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Wuthering Waves devs mentioned that they closely monitor every update and continuously work on optimization. They're even considering adding separate "High-resolution" and "Low-resolution" asset download options, allowing players to choose the experience that best suits their device

29,503 просмотров • 2 месяцев назад •via X (Twitter)

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Wuthering Waves PS5 Performance Test • Test Setup PS5 Slim (brand new, clean, no dust) Room temperature: 22°C with AC • Map Issue Yes, it's real. The new map is locked to around 2 FPS when opened from the menu, making it extremely laggy. • Stuttering Problems The game has severe stuttering. In some areas, it even freezes for 4–5 seconds, making the experience frustrating. • My Observation From my testing, the game appears to be running at a very high internal resolution on PS5 instead of relying on aggressive upscaling. For example, DLSS Quality at 1440p renders the game internally at approximately 1707×960 before upscaling it to 2560×1440. On PS5, however, it looks like the game is rendering at or near 2560×1440 internally and then upscaling to 4K. If that's true, it's an extremely demanding target for a base PS5. • Is This Fixable? Yes. If the game is indeed using such a high internal resolution, lowering it and using better reconstruction or dynamic resolution scaling could significantly improve performance. Running at such a high internal resolution on a base PS5 doesn't make much sense, and the game has suffered from performance issues for nearly 12 months. • Final Thoughts Kuro Games needs to address this. At this point, we can't keep blaming players, their hardware, or the engine. If the high internal resolution is the cause, it should be adjusted. If it isn't, then something else in the game's optimization is seriously wrong. #WutheringWaves #Gacha

Kaito

49,355 просмотров • 29 дней назад

You might have seen some posts that Highguard runs at a fake in-game resolution, but its not exactly what you think. Steam User Captain_SmellyRat noticed this issue first by pointing out that if you set render scale at 100%,the game would still show 80% of the resolution in DLSS hud UI. So If you're playing at 1080p, the internal resolution would be 864p and If you don't change the default render scale (which seems to be always set to 75%) the final resolution would be 648p. However it turns out that the in-game resolution is changed in value directly from post-processing settings that you set. Post-processing quality settings would change the internal resolution as follows: Low - 80% of in-game resolution Medium - 90% of in-game resolution High - 100% of in-game resolution If you're playing at high settings, you will not notice the game looking blurry, but if you play at medium or low settings, the game will look extremely blurry even though you think you're playing at 1080p or 4k. I find it weird that post-processing quality directly affects the internal game resolution, but if you're playing the game and it looks blurry to you, make sure you set the post processing quality to high. Whenever this was intentional or not to achieve a higher FPS, I don't exactly know. However, I still think the developers should have clarified what each settings affects the game, which in this case here it directly affects the resolution.

NikTek

20,832 просмотров • 6 месяцев назад