- Striking visual presentation in terms of UI, menu's etc.
- Roughly 80 hour runtime
- Not a lot, if any, enemy model reuse unlike many Atlus games, a lot of new enemies.
- Lighting in smaller areas looks good, but open area lighting can look flat
- Not exactly up to current gen lighting standards overall
- Overall rendering tech still reminiscent of PS3 titles (damn)
- No baked GI, PBR, TAA etc kind of features common in current gen games
- Visual features give the game a bit of a dated feel with low quality textures
- Relatively poor image quality. No anti aliasing and high contrast art style makes it look like an aliased mess, a temporal AA technique could fix this
- PC version can run at high resolutions but doesn't exactly look that much cleaner than console
PS5:
- Unstable 60fps with low 40's at worst
- Renders at roughly 1656p (no mention of DRS)
- Combat can also drop to the 40's, so do indoor dungeons etc
- Game seems to be primarily GPU dependent
- DF thinks the game doesn't use culling properly which causes this kind of drops
- PS4 Pro version of Metaphor runs at a locked 60fps when played on a PS5, but drops resolution (1080p with lower resolution assets, closer draw distance for NPCs etc.
- 120hz support present in consoles without any visual downgrades when 120hz on system level is selected
- No LFC support so drops can still feel jarring.
- The 'nuclear option' is to wait for PS5 Pro
Xbox:
- DF did not have access to the final code so they only had the demo code to compare
- Performance profile is similar to PS5 in both 60hz and 120hz modes
- Series S drops to 1080p with even the UI dropping resolution
- On Series S, Performance drops more than SX and PS5
- VRR does not work properly in the demo on SX where it works on Series S and PS5