CapCom Unity has word on demos for Resident Evil 7, saying the
updated PS4 sample of the survival/horror sequel is now available, the Xbox One
version is due this week, and the PC demo will come on December 19th. They offer
details on what this includes, saying the PC version will have PC-specific
graphics options. A new
TAPE-3 trailer accompanies the news, but this is from the full game.
This Steam announcement has more demo details, saying they are taking the
next couple of weeks optimizing it "to ensure an awesome experience for our PC
fans." In the meantime, they offer details on those visual options:
Screen Resolution…self-explanatory here,
but the game will list arbitrary resolutions supported by your monitor and
Windows desktop environment.
Refresh Rate…adjustable to frequencies supported by your monitor. Also
supports 144Hz high refresh monitors including Nvidia G-Sync.
Display Mode…Full screen, Windowed, and
Borderless Window modes are supported
Field of View…FOV angle can be adjusted
Frame Rate…supports 30, 60, and Variable
Rendering Method…Two options available -
Normal and Interlaced
Resolution Scaling…controls the game’s
internal rendering resolution. This is akin to upscaling and downsampling of
the final video output. Selectable option ranges from 0.5X to 2.0X. 1.0X is
100% 1:1 native output. The higher the number, the better the image quality
and more GPU ‘oomph’ required, while lowering it below 1.0 makes the image
softer (but also reduces GPU overhead and increases frame rate).
Texture Quality…option ranges from Very Low
to Very High. Higher quality requires additional local video memory.
Texture Filtering…option ranges from Very
Low to Very High. Internally, this is essentially your Trilinear to
Anisotropic filter that goes all the way up to 16X.
Mesh Quality…option ranges between Low to
Very High. This option also affects Level-of-Detail (LOD) quality.
Anti-Aliasing…Selectable options include
FXAA, TAA, FXAA+TAA, and SMAA.
Motion Blur…ON/OFF toggle
Effects Rendering…Selectable between Low,
Medium and High. This controls the intensity and density of certain visual
Depth of Field…ON/OFF toggle
Shadow Quality…option ranges from Very Low
to Very High.
Dynamic Shadows…ON/OFF toggle
Shadow Cache…ON/OFF toggle. When set to ON,
shadows for static objects will be cached in video memory.
Ambient Occlusion…Selectable options
include OFF, SSAO (Variable), SSAO, HDAO, and HBAO+. Note
HBAO+[www.geforce.com] is an Nvidia-specific feature.
Bloom Effect…ON/OFF toggle
Lens Flare…ON/OFF toggle
Volumetric Lighting Quality…Selectable
between OFF, Low, and High. This option controls intensity and quality of
dynamic lighting including light shafts piercing through window panes and
Reflections…Selectable between ON, OFF, and
Variable. Affects fidelity and quality of screen-space reflections.
Subsurface Scattering…ON/OFF toggle
Chromatic Aberration…ON/OFF toggle
Color Space…Selectable between SRGB and
That’s all for now, but you can also look forward to other PC-specific
customization options we haven’t covered here in the upcoming PC Demo launching
on December 19th.
McJammiepants wrote on Dec 4, 2016, 13:43: This game looks like an incredible experience I'll nope out of after 45 minutes. Life is currently full of enough anxiety, without the need for supplemental, pant-shitting, terror.
Too bad...I'd love to play it.
When you grow up and become an adult, you will learn the difference between fiction and reality. Just a few more years. Hang in there, li'l buddy...
Wow, what an unnecessary, sophomoric and condescending remark. What underlying issues are you displacing here?