Teardown: Next Gen Physics and Lighting


On PS5 and Xbox Series X, in Performance Mode, the game manages to average around 120 FPS at 1080p. Quality mode takes the resolution a step even further, kicking it up to 1620p and averaging 60 FPS. The Series S version runs at 1080p at 60 FPS. The game looks incredibly gorgeous, as it utilizes the power of the gameplay’s physics system’ with the added benefit of the lighting system and ray tracing.
 
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That's all about offering up solid performance, where Teardown works very well overall, bar some odd issues on Xbox Series consoles (specifically Series X). In the fidelity mode, Xbox Series X and PlayStation 5 run the game internally at 1620p, targeting 60 frames per second - and based on comparisons to PC, it's running with graphical quality settings maxed out.

PlayStation 5's fidelity mode is interesting as it's quite performant for a game doing so much tracing, mostly sticking to 60 frames per second. However, frame-rate can buckle when you start getting into more intense destruction or where there's a lot of smoke and fire on-screen, sometimes into the 40s. This can drop still further when using the game's sandbox modes or other gameplay types where you have more extensive access to destructive tools. The 1080p performance mode runs standard gameplay scenarios without issue, which makes sense as the game is cutting the total resolution in half - and that aids performance a lot. However, I find performance mode most interesting in its 120fps configuration, where simpler gameplay delivers full frame-rates, with only greater destruction causing dips beneath to the 90-100fps area.
Xbox Series X has an issue, however, and it's not related to the capabilities of the machine - but rather the developer's choice to swap out PS5's triple-buffer v-sync for double-buffer. Instead of maxing out performance, double-buffer sees performance drop from 120fps to 60fps to 30fps in hard 'jumps' whenever the system is under load. The judder is egregious and not really acceptable. We know it's not a hardware problem simply because turning on system-level variable refresh rate solves the problem completely - but hopefully the developers will introduce triple-buffering to Xbox too as right now, the sudden jerkiness just looks wrong. Series S may well be double-buffering too but it's hard to tell as it does such a good job of adhering to the 60fps target.
 
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