Update: VG Tech has performed a frame rate test on the new Xbox One X version, and while it's much smoother, there's a suggestion the resolution has been lowered to 2880x1620. You can see that comparison video above.
Original Story: There's a new patch out for Resident Evil 3 today on Xbox One, and according to multiple reports (thanks Wccftech), it has fixed the frame-rate issues players have been experiencing on Xbox One X, now running at an almost buttery-smooth 60 frames per-second.
Until now, Xbox fans have been reporting various FPS drops in both the game's demo and the full release on Xbox One X (which runs at 4K resolution), and Digital Foundry did a breakdown showing the game varying wildly between 30FPS and 60FPS just over a week ago.
In contrast, the PS4 Pro version appeared to be running much more smoothly, only dipping slightly below the 60FPS mark. Now, following the update, reports like this from Resetera user Terror-Billy are suggesting the Xbox One X version is finally up to par, if not better:
"I'm super sensitive to framerate fluctuations. I saved my progress 2 days ago and that part was running at 45 fps or close. I loaded the file today after the update and the game is now a solid 60 on that part and over the hour or so that I played. It runs like Remake 2, with gameplay being solid 60 and cutscenes being a bit below sometimes due to high quality assets."
Have you noticed any differences following the patch on Xbox One X? Let us know in the comments.
[source wccftech.com, via resetera.com, youtube.com, youtu.be]
Comments 6
Good. Smooth stable framerates over resolution any day. Looking forward to getting this game.
Good! The one thing I hate is when developers try to push the Xbox One X too hard in favor of resolution when the same game on PS4 Pro favors performance.
It's nothing against the PS4 Pro at all, I would just rather the focus be a completely stable framerate first and then worry about using any extra GPU overhead to add visual flare.
Did the final Xbox One release of RE3 get Atmos support? It was absent in the demo (RE2 had Atmos support).
The more buttery smooth the better!
as a side note, I'm not a pc gamer, but everything I've seen is pc players will move heaven and earth to get better performance at the cost of visuals. And many games give them options to do that by changing settings. I wonder why developers seem to ignore that with consoles.
I agree with all comments above, performance must be the priority and visual additions the extras. At least Capcom fixed it quickly.
......and this is why I rarely buy Japanese games on my Xbox. The companies just don’t give a rat’s @$$ about Xbox, so we get stuff like this happening.
Shall I bring up Konami just refusing to patch the Silent Hill Collection on 360? Ridiculous.
And it just shows how much of a lazy, quick job this game was compared to RE2. The fact that is a $60 game is insane. From all the reviews I have read, this should have been a $30-40 game. Tops. Some are even saying this should have been DLC for RE2. It’s like 5-6 hours long with an awful multiplayer mode thrown in, that nobody wanted.
@KelticDevil
I really think this was just more of a rush job and an unfortunate consequence of the game being outsourced than not caring about Xbox. From what I remember the best console version of DMC 5 was on Xbox One X, so at least on Capcom's end it wouldn't seem to be an anti-Xbox thing and more of a 'we need to get this game out to try and capitalize on momentum' type deal. And sadly that attitude shows in the final product. I like it enough that I'm doing a second playthrough and will probably do another immediately after that but the game could've been so much more with the multiplayer cut out, a bigger focus on making Nemesis more like Mr. X from REmake 2 and adding the true Clock Tower segment.
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