hours ago)
Right. I think programmable shaders were adopted fairly early on consoles (xbox360/ps3) (21 Hours ago)
@toelessfoot: Well, only recently they have been. I think this is the first gen I've seen where PC's are playing catch up. Not through hardware power, but through development cycles (21 Hours ago)
Yeah I think innovations on the console side are taken up more quickly by PC than vice versa because consoles are really lead platform for everything (23 Hours ago)
At least for most gamers. Similar to when everything went to pci-e (1 Day ago)
I think we could be seeing a dramatic shift in PC hardware where it'll be essential to own both an SSD and a next gen card with the api's to use them. That also would probably require new motherboards (1 Day ago)
If a game is built from the ground up to take advantage of that, though... (1 Day ago)