

#THE MEDIUM GAME PASS PC 1080P#
So at this point, despite leaning into DLSS and rendering from a native 1080p up to 4K on an RTX 3090, running this game fully tapped out at a consistent 60fps is not possible, so extrapolating that down to less powerful hardware - and especially to GPUs without DLSS - suggests a grim picture.
#THE MEDIUM GAME PASS PC PC#
Beyond RT, The Medium on PC looks similar to Xbox Series X, but there are other smaller changes as well, such as how the console version looks to be running with the medium setting for shadow quality, and a lower fidelity rendition of depth of field. And remember that in this scenario, actual internal resolution before the DLSS upscale will be native 1080p.

On an RTX 3090 - the fastest GPU money can buy - in one scene, turning off translucency reflections results at 4K DLSS performance mode saw frame-rates rise from 33fps to 76fps. It's an expensive feature, it's nice to have it, and it sure looks good - but I can definitely understand why it may not have made its way to the Series X version. The PC version also has other RT advantages in that some features are simply disabled on the console versions altogether - like translucency reflections on objects made of glass or clear plastic. But getting a consistent experience is currently impossible. Watch on YouTube The Medium on PC - yes, you can improve image quality over the console versions and there are more graphical features.

These are features available, easily tweakable, but I feel that the graphics menu option should open up these settings to the end user. This feature can be enabled on PC, it is a part of UE4, but you'll need to use Unreal Engine Console Unlocker to access it. Bloober also uses a console-specific form of RT reflections by biasing reflections to be more mirror-like, making them cheaper to render.
#THE MEDIUM GAME PASS PC FULL#
If there's one criticism I have of the RT features on PC, it's that there's very little granularity in the settings - so reflections always render out at full resolution: a hefty 4x increase in resolution. It's one of the best around, but DLSS is still delivering a significantly improved image, even in its performance mode, where a 4K image is reconstructed from native 1080p resolution.Īfter image quality, there's the implementation of RT reflections, where Xbox renders these at a quarter of the current native resolution (remember that The Medium uses dynamic resolution scaling, with a very wide 900p to 2160p range). As an interesting side-not, The Medium is based on Unreal Engine 4, and so therefore it's using its own temporal-based upscaling solution. In fact, in scenes we tested comparing Xbox Series X running at a higher native pixel-count to DLSS on PC, Nvidia's AI upscaling managed to deliver palpably cleaner results. But DLSS also improves upon native resolution image quality. In point of fact, Bloober employs both DXR-based hardware-accelerated ray tracing in The Medium and Nvidia DLSS comes along for the ride, principally in off-setting the additional cost in utilising RT features. Bloober's dual viewport rendering concept clearly presents a huge challenge to the graphics capabilities of Microsoft's next-gen consoles, with even the mighty Series X employing dynamic resolution scaling that could see the title dip beneath a native 1080p - so how does the PC version deal with this and what are the extra features delivered to those with more powerful hardware? And to address the point raised by many PC users who've played the game - is it really 'unoptimised'? And if performance is poor, can Nvidia's remarkable DLSS AI upscaling technology turn it around? It's an impressive title that at once pays homage to the survival horror titles of years gone by, while at the same time delivering some impressive - and technologically ambitious - new features. After spending some time with The Medium on Xbox Series consoles, we were eager to try out the game on PC.
