Summary of "FATTO COSÌ, FA DAVVERO PAURA!! 😱 RESIDENT EVIL REQUIEM ANALISI DEFINITIVA"
Overview
This is a condensed technical analysis/review of Resident Evil Requiem (PC-first look) by the Prodigic channel. The review covers engine and core tech, graphics settings and upscalers, performance across GPUs, consoles and handhelds, audio, stability, known issues, and practical recommendations.
Sponsored mention
- Short sponsor note: NordVPN — WireGuard-based protocol, Threat Protection Pro (malware/phishing/ad/tracker blocking), meshnet, independent audits, multi-device coverage (up to 10), 30-day money-back trial.
Engine and core tech
- Built on Capcom’s “RE” engine lineage; appears to be an intermediate evolution between the existing RE Engine and Capcom’s “Next” ambitions.
- Heavy use of photogrammetry — delivers high realism in many scenes but has trade-offs in consistency and asset expectations.
- First Resident Evil developed in partnership with NVIDIA to enable RT/path-tracing features and integrate NVIDIA tech. Notable because Capcom historically partnered with AMD more often.
- Path tracing / RT global illumination (RTGI) is implemented, but is applied inconsistently across scenes.
Graphics, settings and upscalers
- PC options are extensive:
- Performance vs quality presets and automatic GPU-based configuration.
- Per-option preview (classic Capcom mirror preview).
- VRAM usage bar in the menu is unreliable — treat it as a vague hint only.
- Upscaler support is Nvidia-focused:
- DLSS (latest available and upgradable) is present.
- FSR4 / FSR4 XS are missing — criticized as inexcusable for 2026.
- FSR3.1 appears in places; implementations (frame generation / reconstruction) are mixed and can underperform.
- Frame generation (DLSS/FSR multi-frame) is available but not recommended for this title — minimal benefit and potential negative impact on horror feel.
- Path tracing (RTGI) improves lighting, soft shadows, torch behavior and immersion, but is very costly in FPS and inconsistently applied.
Visual/asset quality and engine artifacts
Strengths
- Several jaw-dropping scenes with very strong scene rendering.
- Improved hair shading/translucency and better hair physics on the protagonist.
Weaknesses
- Facial expressions and micro-expressions lag behind the best in the industry.
- Character animations and first-person combat feel somewhat wooden.
- Physics interpenetration issues occur.
- Shadow implementation shows recurring artifacts (moving black-blob-like shadows when using a flashlight) — a legacy issue in the engine.
Performance and benchmarks (PC)
General notes
- Path tracing is very heavy: large FPS drops and large frame-to-frame fluctuation between scenes. One of the most variable titles tested.
- VRAM is the main practical bottleneck: the game uses a lot of VRAM and mismanagement leads to stutters/freezes.
- The in-menu VRAM forecast bar is unreliable; use external monitoring tools (RivaTuner, CapFrameX) to view real VRAM use and tune settings.
Example maxed/native 4K raster tests (approximate)
- RTX 3060: ~25 FPS (4K, maxed)
- RTX 4060 Ti 16GB and RX 7900 XT 16GB: ~44 FPS (4K, maxed)
- 50xx/90xx tier cards can perform well in many scenarios; DLSS/ultra-performance modes help reach higher-FPS targets.
VRAM specifics
- RTX 5090 cited at >14–15 GB with path tracing enabled.
- 8 GB cards (e.g., 4060 8GB) are vulnerable to stutters/crashes when VRAM thresholds are exceeded.
- Path tracing often roughly halves FPS compared to raster rendering — immersion benefit versus performance cost must be considered.
Warning: VRAM mismanagement can cause freezes and stutters when allocations cross thresholds. The menu’s green VRAM bar is not a reliable indicator.
Consoles and handhelds
- Consoles are expected to be less affected by VRAM issues due to pooled/abundant console memory.
- PS5 Pro: expected to run well; upscaling implementation will differ from DLSS and may not match it exactly.
- Switch 2: playable with RTGI at a very low internal resolution (~600p) upscaled to 1080p — compromises expected.
- Steam Deck: playable on low presets with FSR3.1; observed 40–65 FPS depending on area. Aggressive upscaling/reconstruction produces visible artifacts.
Audio and immersion
- Audio design is praised: excellent and highly immersive.
- Positional audio and environmental audio sources significantly bolster tension.
- Strong recommendation to play with good headphones for the best experience.
Stability and polish
- The game proved stable in the reviewer’s tests: no crashes while repeatedly changing settings and reloading.
- Memory/streaming behavior appears improved compared to some recent Capcom releases.
- Known bugs/annoyances:
- Persistent image noise in some scenes.
- Shadow artifacts and face/animation oddities.
- VRAM-induced stutters/freezes remain a practical issue for some configurations.
Practical recommendations / guidance
PC
- Prefer DLSS where available; consider DLSS 4.5/4 if supported in future updates.
- Don’t rely on the in-menu VRAM bar; use overlays (RivaTuner, CapFrameX) to monitor real VRAM usage and lower texture/detail settings if you approach limits.
- Enable path tracing only if you can sustain the frame budget — it improves GI and immersion but is very costly.
- Use frame generation cautiously — it provides little immersion benefit and may harm the horror experience.
- First-person view is best for horror immersion; third-person reduces tension but shows character detail.
Consoles / handhelds
- Expect acceptable experiences with vendor-optimized upscalers.
- Handhelds and Steam Deck will require low presets and upscalers to be playable; reconstruction/upscaling artifacts are more likely with aggressive settings.
Overall verdict
- The reviewer considers Resident Evil Requiem an excellent Resident Evil and a technical leap compared to some of Capcom’s recent problematic releases (e.g., Dragon’s Dogma remaster, Monster Hunter Wilds).
- Biggest outstanding issues: VRAM optimization and lingering engine artifacts (notably shadows and facial micro-expressions).
- Path tracing provides noticeable visual improvements but incurs a large and sometimes unjustified performance cost due to inconsistent application across scenes.
- Launch MSRP: around €69.90; discounts are available (example mentioned ~€40).
Key speakers / sources mentioned
- Prodigic (review/analysis author/presenter)
- NordVPN (sponsor)
- Flavio (referenced creator/video highlighting similar shadow issues)
- Hardware Unboxed (referenced for VRAM discussion/comparisons)
- Capcom (developer/publisher)
- NVIDIA (technology partner for RT/DLSS)
- Mentioned platforms: PS5 Pro, Switch 2, Steam Deck (platform-specific expectations noted)
Category
Technology
Share this summary
Is the summary off?
If you think the summary is inaccurate, you can reprocess it with the latest model.
Preparing reprocess...