Starfield Performance Upgrade - 40FPS, 60FPS, VRR And More - The Complete Breakdown

Digital Foundry
15 May 202413:25

TLDRBethesda's 'Starfield' RPG has introduced significant performance upgrades for Series X consoles, now allowing players to choose between performance and visual modes, with frame rate targets of 30, 40, 60 FPS, and uncapped. This update brings improved terrain rendering, enhanced reflections through cube maps, and variable resolution using FSR 2.0, enhancing visual clarity even at lower resolutions. While the new 60 FPS mode achieves nearly consistent performance in most scenarios, complex environments like Akila and New Atlantis still show some limitations. Overall, the update offers flexible settings that cater to different performance preferences, though the Series S console remains unchanged.

Takeaways

  • 🎮 Starfield now offers players a choice between performance and visuals modes on Series X consoles, with various target frame rates and uncapped frame rates available.
  • 📊 Performance mode targets 60 FPS in many scenarios, but complex city environments like Akila and New Atlantis struggle to maintain this frame rate.
  • 🌟 Visuals mode provides higher resolution Cube Maps for reflections, resulting in more detailed and clearer reflections compared to performance mode.
  • 📉 In performance mode, distant objects may use lower LODs (Level of Detail), and there's a noticeable difference in ground clutter compared to visuals mode.
  • 📱 Both modes use VRR (Variable Refresh Rate) technology, which can help smooth out frame time inconsistencies, especially when set to 120 HZ output.
  • 🔍 At 30 FPS, both modes provide a solid frame rate lock, with minor perturbations in complex city environments.
  • 📐 At 120 HZ output, a 40 FPS option is available, offering a balance between 30 FPS and 60 FPS in terms of performance.
  • 📉 The performance mode at 30 FPS appears to be less effective than the visuals mode, making it a less desirable choice for players.
  • 🧩 There's no significant difference in crowd density between the two modes, despite Bethesda's claim of adjustments in this area.
  • 📽 When changing visual settings, some environments experience dramatic lighting changes, which settle over time due to the game's real-time GI system.
  • 📚 The latest Starfield patch is considered successful, providing a range of visual options for smoother gameplay experiences, though a locked 60 FPS is not guaranteed on all CPUs.

Q & A

  • What was the initial frame rate target for Bethesda's Starfield on consoles?

    -The initial frame rate target for Bethesda's Starfield on consoles was 30fps.

  • What are the two key modes introduced in Starfield to improve performance?

    -The two key modes introduced in Starfield to improve performance are 'Visuals' and 'Performance' modes.

  • What is the difference in terrain rendering between the 'Visuals' and 'Performance' modes?

    -The 'Visuals' mode has a greater volume of ground clutter such as shrubs, small rocks, grass, and other incidental details, especially at a distance, compared to the 'Performance' mode.

  • How does the resolution of the game's Cube Maps differ between the two modes?

    -The resolution of the game's Cube Maps is much higher in the 'Visuals' mode, providing more detail and clarity in reflections.

  • What is the typical frame rate performance of Starfield in smaller scale environments?

    -In smaller scale environments, Starfield generally hits 60 FPS in 'Performance' mode and can also sustain 60 FPS in 'Visuals' mode under certain conditions.

  • Which two city environments in Starfield are more demanding and do not consistently reach a 60fps target?

    -Akila and New Atlantis are the two most complex city environments in Starfield that run much more poorly and typically fall in the 30s and 40s in terms of frame rates.

  • What is the frame rate target when the game is set to 120 HZ output?

    -When the game is set to 120 HZ output, a 40 FPS option becomes available.

  • How does Variable Refresh Rate (VRR) help in providing a smoother experience in Starfield?

    -VRR helps in ironing out many of the game's frame time inconsistencies, especially when the Series X is set to 120 HZ output, making the game feel more consistent even at lower frame rates.

  • What is the performance mode's frame rate target at 30 FPS?

    -The performance mode at 30 FPS generally provides a solid frame rate lock, with almost all content running at a straight 30 FPS.

  • Why might the performance mode at 30 FPS be considered pointless according to the transcript?

    -The performance mode at 30 FPS might be considered pointless because it offers near identical performance to the visuals mode at 30 FPS but with superior graphics in the latter.

  • What is the author's recommendation for the best visual option in Starfield on Series X consoles?

    -The author recommends playing the game in 'Performance' mode at 60fps with VR enabled at 120 HZ output for the most consistent and smooth overall experience.

  • Why does the author express disappointment over the lack of new visual options for the Series S console?

    -The author expresses disappointment because, despite the Series S console performing well at 30fps, they believe similar visual options should be made available to provide a more feature-parity experience on Microsoft's junior current-gen console.

Outlines

00:00

🎮 Starfield's Performance and Visual Modes on Consoles

Bethesda's Starfield, a well-regarded RPG, initially faced criticism for its 30fps target on consoles. However, Bethesda introduced performance and visuals modes on Series X consoles, allowing players to choose between different frame rates and visual settings. The visuals mode offers more detailed terrain rendering and higher resolution Cube maps for reflections, while the performance mode targets a smoother frame rate at the cost of some visual details. Both modes support various frame rates, including 30, 40, 60 FPS, and uncapped frame rates, with vsync toggle available. The game's crowd density appears consistent across both modes, and the game reacts to visual setting changes with lighting adjustments. Resolution metrics show the visuals mode at 1440p and performance mode at 900p, both using VRS and upscaling to near 4K.

05:01

🕹️ Starfield's Frame Rate Performance and VRR Benefits

The performance mode in Starfield targets 60fps, which is achievable in various in-game scenarios like interior combat and smaller environments, although not perfectly consistent. The two most complex city environments, Akila and New Atlantis, perform below the 60fps target, with frame rates in the 30s and 40s. When switching to the visuals mode at 60 FPS, the game's performance in these cities is similar to the performance mode, indicating a CPU limitation. At 30 FPS, both modes provide a solid frame rate lock, with minor perturbations in complex city environments. A 40 FPS option is available at 120 HZ output, offering a balance between the 30 and 60 FPS experiences. VRR (Variable Refresh Rate) helps in smoothing out frame time inconsistencies, especially at 120 HZ. The game's performance is complicated, with the performance mode at 30 FPS appearing less necessary due to the superior graphics of the visuals mode at the same frame rate.

10:03

📊 Starfield's Patch Impact and Recommendations

The latest patch for Starfield has been largely successful, offering a range of frame rate targets and visual options for a smoother experience. While a locked 60fps is not achievable, the game performs well with higher frame rate targets, provided that players understand the limitations. The patch also addressed vsync behavior, with the current version running with vsync enabled by default, and an option to allow screen tearing. At 120 HZ output with VRR enabled, the performance mode at 60fps and 120 HZ output provides a consistent and smooth experience. However, the lack of new visual options for the Series S is a disappointment, as it could support similar options without compromising the game's visuals. Overall, Starfield's high frame rate console debut is deemed successful, with a variety of options for players to tailor their experience.

Mindmap

Keywords

💡Starfield

Starfield is a highly anticipated role-playing game (RPG) developed by Bethesda. In the context of the video, it is the central subject being discussed, particularly in terms of its performance upgrades and frame rate capabilities on consoles.

💡Frame Rate (FPS)

Frame rate, measured in frames per second (FPS), is the frequency at which consecutive images called frames appear in a video sequence. A higher FPS generally provides a smoother gaming experience. The video discusses how Starfield's performance modes allow for different frame rate targets, including 30, 40, 60 FPS, and uncapped frame rates.

💡VRR (Variable Refresh Rate)

Variable Refresh Rate (VRR) is a technology that synchronizes the refresh rate of a display with the frame rate of the content being displayed, reducing screen tearing and providing a smoother visual experience. The video mentions VRR as a feature that can help with frame rate inconsistencies in Starfield, especially when the game is set to higher refresh rates like 120Hz.

💡Performance Mode

Performance Mode in Starfield is one of the two key modes available to players, which prioritizes a higher frame rate over graphical fidelity. The video explores how this mode performs at different frame rate targets and compares it with the Visuals Mode in terms of gameplay smoothness and visual quality.

💡Visuals Mode

Visuals Mode is the other key mode in Starfield that focuses on providing higher graphical quality at the cost of frame rate. The video discusses the differences in visual settings between this mode and Performance Mode, and how it affects the game's appearance and performance.

💡Terrain Rendering

Terrain rendering refers to the process of generating the landscape in a video game. The video mentions that there is a noticeable difference in terrain rendering between the Performance and Visuals modes in Starfield, with the latter providing more detailed and sculpted terrain.

💡Cube Maps

Cube maps are a type of texture in 3D graphics that are used for environment mapping, which can enhance the reflections and overall visual quality of a scene. The video highlights that Starfield uses frequently updated cube maps for reflections, and that the Visuals mode offers much higher detail and clarity in these reflections compared to the Performance mode.

💡FSR 2 (FidelityFX Super Resolution 2)

FidelityFX Super Resolution 2 (FSR 2) is an upscaling technology that allows games to render at a lower resolution and then upscale the image to a higher resolution, improving performance without a significant loss in visual quality. The video suggests that both modes in Starfield may be using FSR 2 to deliver a clear and 4K-like final image.

💡Dynamic Resolution

Dynamic resolution is a feature in video games that adjusts the rendering resolution in real-time to maintain a certain frame rate, especially during periods of high system load. The video notes that while dynamic resolution is mentioned by Bethesda as a possibility, it was not observed during the testing.

💡

💡CPU Limitation

CPU Limitation refers to a situation where the central processing unit (CPU) of a computer is unable to keep up with the demands of a game or application, leading to performance issues. The video discusses how Starfield's performance is substantially CPU limited in certain environments, affecting the game's ability to achieve a consistent 60 FPS target.

💡Vsync (Vertical Synchronization)

Vsync, or Vertical Synchronization, is a technique used in video games to prevent screen tearing by synchronizing the frame rate of the game with the refresh rate of the display. The video mentions that the current version of Starfield on Series X runs with Vsync enabled at all times by default, which can help maintain a consistent frame rate at the cost of potentially introducing input lag.

Highlights

Bethesda's Starfield offers a choice between performance and visuals modes on Series X consoles.

Players can select target frame rates of 30 FPS, 40 FPS, 60 FPS, and uncapped frame rates.

Visuals mode provides more detailed terrain rendering and higher resolution Cube Maps for reflections.

Performance mode targets a higher frame rate with some compromises on ground clutter and distant object LODs.

Both modes use VRR and have similar shadow and draw distance settings.

Crowd density appears to be unchanged between the two modes despite Bethesda's claim of adjustments.

Performance mode at 30 FPS offers a near-identical experience to visuals mode with superior graphics.

At 120 HZ output, a 40 FPS option becomes available, offering a balance between 30 FPS and 60 FPS.

VRR can significantly smooth out frame time inconsistencies, especially at 120 HZ.

The game's performance mode can achieve 60 FPS in various content types, except for the most complex city environments.

Visuals mode, even at 60 FPS, comes close to the performance mode's frame rates in larger cities.

Both modes experience frame rate drops in Akila and New Atlantis, the game's most complex environments.

At 30 FPS, both modes provide a solid frame rate lock with minimal perturbations.

Unlocking the frame rate cap at 120 HZ allows for higher frame rates in smaller environments.

FSR 2 is used for upscaling, with both modes appearing sharp and detailed.

The performance mode at 60 FPS with VRR enabled at 120 HZ provides a smooth and consistent experience.

The latest Starfield patch is considered successful, offering a range of visual options for smoother gameplay.

The lack of new visual options for Series S is seen as a disappointment.

Starfield's demanding nature may affect performance on mid-range and lower-end CPUs.