Suicide Squad: Kill The Justice League - PS5/Xbox Series X|S/PC/Steam Deck - DF Tech Review

Gamernyc78

MuscleMod
28 Jun 2022
20,386
16,652

00:00 Intro
01:30 After Arkham
02:14 Character Rendering
05:19 Environmental Details
10:27 PS5 vs Xbox
14:02 Performance Analysis on Consoles
16:05 The PC Version Has Issues
21:09 What About Steam Deck?
25:35 The Wrap-up

After a vast, extended period of development, Rocksteady's Suicide Squad: Kill The Justice League has finally released - and of all the Digital Foundry team, it was John Linneman with the most reservations about the game based on its pre-launch campaign. But you know what? While there are a range of caveats, he's come away having had fun with the game. The PC version though? It REALLY needs work...

Built on Unreal Engine 4
- Striking detail on character models and hair rendering praised. "Rendering is meticulous"
- The world is nice and colorful with good amount of verticality.
- However it feels cluttery and mid-field detail doesn't look that good (in service of getting the game to 60 FPS)
- The city is very well designed, comparisons done to Gotham Knights
- Atmospheric effects praised. Arkhan Knight still has the better water effects
- "Ultra seamless with very little load times"
- The game looks a lot more attractive in-person than watching low bitrate youtube videos

- Consoles

- Visuals:
- Series X | PS5 are virtually identical with Series X having 'slightly nicer' looking shadows
- Series S dials back things like SSR and lower resolution shadows.
- All consoles have camera-judder in cut-scenes
- Series X: average 1728p
- PS5: averages 1440p
- Series S: averages 900p
- DF thinks the game is using FSR2 with Tier 1 VRS on consoles, the image can be very noisy in fast motion
- Segments of the image look like they're rendering at quarter res
- Series S suffers the most here.

- Performance:
- All consoles hit 60 FPS target most of the time
- But all consoles have stuttering to 33 / 50 ms that VRR can't resolve
- Results in the game not feeling as smooth as it should.
- PS5 runs with a very small advantage but it's small enough to not make a difference

- Summation: PS5/SX are nearly identical, Series S runs similarly but is visually messy compared to the two.

- PC
- PC has optional RT and a shader comp step at launch
- For DF, they had to toggle the RT setting a few times before it saved
- Initially, the PC version seems to run decently, with RT reflections taking over SSR
- After tutorial area the PC version starts showing lots of issues
- Lots of frame-time stutter, shader comp stutter and traversal stutter in strong rigs
- "Extremely unstable" performance on Alex's beefy PC
- Disabling RT improves average fps but doesn't do anything for the stutters / judders
- The stutter is "so much worse" than anything on console.

Steamdeck:
- Drop all settings to low, v-sync to off and FPS cap at 60 or 90 to be playable.
- Preferable at 800p with FXAA or TAA
- Forced VRS can cause some textures to drop as low as 60p on Steamdeck
* Yes, 60p, not missing an extra digit at the end
- FSR2 up-scaling is possible but it just turns everything into soup
- Consistent play can cause long stretches of pauses as the deck can simply run out of memory
 
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Gamernyc78

Gamernyc78

MuscleMod
28 Jun 2022
20,386
16,652

00:00 Intro
01:30 After Arkham
02:14 Character Rendering
05:19 Environmental Details
10:27 PS5 vs Xbox
14:02 Performance Analysis on Consoles
16:05 The PC Version Has Issues
21:09 What About Steam Deck?
25:35 The Wrap-up

After a vast, extended period of development, Rocksteady's Suicide Squad: Kill The Justice League has finally released - and of all the Digital Foundry team, it was John Linneman with the most reservations about the game based on its pre-launch campaign. But you know what? While there are a range of caveats, he's come away having had fun with the game. The PC version though? It REALLY needs work...

Built on Unreal Engine 4
- Striking detail on character models and hair rendering praised. "Rendering is meticulous"
- The world is nice and colorful with good amount of verticality.
- However it feels cluttery and mid-field detail doesn't look that good (in service of getting the game to 60 FPS)
- The city is very well designed, comparisons done to Gotham Knights
- Atmospheric effects praised. Arkhan Knight still has the better water effects
- "Ultra seamless with very little load times"
- The game looks a lot more attractive in-person than watching low bitrate youtube videos

- Consoles

- Visuals:
- Series X | PS5 are virtually identical with Series X having 'slightly nicer' looking shadows
- Series S dials back things like SSR and lower resolution shadows.
- All consoles have camera-judder in cut-scenes
- Series X: average 1728p
- PS5: averages 1440p
- Series S: averages 900p
- DF thinks the game is using FSR2 with Tier 1 VRS on consoles, the image can be very noisy in fast motion
- Segments of the image look like they're rendering at quarter res
- Series S suffers the most here.

- Performance:
- All consoles hit 60 FPS target most of the time
- But all consoles have stuttering to 33 / 50 ms that VRR can't resolve
- Results in the game not feeling as smooth as it should.
- PS5 runs with a very small advantage but it's small enough to not make a difference

- Summation: PS5/SX are nearly identical, Series S runs similarly but is visually messy compared to the two.

- PC
- PC has optional RT and a shader comp step at launch
- For DF, they had to toggle the RT setting a few times before it saved
- Initially, the PC version seems to run decently, with RT reflections taking over SSR
- After tutorial area the PC version starts showing lots of issues
- Lots of frame-time stutter, shader comp stutter and traversal stutter in strong rigs
- "Extremely unstable" performance on Alex's beefy PC
- Disabling RT improves average fps but doesn't do anything for the stutters / judders
- The stutter is "so much worse" than anything on console.

Steamdeck:
- Drop all settings to low, v-sync to off and FPS cap at 60 or 90 to be playable.
- Preferable at 800p with FXAA or TAA
- Forced VRS can cause some textures to drop as low as 60p on Steamdeck
* Yes, 60p, not missing an extra digit at the end
- FSR2 up-scaling is possible but it just turns everything into soup
- Consistent play can cause long stretches of pauses as the deck can simply run out of memory
Damn tht stuttering is trash!
 

Danja

Veteran
Icon Extra
10 Mar 2023
6,134
5,946
Character models do look great for sure but the world itself is pretty uneven.
 
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Lord Mittens

Community Cat
1 Jul 2022
1,654
2,255
Damn my son wants to buy it but I said no. What do you think?

Don't buy it full price.
Literally wait for all the seasons/characters to come out.

Gameplay is fun, and multiplayer might actually be enjoyable for you both...

Sheiiiit this might even be on a sub service in 6 months given the sale metrics...
 
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Evilnemesis8

Veteran
19 Dec 2023
1,475
1,262
Character models do look great for sure but the world itself is pretty uneven.

The worst is really one of the sort of "noonish"~ time of days from John's footage.
The game really looks quite flat during those simulated hours, but in other darker times that are able to hidden a bit more or when the weather is acting up, it looks pretty good.
Especially considering the scale is quite big and running 60 FPS inside a potential multiplayer session is not easy at all.

Shame the game is quite optimized in terms of art assets and more but engineers did an oopsie when it comes to traversal stutters and the deadly combo of traversal + shaders on PC among other things.