Horizon Zero Dawn PC revisited: is it fully fixed? | .
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Unleash devastating, tactical attacks against unique Machines and rival tribes as you explore an open world teeming with wildlife and danger. Stealth killed 10 machines. Reached level Tore off 10 components. Killed 10 machines weak to Fire while burning, or weak to Freeze while frozen.
Tore off 5 heavy weapons. Detached 5 heavy weapons from machines during combat. Headshot 30 human enemies. Killed 30 human enemies by landing headshots on them. First Modification. Used a Weapon Coil or Outfit Weave on a modifiable weapon or outfit. Minimum system requirements:. Recommended system requirements:.
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Horizon Zero Dawn PC Edition (US).
Another problem in cutscenes is how they were not authored around the idea of interpolated frame-rates above 30fps, so in some cutscenes you can see characters warp around during scene cuts. Mismatches in animation refresh are evident elsewhere: Horizon's tall 'stealth grass' runs at the correct frame-rate at all times, but the new dynamic plants and foliage added to the PC version are locked at 30 frames per second refresh instead.
An unlocked frame-rate needs to mean just that - picking and choosing what can meet the limits of PC hardware and what remains locked to 30Hz shouldn't be an option. What's so baffling about this is that Guerrilla Games are perfectionists - I can't help but feel that intrusive stutter and mismatched animation would never make their way into one of their PlayStation products so it's disappointing to see that happen here.
Our feedback was submitted to the developer and we understand that addressing the stutter and fixing the broken texture filtering is a priority, while essential features like full frame-rate animation are being looked into.
But to see such an amazingly polished console experience transition to PC with so many issues and with depressed performance is a problem. Death Stranding set the bar with a technically solid if not especially scalable port and to see Horizon Zero Dawn fall so far short by comparison is such a let down. We will be waiting to see if these issues are addressed over time, but right now, while the game itself is highly recommended, we can't say the same for this PC conversion.
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Detached 5 heavy weapons from machines during combat. Headshot 30 human enemies. Killed 30 human enemies by landing headshots on them. First Modification. Used a Weapon Coil or Outfit Weave on a modifiable weapon or outfit. Minimum system requirements:. Recommended system requirements:. Game details. Action - Role-playing - Sci-fi. Works on:. Release date:. Forum discussion.
Game features. Cloud saves. Controller support. You may like these products. In library In cart Soon Wishlisted. Something went wrong. Try refresh page. There are no reviews yet. Show: 5 on page 15 on page 30 on page 60 on page.
Order by: Most helpful Most positive Most critical Most recent. Most helpful. Most positive. Most critical. Most recent. Not sure what to write? Just like the launch version, engaging a higher setting only seems to tweak LOD bias - this can produce more detail in the distance, but there's the danger that with too much texture detail occupying too few pixels, you will get an unwelcome shimmering aliasing effect.
In-game, almost all of the issues we had have either been resolved, or at the very least, mitigations have been made. At launch, the grass animation added to the PC version only ran at 30fps when the rest of the game was unlocked - this has now been corrected.
Other related 30fps problems - such as Aloy's hair animation - are also fixed. Another frame-rate related issue was general awkwardness in cutscenes at 60fps, as the game was seemingly designed around a fixed 30fps update. Characters could be seem to be warping into different positions on camera cuts: this no longer happens. However, there's a new effect now - one we see on quite a few games actually - a freezing effect on characters on transitions when the rest of the world continues to update.
It's not a big issue, but it is there, and it is noticeable. It is, however, an improvement over the prior warping effect.
In terms of in-game issues, the worst problem - stutter on camera cuts, during traversal or even when UI elements presented - has been improved but still isn't quite right. The stuttering is now reduced, but there does still seem to be a hitching issue where the UI pops up with a new message: it's not a frame-time stutter any more, but more of a jump in motion. I noticed this a couple times throughout my play and it is noticeable, but it is less distracting than the momentary freezing seen in the release code.
All told, the experience is definitely improved across the board, but there are still oddities - like a thin black outline that frames the entire presentation sometimes.
Beyond polish and stability, performance was a genuine problem back in the day. Its closest AMD equivalent - the Radeon RX - fared better, but over 6TF of compute power was not capable of consistently doubling the performance of the 1. There's good news and bad news here. Whether it's down to Guerrilla Games' optimisation, Nvidia driver improvements or a mixture of both, the GTX is now much, much more effective.
The improvement is big: the benchmark registers a 65 per cent boost to performance, while in-the-moment stutter is reduced by a great degree. The RX sees fewer exciting differences.
In the benchmark, overall performance is the same, but the first cutscene in the game shows much more in the way of interesting improvements with the overall frame-rate being higher, while general optimisations we've already talked about see a much reduced level of stutter.
That said, it's worth pointing out that moving further into the game saw performance level out to how the game looked at launch running on this GPU, while GTX continued to show a big improvement. Indeed, if we put the two 'old timer' GPUs back-to-back, they are now very even in performance in a world where games usually favour one over the other.
So, what have we learned from this re-evaluation of the game and are there any takeaways in how future Sony ports may work out? Obviously, we don't really want to see this situation play out on future Sony titles. Well, Horizon Zero Dawn is much improved and it's no longer a 'poor' PC conversion, but neither is it particularly outstanding: there are still some issues such as the wonky cutscene camera change animation stalling, the rather odd animation playback jolt and the fact that I still think the game is generally under-performing on PC compared to the consoles.
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