Digital Foundry: Atomfall - PS5/Pro/Series X/S and PC Tech Review - A Potential Cult Classic With Rough Edges

adamsapple

Or is it just one of Phil's balls in my throat?



Reprising its Asura engine tech, Rebellion aims to deliver something a little different in Atomfall - an open world survival adventure set around the UK's Lake District area. The concept is appealing, though on PS5 and Series X the tech has issues with reflections, low quality textures, and generally lacking image quality. Thankfully the PC release offers some options to address each point.

00:00 Introduction/tech features
02:34 Res/Comparisons
04:10 Anti-aliasing (PC)
06:13 Shadows (PC)
07:48 Reflections (PC)
08:50 Performance
10:09 Verdict
 
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adamsapple

Or is it just one of Phil's balls in my throat?
- Rough edges, texture quality, lacking image quality and poor quality SSR mar the game on current gen.

- PS5/SX: 1440p/1800p DRS with matching visual settings
- Series S: Static 1080p at 30fps with some reduced visual settings over other consoles
- PS5 Pro: 1440p/2160p DRS which sits mostly in the middle with boosted IQ over PS5/SX, no visual enhancements other than that.

- Image quality has scaling artifacts with lots of pixel crawl, the game has no temporal AA (same as their Sniper Elite games). Likely uses FXAA or SMAA.

- Fully maxed out PC suffers from pixel crawl as well, even at fixed 4K with Ultra settings. Improvement on PC but there aren't enough options to mitigate these issues.

- PC/PS5/SX have RT like shadows, but it can cause things to look heavily shaded.

- SSR on PS5/SX runs at PC's Low equivalent and is poor, PC's Ultra fixes most of the issues.
- Console match PC's High texture settings

- PS5/SX/Pro all target 60fps and broadly stick to it
- PS5 Pro encountered persistent drops in one tested area but dying and resetting fixed it
- Series S targets and sticks to 30fps but the lower performance and controller response are lacking
 
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rodrigolfp

Haptic Gamepads 4 Life
"Fully maxed out PC suffers from pixel crawl as well, even at fixed 4K with Ultra settings. Improvement on PC but there aren't enough options to mitigate these issues."

OOF.
that Series S version doesn't make much sense... they should at least add an unlocked fps mode for VRR users
VRR is only for 40+fps, no?
 
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Radical_3d

Member
please kill SSR
So you can look down for the bargain price of half the frames?

No GIF
 

Magic Carpet

Gold Member
The PC gamepass preload should do something sometime today. I've had the 10MB placeholder siting there for a long time.
Plan to play the jaggies for the 4 day weekend starting tomorrow.
Jaggies, developers still don't know about jaggies?
I hope the developers at least know about modern controllers and movement ingame. Otherwise I'm going to cancel my time off and go back to work.
 

Denton

Member
Hilarious image quality. Shimmer city. No DLSS and DLAA on PC is criminal. I hope they will patch it in quickly or it gets injected.
 

kevboard

Member
Hilarious image quality. Shimmer city. No DLSS and DLAA on PC is criminal. I hope they will patch it in quickly or it gets injected.

on PC you could use DLDSR to supersample it. I bet that would look pretty good and should runs relatively well on most midrange PCs up to 1440p
 

Redneckerz

Those long posts don't cover that red neck boy
Lets see if PS4/XBO are reviewed too, because if anything, it is pretty special that 11.5 year old hardware gets games of this order.
 

kevboard

Member
SSR looks just ok if you don’t look down so the screen information is no longer there to produce the reflection. There are problems with occlusion but even on PS4 there are games that already resolve that. The RT reflections are just a luxury.

who's talking about RT reflections? anything is better than SSR. SSR is a graphics glitch, not a feature.

even a simple cubemap is superior to SSR.
 
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Denton

Member
on PC you could use DLDSR to supersample it. I bet that would look pretty good and should runs relatively well on most midrange PCs up to 1440p
I will use it, but I suspect even that will not eliminate shimmer completely. You need temporal form of AA for that.
 

QLQ

Neo Member
Screen space reflections are worse than cube maps?
It depends on the use case, as both Cubemaps and Screen Space Reflections (SSR) have strengths and weaknesses:


Cubemaps


✅ Pros:


  • Very cheap in performance (pre-baked, no runtime cost).
  • Can reflect objects outside the screen.
  • Works well for static reflections (e.g., mirrors, glossy floors, environment reflections).

❌ Cons:


  • Not dynamic (unless using real-time reflection probes, which are expensive).
  • Lacks accuracy—cannot reflect dynamic objects accurately.
  • Can look artificial in certain situations.

Screen Space Reflections (SSR)


✅ Pros:


  • Real-time, dynamic reflections—great for wet surfaces, water, or glossy materials.
  • More accurate than cubemaps when objects are visible on screen.

❌ Cons:


  • Expensive performance-wise, especially at high quality.
  • Limited to screen space—cannot reflect objects that are off-screen.
  • Can create artifacts like noise, ghosting, or flickering.

Which is Better?


  • For performance and pre-baked reflectionsCubemaps (best for static environments).
  • For real-time accuracy and dynamic reflectionsSSR (best for real-time rendering in games).
  • Many modern engines combine both (SSR for near reflections + cubemaps for fallback reflections).

So yeah, I don't know what he's talking about calling it a "glitch", or arbitrarily saying one is "better".
 

lh032

I cry about Xbox and hate PlayStation.
i guess the review was right, this game is asssssss
I was looking forward to these unique games.
 
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kevboard

Member
Screen space reflections are worse than cube maps?

It depends on the use case, as both Cubemaps and Screen Space Reflections (SSR) have strengths and weaknesses:


Cubemaps


✅ Pros:


  • Very cheap in performance (pre-baked, no runtime cost).
  • Can reflect objects outside the screen.
  • Works well for static reflections (e.g., mirrors, glossy floors, environment reflections).

❌ Cons:


  • Not dynamic (unless using real-time reflection probes, which are expensive).
  • Lacks accuracy—cannot reflect dynamic objects accurately.
  • Can look artificial in certain situations.

Screen Space Reflections (SSR)


✅ Pros:


  • Real-time, dynamic reflections—great for wet surfaces, water, or glossy materials.
  • More accurate than cubemaps when objects are visible on screen.

❌ Cons:


  • Expensive performance-wise, especially at high quality.
  • Limited to screen space—cannot reflect objects that are off-screen.
  • Can create artifacts like noise, ghosting, or flickering.

Which is Better?


  • For performance and pre-baked reflectionsCubemaps (best for static environments).
  • For real-time accuracy and dynamic reflectionsSSR (best for real-time rendering in games).
  • Many modern engines combine both (SSR for near reflections + cubemaps for fallback reflections).

So yeah, I don't know what he's talking about calling it a "glitch", or arbitrarily saying one is "better".

SSR literally introduces constant artifacts. you can't prevent that.

I will use the same logic as people who say RT reflections are useless.
the argument there is basically always "who just stands there and stares at reflections?", well, I can ask the same about SSR.

here's the thing. if you move through an environment and there are reflective surfaces, and these surfaces use exclusively perspective corrected cubemaps, you will probably not even take note of them. they will blend into the background and be in no way offensive.
now of course if you stop and stare at them you will notice discrepancies... but here I will invoke the previously stated defence "who just stands there and stares at reflections?"

now let's imagine we walk through the same environment, but now there are screen space reflections on top of these cubemaps...
as you move through it, suddenly you see a weird white shimmer every time one of the reflective surfaces are at the edge of your screen. and as you walk under some tree branches weird artifacts in the shape of the branches appear right in front of your view. as you look around to maybe sewrch for items to find, suddenly parts of the reflection disappear right in the center of your view.
suddenly you just can't help but notice the reflections, your eye gets drawn to them due to these very visible issues and artifacts that look out of place and distorted.



there are many games that simply look better if you turn off SSR, because again, you won't stare at reflections, but constant artifacts will draw your attention if you like it or not.
a slightly inaccurate representation of the environment inside a cubemap that is just there and inoffensive looking is far less distracting as SSR that have obvious errors that are not only right in your face a lot of the time, but also moving and changing with your character and camera movement.

you can not tell me that screen space reflections just look like a glitch.
 
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Reactions: QLQ

pasterpl

Member
This gen overall is such a disappointment from visual perspective. Beefed PC seems to be the best place to play if you want a decent resolution and higher quality with acceptable FPS all at the same time. Games don’t look so much better vs last gen so I am not getting why this (all above) is the case. Even PS5 Pro doesn’t seem to give that much boost to console versions pf games.
 

corgiix3

Neo Member
This gen overall is such a disappointment from visual perspective. Beefed PC seems to be the best place to play if you want a decent resolution and higher quality with acceptable FPS all at the same time. Games don’t look so much better vs last gen so I am not getting why this (all above) is the case. Even PS5 Pro doesn’t seem to give that much boost to console versions pf games.
funny i have both a powerful PC and a PS5 Pro and it feels like PC is just giving me stutter city all the time and console is where i can get consistent smooth framerates.
 

Bojji

Member
is this not common knowledge? Dont get me wrong there are some god like PC versions like wukong. But the majority of the time, especially from japanese devs the pc port is actual brainrot.

There are some games like that for sure, but this is game to game basis. You say it like it's the norm across all games. It's not.
 
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