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540p upscaled using FSR 2: Skull and Bones Analysis from Digital Foundry

Digital Foundry expert Alex Battaglia published an analysis of Skull and Bones from Ubisoft Singapore, comparing the console and PC versions. The specialist found several positive aspects in Ubisoft’s first AAAA release, but also encountered some negative ones.

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DF noted the presence of two graphic modes on consoles, including the Xbox Series S, a pleasant-looking water simulation and beautiful splash effects, and the presence of subsurface scattering.

  • Battaglia noted that Skull and Bones demonstrates the technical bells and whistles that players have seen over the past five years in Assassin’s Creed games. The titles share a common engine, which is Anvil Next.

 

  • The post-processing effects in Skull and Bones don’t look very good in some places, especially in Performance mode on consoles, as they are rendered at a quarter of the original resolution.

 

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  • Water reflections are based on SSR, which leads to sad final results due to constant simulation and waves – sometimes reflections disappear, and if not, they look grainy and unstable

 

  • There are low quality textures that sometimes don’t even load; pop-in is often noticeable (loading of objects in front of the eyes); poor lighting quality

 

  • Performance mode on PS5/Series X runs at 720p, upscaled to 1440p using FSR 2

 

  • Performance mode on Xbox Series S runs at 540p, upscaled to 1080p using FSR 2

 

  • According to Battaglia, FSR 2 greatly spoils the picture in Skull and Bones with a bunch of artifacts, including flickering

 

  • The frame rate in high FPS mode is excellent on all platforms, but on PS5 and Series S it sometimes drops to 50-55 FPS

 

  • Quality mode – native 4K at 30 FPS on PS5/Series X and 1080p/30 FPS on Series S

 

  • PC and older consoles have RTGI, but it is only active on the ship

The first season of Skull and Bones will begin on February 27th. The pirate action game is available on PC, PS5 and Xbox Series X|S.

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