Formula One is back once again and Tom Morgan is here with your complete technical breakdown on the PlayStation 5 and Xbox Series versions of the game, with added PC material to get a view on how the ray tracing implementation stacks up across systems. 60Hz and 120Hz testing across all console platforms is here, including Series S... and it's looking great!
- largely the same as last year
- 4K/60fps on top end, 1080p/60fps on series s
- some more bloom and visual touches
- track changes, though more due to actual changes to the real courses
- RT engages outside of gameplay and at 30fps (only in garage, menus, replays)
- Series X/S seems to have RT reflections in some instances while PS5 doesn't
- however PC has SSR in the same instance while maxed out (RT on)
- possibly a bug
- PC on maxe settings still uses SSR and cubemaps
- PS5 has a reflections glitch
- RT reflections on Series S is not native
- on PC, RT transparencies are a new addition, subtle in gameplay unlike other RT effects
- Titan RTX needs DLSS for 4K
- ~45fps at 4K/DLSS Quality
- DLSS is a must for maxed out PC
- many VR headsets supported now, no PSVR support
- FSR 2.0 coming in the future
- 60fps is pretty much perfect on all consoles
- 120hz mode on PS5/Series X again
- Series X has issues with screen tearing
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