The Callisto Protocol Performance Review

1 year 4 months ago

The Callisto Protocol is a game with a myriad of inspirations and references within its design, but on the technical front it is most certainly a leader. Striking Distance is a relatively small, and certainly new studio, filled with a mix of veterans and new members who have collaborated to create one of the most forward-looking games of this generation. But before I get into that, I need to note that while the game is cross-generation, our review code only had access to the new-gen consoles and later the PC version.

Game Modes

The PS5 and Xbox Series X both have two modes: one is the default, which you could call a Quality mode or Ray Tracing mode, which runs at 30fps and has a dynamic scaling resolution with counts ranging from 3456x1944 to 2304x1296, effectively 90% to 60% of 4K. This is then improved, I suspect, by Unreal Engine’s TAAU to up-sample that back to 4K as often as possible. The image treatment here from that lower base is staggering, and I would not be shocked to learn that the team that has built or enhanced this with their own custom resolve and AA pass, as it can easily pass as 4K aside from some high-contrast areas that can be slightly unstable from the jittered rendering resolve it uses to up-sample. The game also supports FSR 2.1, with the caveat that this could be what the consoles are using, and the dynamic scaling could be higher or lower. Due to its dark look, gritty world, gore, and violence, this is a game that benefits greatly both from the Film Grain, which can improve perceived sharpness of the image, and the superb Per Pixel Motion Blur that assists greatly in the fully real-time cinematics, often convincing you they are genuine offline renders from only last generation.

The Quality mode is where all the new features stand out, being a great example of how the team has integrated elements of the later Unreal Engine 5 into this Unreal Engine 4.2 game. It supports both DirectX 11 and DirectX 12 to enable older GPUs to run the game, but without DX12 you will miss out on the ray-traced reflections, shadows, and translucent surface refractions. In isolation they may seem like only a small boost, but due to the core cinematic and atmospheric design the game has, they are the biggest reason the game pulls off possibly the most impressive real-time character models in games thus far.

This mode has two main boosts, Ray Traced Shadows and Reflections, with the shadows running on both Series X and PS5. They not only dramatically increase the amount of shadow casting light sources within a scene, they also allow smaller objects to now cast shadows. The accuracy here is incredible as light and shadow now react more realistically, and less light bleeds through geometry. Darker areas now contrast better with the light, and shadows cast right off into the distance, whereas in Performance mode, they can pop in close to the camera and cast no shadows off into the middle and far distance. The way light casts across faces is so good, making it one of the main reasons that the game has such a high-quality CGI look and feel. The other big boosts are in the gameplay, as the lighting design works much better with the sheer wealth of shadows, particularly since some jump scares and tells in the game are designed with Ray Traced shadows in mind. This means in Performance mode you will simply not see a shadow of a monster in the distance, whereas in the Quality mode it is like Michael Myers popping up from behind the sofa.

Currently only the PlayStation 5 supports ray-traced reflections, even as of launch patch 1.3, with the Series X version limited to screen space reflections. I would assume that a patch will come soon to add them to the Series X, but until then it does leave the Xbox console missing out on a big visual boost of the new-gen version. The only saving grace is the Quality mode on Series X does run with a higher resolution most of the time due to this. The loss is noticable, as reflections are another key ingredient to the horror cake. Screen space reflections are still used as a boost to the local screen data on pools of water, blood and such, but they draw off as SSR no longer has that information on screen, but they blend here with those ray-traced reflections, and those are always present. From giant security robots to head-munching beasts, everything reflects in these surfaces. But the game goes even further by using them in planar surfaces and transparent reflections, which are expensive, meaning that both you and dynamic enemies all appear far more grounded and present in the game world. These reflections are also used on sub surface light refraction on enemy skin, with the blood- and pus-filled growths refracting light through in real-time.

The second mode is Performance, which makes some visual cutbacks to the graphical force this game is. Ray-traced effects are all off the table now along with reduced post effects, lighting model, ambient occlusion, shadows and resolution, which now changes the dynamic range from a 2560x1440 maximum down to a low of approximately 2112x1188 – 55% of 4K – in some heavier sections. Again, with many of these techniques it may be a base resolution AA up sampling that now targets 1440p rather than 4K. The result is that any deficit can be hard to notice in many sections, but the biggest tell is on texture details within high frequency areas, increased dithering on shadows and a great deal less of them, and worse and nosier lighting passes. The payback is the game now runs at a 60fps target, which helps improve the temporal stability and the controller response. This helps most in the dodge-and-evade combat mechanic which requires you to move the left stick in opposite directions to the attack.

That said, this game is not a fast-paced shooter by any means, although it does have many other Doom-like qualities. In fact one of the games it reminded me of was Doom 3, a game that pioneered stencil shadows, so it’s fitting for the ray-traced ones here to really deliver on those same aims of accurate light and dark. It has the same sense of atmospheric tension, just delivered on a whole new scale.

The Series S cuts back some more effects, but resolution is the same as the Performance mode on the higher-end consoles, with a 1440p high and dynamically scaling down to 1080p as needed, although all my counts came out at 1440p. However, this is a single mode on the console and targets the same 30fps as the higher-quality mode of the other consoles, but it misses out on many of the graphical treats that mode offers, and instead resembles the Performance mode more, just with some extra cutbacks to aid the performance targets and relatively high pixel count it offers. The differences are not stark to most I am sure, but it did stand out to me jumping from the ray-traced mode on the other two. The cutbacks are intelligent, which can start to highlight some of the cross-generation roots of the game, as the extra fidelity, post effects, lighting and essential post processed film like rendering techniques are cut back heavily in places and far more frugal in others. This leaves materials often looking flat, with far fewer light sources, shadows, and more obvious light bleed and incorrect lighting on faces. These can still happen on the Performance mode on the other consoles, it just appears more frequent here due to reduced shadows over those modes.

Performance Comparisons

Performance Mode

Author
Bo Moore

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