Resident Evil 7 FPS uncapped on PC, settings revealed

It looks like Capcom is taking Resident Evil 7's PC port very seriously, adding in a slew of graphical performance options and uncapped frame rates.

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With Resident Evil 7: Biohazard being the first game in the series to support native 4K resolution on PC and upscaled 4K on PS4 Pro, it looks like Capcom is taking the game pretty seriously, which could lead to a well-optimized PC port. Now a list of RE 7 purported PC graphics and performance settings have been unearthed, showing an uncapped FPS option as well as a bunch of different settings.

Resident Evil 7 FPS uncapped on PC, settings revealed | TweakTown.com

Resident Evil 7's PC settings, which were apparently found by Reddit user Zabaado, highlight many of the basic toggles, tweaks and bars you'd expect in a PC game.

Players can adjust refresh rates up to 144Hz with FreeSync and G-Sync enabled monitors, resolutions like native 4K and 2560 x 1440p, texture quality up to Very High, Anisotropic filtering up to 16X, mesh quality, AA including FXAA, TAA, FXAA+TAA and/or SMAA, depth of field toggle, shadow quality, bloom, reflections and more. Check below for the full list, and click here for Resident Evil 7's full PC spec requirements.

Also remember that although RE7 has cross-save support on Xbox One and Windows 10 PCs, the game isn't limited to the UWP Microsoft Store, and will be sold on Steam as well.

Resident Evil 7 launches on January 24, 2016 on PS4, PS4 Pro, PSVR and PC.

  • Screen Resolution...self-explanatory here, but the game will list arbitrary resolutions supported by your monitor and Windows desktop environment.
  • Refresh Rate...adjustable to frequencies supported by your monitor. Also supports 144Hz high refresh monitors including NVIDIA G-Sync.
  • Display Mode...Full screen, Windowed, and Borderless Window modes are supported
  • Field of View...FOV angle can be adjusted here
  • Frame Rate...supports 30, 60, and Variable (uncapped)
  • V-Sync...ON/OFF
  • Rendering Method...Two options available, Normal and Interlaced
  • Resolution Scaling...controls the game's internal rendering resolution. This is akin to upscaling and downsampling of the final video output. Selectable option ranges from 0.5X to 2.0X. 1.0X is 100% 1:1 native output. The higher the number, the better the image quality and more GPU 'oomph' required, while lowering it below 1.0 makes the image softer (but also reduces GPU overhead and increases frame rate).
  • Texture Quality...option ranges from Very Low to Very High. Higher quality requires additional local video memory.
  • Texture Filtering...option ranges from Very Low to Very High. Internally, this is essentially your Trilinear to Anisotropic filter that goes all the way up to 16X.
  • Mesh Quality...option ranges between Low to Very High. This option also affects Level-of-Detail (LOD) quality.
  • Anti-Aliasing...Selectable options include FXAA, TAA, FXAA+TAA, and SMAA.
  • Motion Blur...ON/OFF toggle
  • Effects Rendering...Selectable between Low, Medium and High. This controls the intensity and density of certain visual effects.
  • Depth of Field...ON/OFF toggle
  • Shadow Quality...option ranges from Very Low to Very High.
  • Dynamic Shadows...ON/OFF toggle
  • Shadow Cache...ON/OFF toggle. When set to ON, shadows for static objects will be cached in video memory.
  • Ambient Occlusion...Selectable options include OFF, SSAO (Variable), SSAO, HDAO, and HBAO+. Note HBAO+[www.geforce.com] is an NVIDIA-specific feature.
  • Bloom Effect...ON/OFF toggle
  • Lens Flare...ON/OFF toggle
  • Volumetric Lighting Quality...Selectable between OFF, Low, and High. This option controls intensity and quality of dynamic lighting including light shafts piercing through window panes and vents.
  • Reflections...Selectable between ON, OFF, and Variable. Affects fidelity and quality of screen-space reflections.
  • Subsurface Scattering...ON/OFF toggle
  • Chromatic Aberration...ON/OFF toggle
  • Color Space...Selectable between SRGB and BT.709
NEWS SOURCES:reddit.com, gamingbolt.com

Derek joined the TweakTown team in 2015 and has since reviewed and played 1000s of hours of new games. Derek is absorbed with the intersection of technology and gaming, and is always looking forward to new advancements. With over six years in games journalism under his belt, Derek aims to further engage the gaming sector while taking a peek under the tech that powers it. He hopes to one day explore the stars in No Man's Sky with the magic of VR.

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