Premium Only Content

Tech Analysis of EVIL WEST on Xbox Series S and X (tech features mentioned in the analysis in descr)
Analysis of performance and image quality of Evil West on Xbox Series S and Series X.
Index:
Intro 00:00
Frame Rate Analysis 00:37
Resolution Analysis 01:39
Reflections Analysis 02:54
Shadows Analysis 03:49
Textures Analysis 04:44
Loading Analysis 05:39
Frame Rate Analysis 06:09
Resolution Analysis 07:11
Reflections Analysis 08:26
Shadows Analysis 09:21
Textures Analysis 10:16
Loading Analysis 11:11
Technical dictionary for this analysis:
- AMD FidelityFXâ„¢ Super Resolution (FSR):
FidelityFX Super Resolution (FSR) is used to upsample an input image into a higher resolution. There are two versions of FSR with distinctive upscaling technique and image quality.
FSR 1 is a spatial upscaler based on the Lanczos algorithm* requiring an anti aliased lower resolution image.
FSR 2 is a temporal upscaler based on a modified Lanczos* requiring an aliased lower resolution image and utilising the temporal data (such as motion vectors and frame history) and then applies its own anti aliasing pass which replaces the game's temporal anti-aliasing solution.
Quality Preset Scale Factor Render Scale
Performance 2.0x 50.0% (e.g. for 4k: 1080p upscale to 2160p with FSR)
Balanced 1.7x 58.8% (e.g. for 4k: 1270p upscale to 2160p with FSR)
Quality 1.5x 66.6% (e.g. for 4k: 1440p upscale to 2160p with FSR)
* The Lanczos algorithm is an iterative algorithm invented by Cornelius Lanczos that is an adaptation of power methods to find eigenvalues and eigenvectors of a square matrix or the singular value decomposition of a rectangular matrix. It is particularly useful for finding decompositions of very large sparse matrices.
- Screen Space Reflections (SSR):
Screen space reflections (SSR): a more expensive technique that traces reflection rays in screen space (as opposed to world space in e.g. ray tracing). This is done for each rendered pixel of the reflected surface, using the surface normal and scene depth.
The disadvantage is that objects not captured in the rendered frame cannot appear in the reflections, which results in unresolved intersections and incomplete reflection image.
- Soft Shadows Mapping
Soft shadows are typically rendered in games by using shadow mapping and Percentage Closer Filtering with a uniform kernel size. The Percentage-Closer Soft Shadows (PCSS) algorithm computes a variable kernel size based on the distance between the relative position of the receiver point, an approximation of the blocker, and the area light.
My Specs:
- Ryzen 5 5600
- 16 GB DDR4 3200
- Galax GTX 1080 Sniper White
- Elgato 4k60 Pro Mk.2
Facebook Group:
-
LIVE
BonginoReport
2 hours agoChristianity Is Under Attack - Nightly Scroll w/ Hayley Caronia (Ep.144)
3,306 watching -
LIVE
The Nick DiPaolo Show Channel
2 hours agoKirk Assassination Theories Abound! | The Nick Di Paolo Show #1795
1,415 watching -
LIVE
Dr Disrespect
6 hours ago🔴LIVE - DR DISRESPECT - BABY STEPS - TO THE TIPPITY TOP
1,607 watching -
LIVE
Katie Miller Pod
15 hours agoEpisode 8 - Adena Friedman | The Katie Miller Podcast
153 watching -
TheCrucible
2 hours agoThe Extravaganza! EP: 44 (9/29/25)
34.3K3 -
LIVE
Kim Iversen
1 hour agoSnake Eyes to Charlie Kirk: Is Life Copying this Hollywood Script?
1,332 watching -
1:39:07
Redacted News
2 hours agoThe FBI's Charlie Kirk assassination story has fully collapsed as new details emerge | Redacted News
109K85 -
1:15:20
vivafrei
4 hours agoLive with The Blaze's Steve Baker: Jan. 6 Fed-Surrection and Patel's Clarification Adds Confusion!
148K32 -
LIVE
Futures Edge: Finance Unfiltered with Jim Iuorio and Bob Iaccino
3 hours ago $1.01 earnedSeptember Surge: What It Means for Q4
118 watching -
1:41:57
The Quartering
4 hours agoMotive In Church Attack Revealed, Dangerous Walmart Food Kills, Eric Adams Out & More
150K31