Resident Evil 5 Digital Foundry

Face-Off: Resident Evil 5 Remastered

Digital FoundryFace-Off: Resident Evil 5 Remastered

Capcom's new PS4 and Xbox One versions take on the original PC and Xbox 360 releases.

Capcom's Resident Evil Remastered series kicked off nicely with RE6 handing in solid 1080p60 gameplay, albeit with little in the way of visual enhancements. It was a promising start though, and with that firm foundation in place, basic logic suggests that the earlier, less technologically challenging games should run even better on the current-gen console. Curiously though, Resident Evil 5 Remastered doesn't quite deliver.

In terms of the basics, both PS4 and Xbox One hand in a native 1080p presentation, with post-process anti-aliasing replacing the use of more accomplished multi-sampling MSAA found on PC. On the whole, image quality is generally comparable with little of the texture blurring artefacts often seen with this kind of AA. Coverage across fine details and sub-pixel elements isn't handled as well as the original PC release, but the results produce a vastly superior image over the Xbox 360 game upscaled to full HD resolution.

The extra pixel count also manages to extract more detail from the higher quality texture work throughout the game, with brickwork and grass appearing suitably crisp. Of course, much of the artwork was designed around a 720p target resolution, and as such there are still plenty of lower quality assets on show - these don't hold up particularly well, especially when viewed up close. PS4 and Xbox One mostly match the PC game in this area, though in several cut-scenes we noticed Chris Redfield sporting lower quality texture maps on his jacket, along with reduced specular effects. It's not something we'd expect to see given how meagre the RAM requirements are for the PC game, and is mostly likely just a bug.

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Face-Off: Resident Evil 5

Digital FoundryFace-Off: Resident Evil 5

Not quite black and white.

Resident Evil 5 might not be quite the gaming masterpiece we were hoping for, but there are still plenty of reasons you should consider adding it to your gaming arsenal: excellent visuals, Resi 4-esque gunplay love, and a hugely enjoyable online co-op mode. The good news is that both Xbox 360 and PS3 games are worth serious consideration, but only one version will emerge triumphant from the uncompromising scrutiny of the Eurogamer Thunderdome. [I don't remember sanctioning a Thunderdome. - Ed]

The technology behind Resident Evil 5 is Capcom's very own Framework MT engine, which debuted on Xbox 360 as the workhorse behind Dead Rising. However, its earliest origins go back further to the Onimusha 3 era on PlayStation 2. Due to a series of presentations made at CEDEC 2006, reported in depth by the Japanese press and translated on the invaluable Beyond3D forum, we actually know quite a lot about this technology. For example, the MT stands for Multi-Target, Meta Tools and Multi-Threaded. And, amazingly, fewer than ten developers at Capcom's Japanese HQ created it.

Game development work starts on PC, and from there the code is easily ported to either the Xbox 360 or PlayStation 3, where platform-specific optimisations are coded in. The advantage of Framework MT is that although the focus is on console, Capcom also gets a PC version effectively for 'free'. This is a barebones version though, used for reference, and requires quite a lot of additional work before being ready for release as a commercial product - which may explain, in part, why we have to wait a while yet until Resident Evil 5 hits PC.

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