The Finals - Extreme Destruction! PC Tech Review - PS5 Comparisons + Optimised Settings
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- เผยแพร่เมื่อ 2 มิ.ย. 2024
- Reminiscent in many ways of the extreme destruction found in the Battlefield: Bad Company games, The Finals brings the concept to the next level with today's cutting-edge technology. Alex Battaglia highlights the tech innovations in the game, reveals how its ray tracing features compare against PlayStation 5, then offers up some optimised settings... of a sort!
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00:00:00 Introduction
00:01:08 Next-Level Destruction Tech and Physics
00:07:01 Ray Traced Global Illumination
00:10:17 PC vs. PS5
00:11:58 Alex's Optimised Settings
00:13:15 Conclusion - เกม
Alex I very very much disagree 😭. People definitely care about Alex's optimized settings in anything. C'mon now
Yesss...
Absolutely!
High settings with RTX GI set to low = Optimised Settings
much love,
Alex
Keep the optimised settings coming. We greatly appreciate the effort you put in to provide them in your vids. I'm on a 4070ti and will use your settings regardless. High frame rates = more butter smoothness
Thanks for making me smile Alex@@DigitalFoundry
The optimized settings bit was hilarious 😂
I actually really depend on your optimised settings, especially in this day and age of rough releases
i can absolutely second this
Well thankfully this isn't a rough release. This game runs extremely well on most hardware
imagine doing 5 minutes of testing for yourself
@@gozutheDJ imagine thinking Alex spends only 5 minutes determining optimized settings
I mean you can also just figure things out yourself it's not hard...
Alex’s optimismization are what gets me through these times
To be clear Alex; people love Optimized Settings in competitive games. I have some guides for a couple and they're pretty popular. One of my most popular guides was one I made for Warzone.
Personally I set everything to Low but some people don't take the game that seriously and want some eye candy
When i look for an optimization guide i'm looking for someone who's taken the time to try different settings out and find the best balance between framerate and visual fidelity. In the past digital foundy has done just that, and i always appreciated it.
I've tried all low and a big mix in between, i landed on a mix of high/med with medium rtx, but im avoiding dlss because i found it introduced too much blur/trailing that made spotting fast moving players difficult and also really obscured the invisibility blur effect. I got better framerate at all low of course but felt i was loosing a lot of the next gen look which i also appreciate.
It's more than that - there are competitive advantages to increasing some settings. Shadows for example can give you a better idea of when someone is around a corner. And for some settings there is no benefit to decreasing them so you might as well leave them higher.
@@destroyermaker not just shadows, ray traced reflections when first came out in BF5 had an advantage too when you were camping or running around, since you can see people behind you in windows.
Alex, I always greatly appreciate your optimized settings. Since I have to make visual compromises on an RTX 3060, my first instinct is to look up Digital Foundry's video on the PC version of a game if I'm struggling to run it. Dead Space, Cyberpunk 2077, Resident Evil 4, Control, Red Dead Redemption 2, I use your optimized settings in all of these games. I have even gone as far as to create a set of documents in my Google Drive that has these settings for when I forget, and need easy access.
None of those are multiplayer
Your 3060 is struggling in those games? Shit now I feel bad for only getting my nephew a 3050ti for christmas last year :(
@@TheQuadraticAttenuator Well, kind of. I play games at 1440p, and I own two monitors. Asking it to play games at high/ultra settings and 1440p is generally going to be too much for the 3060, so I use upscaling in conjunction with optimized settings from channels like Digital Foundry and BenchmarKing to hit 60 FPS. It's doable in every single game I've tried except for path traced remixes (like Quake 2 and Portal) and Avatar: Frontiers of Pandora. It's a good card, I like it, but I'm also going to upgrade it soon because I do want more horsepower.
As for the 3050 Ti...I hope your nephew is playing games at 1080p because that's about all it's good for from what I've heard. That being said there's no harm in watching reviews for GPUs before making a purchase in the future. Digital Foundry has made some good GPU reviews, plus there's also Gamers Nexus and Hardware Unboxed who are more focused on PC tech in general.
I would be really interested in the network server tech that is used. As far as I understand the new thing is the destruction calculation in real time on the server side to prevent desync clipping issues on the client side. Maybe we will see a follow up from DF with the developers interview?
yeah, it’s not even the destruction that’s the cool part. it’s the server-side physics system. it’s also what makes the pick up and throw system work so fluently as well as every tiny little particle or object having its own realistic physics that everyone in the server sees the same way. it’s a first for gaming, and it’s quite cool.
@@samhyatt4863 Not to mention just the physics of players moving through the maps, and the interactions between players feels, for lack of a better word: "crispy". There's no diving behind cover and getting killed half a second later. I honestly think that EVERYTHING is server-side, including player movements. It's black magic. This really needs something beyond a deep dive, it needs an interview with people at Embark. If they're willing to actually talk about any of this, which they might not.
There was one time in Quick Cash, when one of the teams successfully opened a vault, the cash box got such under the map. Most people left but I stayed if anybody can retrieve it. Others tried their best using explosives but it failed. It turned into a chaotic deathmatch instead, but since one of the teams opened it first, they won.
@@Standard.Candlet you're kidding right? diving behind corners and dying 2 seconds later happens very often exactly because of everything being server-side
Thanks Alex for asking for TAA alternatives, this is a great change.
Also, sharpening settings would be cool because the game forces a very strong sharpening effect.
If I remember correctly, TAA is necessary for smoothing out the sparse ray trace samples (in UE4 at least) - without it, the individual RT samples become very visible, and look like splotches in the shadows.
@@Jorpl_ that's different. That is related to the denoiser, technically TAA is not needed. You can also just disable the raytracing.
4:26 physics are a long way to truly emulate the weight of things (not only on this game, but in any game). the walls still bounce like they're made of plastic.
It could be done better, but not in a networked game such as this.
Red faction guerilla was almost perfect with destruction physics and that game came out in 2009. Its 2024 and I’m genuinely surprised that barely a handful of games have that type of destruction. Kinda bizarre
That's true, I think in this example Alex was mostly talking about the way floors and walls will fail according to what's left to support them. You don't have to directly damage a part of a building for it to crumble, and it will fall in the direction of the weight rather than the canned animation Alex referred to in BF
The game seems to take place on a kind of soundstage - maybe they are?
@@NoName-gp8il Because of it's technical complexity and gameplay changing complexity and then even more complex over a network where everyone has to see it
Optimized settings part got a good laugh out of me since that's exactly what I can find for multiplayer games unless Alex does it for a game!
I very much appreciate your optimized settings, even take screenshots of them so I can readjust my games whenever I reinstall them. Helps a lot on my budget PC.
Tbh I never really noticed those cutbacks in the destruction of trees and other objects, since the vast majority of the game is focused on fighting in buildings
Didn't enjoy that these were referred to as cutbacks. It's a game built for gameplay. It's not a tech demo
@@garywright4510 Well because it is a cutback on quality. Maybe not gameplay but its still a cutback.
@@garywright4510 He did mention that the devs may have done it for gameplay reasons.
@@garywright4510so the older games he compared it to are tech demos?
Having so much fun with that game. The short intense matches and destruction level is just marvelous. Gives me so much good memories of Bad Company 2 where the destruction was a highlight for me too!
As much as I love the Finals, I'd love a Bad Company 3 for the modern era even more.
I love how informative and educational these videos are.
Love the destruction physics. And the realtime settings update in settings came in a recent update. Wasn't there a couple weeks before.
The Finals is pure bliss. Feels like a game made in 2008.. that’s a good thing
With all of the monitisation and fomo of 2024
Too bad its going to get ruined by all the transients from Apex lol
its the most mordern possibly game possible
@@cypher5009the monetization isn’t even bad. it’s also a free to play game, so why do people care? it’s using quite literally the most consumer-friendly model.
@@samhyatt4863 I don't like modern day monetisation schemes, simple as and I can't support such expensive models. Nothing about this is consumer friendly.
Thank you alex for another optimized settings video ❤
Surprised you went with the Bad Company comparison rather than Battlefield 5's destruction as from what I remember is more similar to this. I could be mistaking it for Battlefield 1 though because I'll be honest... those two blend together for me.
Man when Alex mentioned Bad Company 2 I was like “Yyyyaaaaaaassss!!!!” I thought I was the only one who’s thought the destruction in that game was unparalleled and down hill from there in all other battlefield games.
BC2 was my first battlefield, really left a void after moving to 3 and 4
Alex please do optimised settings in this format from now on 😂😂 that was hilarious 😂😂
Honestly they did a great job with this. Sure they had to cut some corners, but it looks perfectly fine and most people won't notice or care much about small imperfections in lighting or cutbacks on the destruction physics on small objects, especially in a multiplayer shooter.
Been waiting a while for this video
The walls have the weight of Styrofoam, but very happy to see the UE5 engine used properly.
I love the Alex's funky music intros.
I've missed stuff like this for so long.
enjoying this game alot on ps5
the destruction element is so fun
Nice review Alex. I do enjoy your optimised settings
I just started playing yesterday and thought about when the DF video would be coming hahahaha. Awesome tech.
Great video
0:23 How I imagine GTA6 twilights would look like 😍
I also wanted to add that i very much rely on optimised settings guides for any type of game from your channel, please keep it up!
It would be really great to have some real optimized settings for this game from you guys. One of the things I noticed is that depending on the settings, my ability to see the invisible light players is night and day. On low, I cannot see them when they are right next to me. When playing on max settings, I can spot them relatively easily.
12:30 It's the #1 reason I'm here. People care about it more for multiplayer games because they're competitive. The trick is convincing the 'I just put everything on low' people they shouldn't do that.
I love your optimized settings ❤😢
Definitely a fun game, I haven't tried it on my PS5, but on my PC it runs and looks great!
Bad Company 2 Multiplayer Footage...wipes away nostalgia tears 😢
Brother, your optimised settings is whatg made me play CP2077 well whern it first came out on my 3950x/2080 Super. It's wasnt perfect but the trade-offs you spoke about there really helped me have an amazing experience in that game & more
Please Alex we need more videos on optimized settings, helps a tone
Love that "how to basic" vibe for optimized settings
Tbh that's my approach for settings on multiplayer games and only change something if 10h in everything is still stable
Alex is amazing in such things
You guys should do a video about Söldner Secret Wars destruction system. That game was doing things game don't even do today, and in 2004!
I would love to have the option to disable screen space reflections without crushing other settings in the process. They look weird, and often times are distracting
Never head about this. Now im gonna download it
12:02 - pure art :chefskiss:
I get why you wouldn't do optimized settings, but they are honestly half the reason I watch a lot of these videos.
I want your optimized settings on every game Alex!!!
After Alex just complained about the lack of destruction in games during the last Direct, I was wondering he'd think/say about The Finals.
Saw some footage on Highlight Reel and the destruction looked really impressive. Thanks for going into the tech and giving some background on the game because I knew nothing about who made it or where it came from. Also, even though it was funny, the taped reticle gave me cringe. 😂
optimal settings are really valluable, i need this!
lol my apartment is seen in a DF video, what an honor 😅
The optimised settings section really got me 🤣
Alex! We do care about your settings and it would be interesting to see the limits of how many frames are feasible for the game.
Like how many frames can you reasonably expect to get in 1080/1440 with low settings. Those stats are handy for people looking to upgrade hardware like monitors and such and not very well covered.
I've always loved destruction in games with the favourite one being Red faction guerrilla. Man how Id want a proper sequel with modern technology to that one (no Armageddon wasn't it)
Same. Ever since watching that behind the scenes video documentary they released to hype the game up, I've yet to see something better. Armageddon was technically a nice surprise with being able to restore geometry, but it was such a trimmed down version.
If guerrilla did that with console CPUs back then, imagine now!
I actually watch your vids 80% of the time for optimised settings, starting to struggle here with a 2080ti.
Excellent!
I just want to agree with the others - your optimized settings are unbelievably valuable! If you’ve made them for a game I’m booting up I default to your settings each and every time. It gives me confidence I don’t have to worry about whether I’m getting the best visual quality I can! Your optimized settings give me the confidence of and worry-free experience of playing on a console!
not being able to adjust the crosshair is criminal, its damn huge.
you definitely can, mine is pink and smaller (although you can't make it very thin, sadly)
@@Blaeeeek how bout you tell us how
I'm excited with this
This was one of my favorite things about battlefield
11:59 I was actually looking forward to this part... 😿
Noooooooo, I need those optimized settings!!! No one does it better than DF.
Thanks Alex! Awesome video :) just have a quick question though... is the screen tearing on the gameplay with a ryzen 5 3600 and 2070 super due to vsync off? I'm asking this cuz there is any difference between fps cap limiting (60 fps) vs Vsync On (60 fps) in screen tearing given this is a multiplayer game?
I had a Ryzen 5 3600 + RTX 3070 and my 1% lows were insanely high. Even though I was getting 80-100 fps, it did not feel like it at all. It was stuttery and choppy, especially when you move around with mouse. Upgraded to the 5800x3D, and it fixed literally all the issues. This is a very CPU bound game.
Good games, perhaps an up and coming studio
The tape on the monitor 😂
Incredible game, been loving it
Bad Company 2 was the first online FPS I really got into, I remember thinking the destruction was so cutting edge for its time. Never thought it would remain that way for another 13 years. 😂
The sad state of game technology that isn't about graphics
I wish there was longer ragdolls before the explode into coins.. and TDM pls!
Red Fraction we miss you!
Back in my day, you launched a multiplayer game and had access to everything (e.g. Team Fortress, Counterstrike, Day of Defeat, Quake 3, basically everything made before 2010 or something). This obsession with unlocking as you play or pay puts me off to a game. Could you imagine sitting down with a friend to play some Monopoly, and they go, "Yeah, I'll be using hotels and houses since I've played plenty of times. For you, you can use houses after we play three times, and you'll get hotels after 6. Or you can pay me US$50, and I'll treat you fairly lol." This type of stuff is usually present alongside for pay skins too, so it's usually not even the sole way a game chooses to monetize. They're just being horrible to poorer people and poorer kids. I have no idea why, but picking on poor people often goes unnoticed in society.
Great game needs more maps
It seems like they did a good job with the visuals to performance trade off.
I love the thick dumpy on the heavy characters. Excellent.
But how does the non ray traced comparison compare? Do nonDX12U systems have a fallback for real time GI? What's the performance impact of the different RT settings vs off?
We need Alex's optimized settings
Amazing analysis! I was already wanting to try this game since their public beta. Couldn't do it there due to some weird issue with the anticheat claiming I had tampered files after a fresh install (downloaded the game twice over Steam!). I was also a bit afraid this game was an easternized take (pardon the maybe preconceived notion) on FPS which hasn't been great, but this was just me being stupid as I thought the game was from Nexon (South Korean), while apparently Nexon is just the publisher and this comes from some amazing Swedish FPS gods from coldlandia. Now I definitely need to play this (if STEAM/BUGGY ANTICHEAT ALLOW ME!)
All the DICE talent went here and to Arc Raiders
Auf Wiedersehen 👍 German Reviewer @ Digitalfoundry??? Fände ich ja klasse ❤
Hey Digital Foundry, I have a question that I cant seem to find the answer for anywhere on the internet. Recently I just upgraded my PC from a i7-9700k 2060 super to a i5-12600kf 4060 and for some reason im not getting ANY additional frames in The Finals. I haven't looked at performance uplifts in other games but The Finals is all im playing right now so I would really like to understand what exactly is going on here. My in game settings are the exact same as they were on my old gpu/cpu, but as I said im not getting a single additional frame from my upgrade.
Might give this game a shot
The developers recently enabled Proton support for EAC. Would it be worth taking a look at this game on the Steam Deck, and seeing how well it runs?
loooved the BC1 Musik
To be fair when you play the game for quite a long time like 30 hours plus, some of the destructiom debris starts to become a bit annoying, like when you are fignting inside a collapsed building and you are just sandwiches inbetween slabs of concrete. There is a fine balance between gameplay and physical realism to be had
I think you forget that The Finals is similar to the Hunger Games in how it is done.
You are playing in basically a real time Augmented Reality Arena which means things like trees are not real. It makes since that debree could vanish due to it being everything is a Hologram.
hey DF, there's a whole section of players on pc having input problems when playing The Finals, Our inputs keep disconnecting every 5 seconds and its impossible to play the game, others have had their game crash as well, can you guys bring this problem to light it would be a greatly appreciated by everyone having this issue, so far one of the correlations has been PCs using a b550 motherboard.
Nice vid, but I do appreciate does optimized settings tho.
SICK SETTINGS
no way i waited a month for this dudes optimized settings and he hits us w a meme
Actually, in BfBC2, a house wouldn't collapse only if all bottom-level outer walls were destroyed.
There was just a predefined number of walls that had to be destroyed for a building to collapse; it doesn't matter if the walls were destroyed on the bottom or upper level.
It just happens to be the exact number of all bottom-level walls
The alcoves. The alcoves at Kolingen Astrid Park. Alcoves.
was hoping for this
I would love for maybe a DF retro episode exploring why we dont have more destruction in modern games when games like Battlefield bad company 2, Crysis 1, and Red Faction had done some really great stuff over a decade + ago (which is an insane amount of time in tech years). Like fire propagation should not be a big deal at this point since we had this all the way back in far cry 2 and yet somehow it still is. I would also like to add that system limitations dont seem to be the main issue considering breath of the wild has some decent scripted physics on what is essentially a mobile phone grade chip at this point in time. So why is this not something we see more often? Is it due to modern accessible engines not focusing on that aspect or something else?
There used to be a passion to push game technology in every department. Modern games require more money and manpower than ever before and today's gamers only care about "muh art assets, frames and resolution" so that's the only thing that gets attention in terms of technology. May this game do well so that we can see game physics evolve again and hopefully see a return of developers doing things like simulating parts of real life that we couldn't in the past. It's a worthy pursuit, not only because it's more eye candy, but also because it can lead to gameplay innovations.
@@protocetid Agreed, such design leads to emergent gameplay which ironically, leads to the thing they keep chasing with these bloated low level project...engagement.
RT reflections in this game would be... bad. Since it's a competitive shooter, RT reflections could give visibility advantages to people who have them on. SSR was the right choice.
Bruh your optimized settings are the reason I sub to this channel. Don't say that! MP or SP.
So this is basically Bad Company 3 in spirit?
I've actually been having a rather weird issue with this game since release where whenever my framerate drops even slightly (from 120 down to 110 for example) my mouse tracking significantly slows down and becomes jittery in accordance to how big the fps drop is. Even locking fps to 60 and playing on the lowest settings results in the same issue.
I have not experienced this issue on any other game. I'm running a 3090ti with a ryzen 9 3900x and using a steelseries rival 3 wireless.
I've tried running the game on all sorts of different settings. low high, vsync no vsync, gsync, windowed, fullscreen, 16:9, 21:9 and up. A friend of mine said he experienced a similar issue with his logitech mouse however his tracking was consistently bad and only with his logitech mouse, razer was fine.
Any reason why they went with this GI method instead of leveraging lumen? Would've been nice for reflections too. Maybe it's because they're using UE 5.0.3 so I guess it isn't quite as good there.
I want a co-op Terrorist Hunt Rainbow Six-like game with this amount of destruction.
We're in this awkward in-between phase with games where we KNOW what's possible with proper realtime lighting simulations and how a game should look if those techniques are utilized, yet we still see console-driven shortcuts using cubemaps, probes, and screenspace reflections/AO. Frustrating but i hope in the next year or so we can get the landscape shifted to using lightweight, performant versions of these currently cutting-edge technologies.