Update 3/25
Pc Benchmarks
(original article in german, ran through google translate)
Updated 3/22
ARTICLE LINK
Digital Foundry's Alex Battaglia goes into a deep dive interview with multiple people involved in the Horizon: Forbidden West PC Port on both the Guerilla and Nixxes sides of things. It's pretty enlightening to understand how modern PC ports work, at least with bespoke engines such as Guerilla's and Insomniac's.
The entire article is a really good read
Pc Benchmarks
GeForce RTX 3060 Ti reaches the value in Full HD and the Radeon RX 6650 XT as well as the Radeon RX 7600 exceed the mark. The Radeon RX 6700 XT is already significantly above it.
In 2,560 x 1,440 include the GeForce RTX 4070 and the Radeon RX 7700 XT fast enough, in 3,840 x 2,160 this applies in conjunction with DLSS Quality or FSR Quality from a GeForce RTX 4070 or Radeon RX 7800 XT. If you want to play with a native resolution in Ultra HD, you need a very fast graphics card. Only from a Radeon RX 7900 XT or a GeForce RTX 4080 will 60 frames per second be reached.
(original article in german, ran through google translate)
certainly seems quite well-optimized, especially on AMD cards. For the 7900XT to beat a 4080 Super at 1440p is unexpected; also 6800XT/7800XT beating 3080 by a decent amount at 1440p
Horizon Forbidden West: hands-on with the eagerly anticipated PC port
Alex Battaglia goes hands-on with Horizon Forbidden West's PC port. Does it recapture the magic of the PS5 original and extend it to more powerful PCs?
www.eurogamer.net
Updated 3/22
ARTICLE LINK
Digital Foundry's Alex Battaglia goes into a deep dive interview with multiple people involved in the Horizon: Forbidden West PC Port on both the Guerilla and Nixxes sides of things. It's pretty enlightening to understand how modern PC ports work, at least with bespoke engines such as Guerilla's and Insomniac's.
When did work start on Horizon Forbidden West for PC, and what was the working relationship like between Nixxes and Guerrilla?
Patrick Den Bekker - Nixxes: We normally start a project a year before it is released, so that would be February or March last year.
Jeroen Krebbers - Guerrilla: We at Guerrilla internally have a PC version, which is not the same as shipping a PC game... we use that for our internal tooling and also for verifying that our rendering backend and all of our subsystems work on PC, to make sure that can run tooling and bakes and things like that without requiring a PlayStation for everything. And that's usually the basis of starting a port, right? So there's a bunch of legwork that we do internally that is basically handed over to Nixxes, and they do the magic.
A big part of Nixxes ports is supporting ultrawide aspect ratios. What was like from an art perspective, changing scenes designed for 16:9 to support 21:9 and other aspect ratios?
Patrick Den Bekker - Nixxes: Obviously, on all projects we like to have an ultrawide option, and the game content isn't built for that. So we have animators and designers that go through all the cinematic content to make sure it's all clean on the sides - so you don't see popping, or characters not animating. That's usually the most time-intensive part. But it's always a really great addition to PC, so that's why we try to do it.
Julian Huijbregts - Nixxes: It's good to stress that this title has a very large amount of cutscenes. It was quite a big commitment! But we do support up to 32:9, even in cutscenes. By default, the black bars are turned on, which is partly a creative decision as the game is created for 16:9, but do feel free to turn black bars off and enjoy it on your 32:9 monitor, because I think it's quite enjoyable! And yeah, we did put a lot of work into that in terms of art and lighting.
Jeroen Krebbers - Guerrilla: We saw the game at 32:9 here at Guerrilla for the first time only two weeks ago, and it's amazing. Alex, if you haven't seen it yet, please find somewhere where you can see it.
The entire article is a really good read
Last edited: