[0:05] [music] [0:08] >> Developer Capcom revives its long [0:10] dormant Onimusha series with Way of the [0:12] Sword, where a new demo offers up a [0:15] slice of the adventure ahead of its [0:17] September 25th release. The team's RE [0:19] Engine is deployed once again, of [0:21] course, hot off the heels of its uses in [0:23] Resident Evil Requiem and Pragmata just [0:25] this year. Today, then, as legendary [0:28] hero Miyamoto Musashi, you hack through [0:30] demon-infested temples in this 30-ish [0:33] minute segment, dispatching each foe to [0:35] great bloody effect, and mopping up [0:37] their souls with your gauntlet as you [0:39] go. The highlight, so far, is once again [0:42] Capcom's stellar use of facial capture [0:44] technology. Musashi's every grin and [0:46] grimace is put in these tight close-ups, [0:49] selling his role as the reluctant hero [0:51] before a single word's even been spoken. [0:53] Paired with object destruction, cloth [0:56] physics, plus decapitations, if you're [0:58] so inclined, there's a convincingly [1:00] hefty feel to his every move. Now, it is [1:03] obviously early days, but there are some [1:05] limitations to the demo worth touching [1:07] on. The upside is that PC and PS5 Pro [1:10] support ray-traced reflections, which is [1:12] great to see. On PC, the ray-tracing [1:14] setting affects the quality of those [1:16] reflections alone. However, beyond RT [1:18] reflections, we're missing support for [1:20] RT global illumination, RT shadows, and [1:24] even path tracing, features that are [1:26] included in Requiem and Pragmata. As a [1:29] result, and regardless of your chosen [1:31] Onimusha's demo reverts to a limited [1:34] rasterized approach to shadowing in [1:36] particular. It holds up well enough [1:38] outdoors, but you might notice lacking [1:40] shadow reactions from interior light [1:42] points, like lanterns and candles. [1:47] Limited ray-tracing features aside, as [1:49] an early snapshot of its progress on [1:51] PlayStation 5 and Xbox, Onimusha's in a [1:54] promising state overall. To start, every [1:56] console release gets two graphics modes [1:58] here, 460 FPS performance and 30 FPS [2:01] quality. Visual settings are identical [2:04] either way and both upscale to a 4K [2:06] target as noted in Capcom's handy [2:09] graphic here. However, the most notable [2:11] difference is the underlying native [2:13] resolution of each mode, which affects [2:15] clarity. So, PS5 and Series X run at a [2:18] dynamic 1440p to 4K in the performance [2:21] mode and settle more typically at a [2:24] fixed 4K value in the graphics mode. [2:26] Meanwhile, Series S drops to 1080p in [2:28] both modes and based on early testing, [2:31] it's rare to see much in the way of [2:32] dynamic adjustments under that figure so [2:34] far. In practice then, it's 1080p either [2:37] way, though this may change for later [2:39] chapters in the final game. Lastly, PS5 [2:42] Pro operates at a more flexible 1296p to [2:45] 4K range on its performance mode using [2:48] Sony's new improved PSSR upscaler while [2:51] the graphics mode runs at 4K. [2:55] Rounding out, the settings menu offers a [2:58] few other extras. The big one is the [3:00] fixed frame rate option allowing for a [3:01] cap at either 60 FPS or 40 FPS if you [3:05] have the performance mode selected. To [3:07] access that fixed 40 FPS cap, you'll [3:09] need a 120 Hz display attached of [3:11] course, while as an alternative, it's [3:14] possible to run entirely unlocked, which [3:16] is ideal for VRR displays. There's [3:19] plenty of useful options here then, but [3:20] in practice, the fixed 60 FPS [3:22] performance mode is all you'll likely [3:24] need. It enough on PS5, Series X and S [3:28] and controllable play is a locked 60 [3:31] based on the demo content at least. On [3:33] the quality mode meanwhile, it's only [3:35] possible to fix the frame rate at 30 FPS [3:38] or again, run with uncapped frame rates. [3:40] Finally, the PS5 Pro version gets one [3:43] extra toggle allowing ray trace [3:45] reflections. This works independently of [3:47] the graphics mode toggle at the top of [3:48] the menus and in fact, it combines [3:51] beautifully with Pro's 60 FPS [3:53] performance mode. Effectively, you can [3:55] run at 60 FPS with ray tracing engaged, [3:57] and there's no performance penalty in [3:59] doing so. There's no downsides. Engaging [4:01] RT reflections replaces the screen space [4:04] reflection method seen on all other [4:05] consoles, and for Pro owners, it's [4:08] really the biggest plus point. Alas, [4:10] it's not used as extensively as say [4:13] Pragmata's glossy spaceship corridors, [4:15] and the Onimusha demo limits the effect [4:17] to puddles and ponds scattered around [4:20] the temple. It's expected given the [4:22] setting. Still, as you can see, ray [4:24] traced reflections allows more thorough [4:26] coverage of the scene than SSR, and [4:28] avoids that method's classic occlusion [4:31] artifacts from the player. [4:40] The second PS5 Pro advantage is its use [4:42] of Sony's PSSR upscaler. In this case, [4:45] on its newest iteration. Combined with [4:47] the typically high pixel counts on PS5 [4:49] Pro, PSSR resolves a sharper image [4:52] compared to base PS5. A cleaner, more [4:55] stable frame in still moments [4:56] especially. It really stands out when [4:58] using the 60 FPS performance mode, where [5:01] a native 4K isn't a given. Though, to [5:03] truly demonstrate, I've had to go for a [5:05] two times or even three times zoom here. [5:08] The resolution on base PS5 generally [5:10] holds up, but Pro offers a decent [5:13] refinement in clarity across the dark [5:14] pathways ahead. On top of that, the [5:16] additional benefits of PSSR is its [5:19] treatment of the moving image. Some form [5:21] of reconstruction artifact is expected [5:23] within the upscaling tech, but at least [5:25] PSSR avoids the banding trails, the [5:27] ghosting, present on the standard PS5 [5:30] version here. Note the arc of the sword [5:32] as we approach this demon, and likewise, [5:35] the trail left behind by Musashi's [5:37] cloak. PS5 Pro benefits from fewer [5:39] artifacts, and again, a slightly sharper [5:42] image if you know where to look. Great [5:44] stuff. [5:50] >> Looking past the image quality [5:51] differences and the ray tracing option, [5:53] PS5, PS5 Pro, and indeed Series X are [5:57] identical. The biggest variation in [5:59] settings is on Series S, as you'd [6:00] expect, which drops to 1080p with an [6:03] expected loss in clarity. The most [6:05] glaring impact of its lower native [6:07] resolution is the presentation of hair, [6:09] which tends to break up more obviously [6:12] on the four teraflop console. In classic [6:14] Capcom fashion, Series S also reverts to [6:17] lower quality texture maps. To be fair, [6:19] this is subtler than, say, the glaring [6:21] cutbacks in Street Fighter 6, and the [6:24] third-person view in Onimusha tends to [6:26] prevent putting them in frame too often. [6:29] Elsewhere, minor level of detail [6:30] differences are also in place for [6:32] foliage, favoring Series X, but [6:34] otherwise, Series S holds up well based [6:36] on the demo. You get SSR into the [6:38] bargain for reflections, volumetric [6:40] effects hold up well, and it runs at a [6:43] tight 60 frames per second on its [6:46] performance mode, too. [6:51] >> [music] [6:53] >> On which note, let's talk performance. [6:55] Base PS5, PS5 Pro, Series X, and S are [6:58] all faultless in their push for 60 [7:00] frames per second, at least while in [7:02] gameplay. There's barely a drop on [7:04] record here, and again, PS5 Pro does it [7:06] all with ray tracing engaged, too. Even [7:09] with a high on-screen enemy count, [7:11] multiple effects, and the destruction [7:13] physics, each is locked at 60. The fact [7:16] that Series S is also hitting the mark [7:18] perfectly is encouraging. The only [7:20] downside is the cutscenes, which engage [7:23] more post effects, notably depth of [7:25] field, with less flattering readings [7:27] overall. On base PS5, for example, we're [7:29] dropping into the 50s while first [7:31] collecting the gauntlet, and then later, [7:33] even going into the high 40s during a [7:35] final boss showdown. It applies to all [7:37] machines, sadly. The silver lining being [7:40] that it's still within range for VR to [7:42] smooth out. That said, PS5 Pro does at [7:44] least minimize these cutscene lurches in [7:46] the demo, and so switching to a similar [7:49] boss cutscene on Pro, it's only dropping [7:52] to the 50s here. Again, it's only for [7:54] cutscenes, and once you take control [7:55] again, all consoles are back to a [7:57] rock-solid 60. [8:04] Those lucky enough to have a VR display [8:07] have an extra benefit in the form of an [8:09] unlocked FPS option. It works fine with [8:12] the graphics mode, but it's more [8:13] sensibly combined with the performance [8:15] mode to give VR the most frame data [8:17] possible. This way, both PS5 consoles [8:19] run from 60 to 90 FPS depending on the [8:23] complexity of the frame, and PS5 Pro is [8:26] the clear performance leader on average [8:28] as you'd expect. In fact, the Pro lead [8:30] ranges from 4 FPS to 8 FPS in matching [8:33] runs, and surprisingly, you'll spot the [8:36] ray tracing mode is the more performant [8:38] of the two. In almost every scene, [8:40] keeping ray tracing disabled, therefore [8:43] engaging SSR, is actually more expensive [8:45] for the system across a bulk of the demo [8:47] content. Perhaps it's down to the [8:49] minimal use of ray tracing in most [8:51] scenes, being limited to a small [8:53] scattering of puddles. Either way, ray [8:55] tracing or not, the divide is very [8:57] slight, by around 2 to 3 FPS in favor of [9:00] keeping RT engaged. Meanwhile, jumping [9:02] over to Xbox Series X and S running [9:05] unlocked, you're getting a likewise 60 [9:07] to 90 FPS range. Despite running at [9:10] matching settings here, Series X is [9:12] averaging at 2 to 3 FPS lower than base [9:14] PS5, which thankfully doesn't affect [9:17] play with a 60 FPS cap engaged. And [9:19] then, Series S trails behind X by a [9:22] further 1 to 2 frames per second on [9:23] average here. [9:30] All of this points to Onimusha: Warlords [9:32] of the Sword being a well-optimized RE [9:34] Engine release on console as it is, but [9:36] there's surely more to do and see in the [9:38] full version. There's a fixed 40 FPS [9:41] option, too, of course, which could [9:42] potentially be a good backup if you [9:45] prefer to mask those sub-60 drops during [9:47] cutscenes on the performance mode. That [9:49] said, I did notice an unusual bug at 40 [9:52] FPS with one frame seemingly dropping [9:55] every 960 frames. PS5 and Xbox consoles [9:58] have the same issue, a minor blip that's [10:00] evenly spaced out over the course of the [10:03] 120 Hz output. Thankfully, there's no [10:06] such issue with the fixed 30 FPS option [10:08] via the graphics mode. This gets you to [10:10] a perfect 30 FPS line with the most [10:12] crisp, high-resolution output each [10:14] console can afford. [10:17] The only remaining question then is how [10:19] this series return will play out on [10:21] Nintendo Switch 2. Looking at Capcom's [10:23] spec sheet, we're expecting a 900p image [10:25] in handheld and 1080p in docked, both at [10:29] 30 FPS. It's not yet certain if those [10:31] stated resolutions are the target image [10:34] for, say, DLSS or the actual native [10:36] pixel count we can expect on Switch 2. [10:39] Without a demo in hand for this one, [10:40] we'll also have to wait till September [10:43] to see if Nintendo's machine can hit a [10:45] tight 30 FPS lock. But for now, that's [10:48] all for this quick look. If you did [10:49] enjoy this video, feel free to like or [10:51] subscribe, and don't forget to hit that [10:53] bell for instant notifications as any [10:56] new video lands. 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