Comparison of Dying Light 2 on consoles

Techland developers have a reputation for being able to deliver exceptional graphics using your own technology, the C-Engine that powers the new Dying Light 2. With the dual intent of launching the latest two console generations and showcasing more hardware graphics modern, the studio promises high detail density, load-free streaming, and improvements in physics, animation, and artificial intelligence. Our first impressions? Dying Light 2 may sound amazing, but it’s no secret that it’s exceptionally demanding on the GPU.

The PlayStation 5 and Xbox Series X consoles feature three different rendering modes, all of which offer something uncomfortable, but there’s not enough potential to offer all three things at once. For this you will need a high-end PC (where Dying Light 2 offers even more graphics features).

Now, the question itself is simple: how do PlayStation 5 games and Xbox Series consoles work? Are the 30FPS or 60FPS modes the best to play, or do you have to go through the mode with ray tracing? Without a doubt, Dying Light 2 looks great on all three current-gen consoles. Woodlands are surprisingly lucrative, with little sign of declining performance. Including in the Xbox Series S, animations, texture and lighting quality are well maintained as well as the PlayStation 5 and Xbox Series X, making great sacrifices in resolution and frame rate. To get rid of the bad news first, the Xbox Series S doesn’t have many rendering modes, having an optional native resolution of 1080p at 30FPS (a goal the developers also marked for gen console versions previous one, which we will try in the coming days). In the tampoco Xbox Series S, there are no ray tracing options or features.


It comes with PlayStation 5 and Xbox Series X where things get more interesting. As standard, both consoles start the game with render mode, where the rendered resolution is stuck at 1080p and the frame rate is 60FPS. Consistency in this way should be alabada, especially taking into account that Techland does not resort to dynamic resolution escalation to achieve these results. Without a doubt, the combination of a relatively low resolution with a temporary anti-aliasing solution produces a definitely a bit boring image. Also, in any case, the better the performance, the better the feel of weight and movement in the parkour sections of the game, and the input lag is also lower. There was talk of a mode with an Xbox Series X exclusive variable refresh that unlocks the frame rate on 120Hz displays, but unfortunately that wasn’t available during the review period. When this function is activated, we will explain how it works.

Then we have a resolution mode that dramatically increases the resolution of the image, thanks to the increased resolution to 3200×1800 on PlayStation 5 and 3456×1944 on Xbox Series X. That’s a 16.6% difference in the number pixels in favor of Xbox Series X, only slightly below the differential computing power between the GPUs of the two consoles. This seems to be an advantage for the Microsoft machine, but in practice it is somewhat limited; there is something more interesting, especially in the transparent elements, but the truth is that it is difficult to see the difference when the two versions are placed side by side. This way you get a frame rate stuck at 30FPS, with only a few small bumps when certain concrete effects are shown (e.g. when jumping into water). In this regard, the PlayStation 5 and Xbox Series X are very similar. Xbox series S? Think of its 30FPS mode as a slightly less stable version – very consistent too, but with a greater tendency for screen tearing.

Finally, we have in quality mode, which maintains the 30FPS of the resolution mode, combined with the 1080p of the output mode. The advancement in GPU resources is intended to show shadows with ray tracing and environmental coverage, adding much more depth and realism, especially in outdoor scenes. Vegetation life also turns into an additional shade sheet. With ray-traced shadows enabled, character shadows are also more diffuse as they reflect off light sources. Performance in this mode, both on PlayStation 5 and Xbox Series X, is maintained at 30FPS.


Xbox series S

Xbox Series X (rendered mode)

PlayStation 5 (rendered mode)
Dying Light 2 offers three modes on PS5 and Xbox Series X. Rendered mode uses a native resolution of 1920×1080 and 60FPS, with image quality similar to Xbox Series S at 1080p and 30 FPS.

Xbox series S

Xbox Series X (rendered mode)

PlayStation 5 (rendered mode)
Graphically the graphic characteristics are the same on the three consoles with the same rendering mode, except for a curious difference in the tint of the apples on the PS5.

Xbox series S

Xbox Series X (quality mode)

PlayStation 5 (quality mode)
Following the quality of the PS5 and Series X, ray tracing drastically improves the quality of shadows and environmental coverage under vegetation. Fijaos in grass parks on the right side of this capture.

Xbox series S

Xbox Series X (quality mode)

PlayStation 5 (quality mode)
Interiors have become less affected by beam usage, with the Xbox Series S delivering a comparable result inside the home – but very distinct outside.

Xbox series S

Xbox Series X (resolution mode)

PlayStation 5 (Resolution Mode)
As for the resolution mode, the PS5 renders at 1800p, while the Xbox Series X renders at 1944p. Ambas consoles are significantly better than the standard Xbox Series S 1080p image, especially in details such as the member sidebar.

Xbox series S

Xbox Series X (resolution mode)

PlayStation 5 (Resolution Mode)
Similarly, city details are much higher in the distance to display near 4K on the most powerful consoles.

Solving method

Return method

Quality Mode
A comparison of the three modes on PlayStation 5. Ray tracing has a huge impact on grass rendering in quality mode, adding shadows with ray tracing and ambient coverage, as well as more brightness in interior segments .

Solving mode

Return method

Quality Mode
Shadows are also more diffused with ray tracing enabled, depending on the distance from the light source and the object it is cast on.

Solving method

Return method

Quality Mode
Despite the benefits of radiation path support, the nitidez was affected by only rendering at 1080p, a noticeable reduction from the 1800p of the PS5 resolution mode. Unfortunately, reflections are the only type of mode-independent screen space used.

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Effects with ray tracing can result in transformers, but the sacrifice in both resolution and performance is pronounced. It’s really difficult to know how to choose the right path: most of my starts spend using render mode because 60FPS is what matters most to me, but shadows with ray tracing and environmental protection are a authentic point to highlight on the consoles.

Seen in perspective, it’s a luxury that PlayStation 5 and Xbox Series X users have so many options in Dying Light 2: shadows with ray tracing, sixty frames per second and 4K compatibility are things that deserve to be tried. Undoubtedly, it is a pity that the three modes have distinctive characteristics, but at the same time they are also sacrificed. To get everything up and running – along with other visual enhancements – Dying Light 2 requires a high-performance PC with an Nvidia RTX card (because yes, DLSS is a crucial feature for it too). In any case, the possibilities of selection that Techland offers show its commitment to the next generation of hardware, putting all possible options in the hands of users – except that in the Xbox Series S, it remains only 1080p and 30FPS.

What surprised me the most was the effectiveness of shadows with rays of rays to be used when and where appropriate. Dying Light has plenty of moments to highlight this, including nothing more to start with sunlight filtering through the trees in the forest. It’s a whole lot better compared to the rest of the fashion, and something to consider for anyone who catches up with Dying Light 2 this week. For others, that is, it will be more difficult not to play at 60FPS, but at least users have the option to choose what suits them best.

Translated by Josep Maria Sempere.



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