The Resident Evil 4 remake arrived with a number of points on launch, with picture high quality issues, inconsistent efficiency, ugly screen-space reflections and controller response points. The underlying recreation was positively a profitable, enticing effort, however missing a ultimate move of polish. The lately launched title replace 1.004 provides Mercenaries Mode and fixes for a lot of of those points – this is the present state of play.
Essentially the most distinguished launch model situation was picture high quality, with all console variations affected by a loud look and PS5 seemingly by extra reconstruction woes. The brand new patch makes modifications on this space, however the ultimate outcomes are maybe blended at greatest.
On the plus facet, the PS5-specific points have been resolved to a point, with a sharper look regardless of some artefacting, however weirdly the Sequence X/S releases at the moment are worse than their launch variations. The Xbox Sequence releases now sport a sharper look with considerably extra aliasing. All resolutions are the identical as launch, with a 1080p/1440p break up on Sequence S (efficiency vs high quality modes), an 1800p/2160p break up on Sequence X, and a 1944p/2160p break up on PS5, so this all comes right down to variations in picture therapy between patch 1.002 and 1.004.
Capcom maybe must rethink its method right here. RE Village had a cleaner picture on consoles than the RE4 remake whereas additionally that includes a reasonably foliage-rich world. Maybe a transfer in direction of a much less aggressive checkerboard answer or a local decision method with a decrease pixel depend would go well with this title extra. I’d a lot favor a softer however extra temporally secure ultimate picture, significantly given how darkish and low-contrast RE4 tends to be.
As a ultimate be aware, the PS5’s “lens distortion” and “lens distortion with chromatic aberration” choices now render accurately, with out the smeary low-res look that they had earlier than. I might nonetheless suggest turning these choices off, however a minimum of there’s not a ruinous influence to picture high quality in the event you follow the defaults.

One other main launch situation impacted reflections, with low-res RT reflections and a really poor screen-space reflections implementation – issues that carried over from prior RE Engine efforts. As of the most recent patch, each PS5 and Sequence X do not characteristic screen-space reflections in any respect, with Capcom changing them with cubemaps or RT reflections relying on the circumstance and toggled visible settings. In some sense, it is a settings downgrade, however it’s positively a web enchancment to my eyes – and one thing we really helpful in our launch assessment.
On Sequence S screen-space reflections principally appear to be eradicated, however on one reload they did reappear for some purpose in frame-rate mode. Partly due to this, it is laborious to inform if that is an intentional change or an undesirable side-effect of modifications elsewhere, however I am hoping the screen-space reflections are gone for good. A much less artefact-prone, better-behaved SSR implementation could be ideally suited after all, however we’re not prone to see enhancements there, I concern.
Past graphical points, RE4’s launch code additionally wasn’t significantly performant. Most mode mixtures ran unlocked, with PS5 and Sequence X holding 60fps extra recurrently of their lowest-end configurations, whereas Sequence S ran uniformly poorer than both premium machine.
There have been some substantial enhancements on this entrance, with Sequence X now working at a 5-10fps benefit over the launch code, that means it constantly operates at 60fps within the default frame-rate mode. The decision mode performs fairly equally to the frame-rate mode at launch, bottoming out round 50fps with most gameplay at or close to 60fps. Nonetheless, turning on all graphical choices can lead to extra variable frame-rates, at worst 40fps relying on scene complexity.
Sequence S additionally runs significantly higher than its preliminary type, with a locked 60fps in frame-rate mode outdoors of some particular scenes such because the wet sequence on the outset of chapter 5. Decision mode bottoms out within the mid-30s, with a reasonably awkward response, although that is maybe comprehensible given the RT reflections.
Outcomes on PS5 are a bit much less clear. The frame-rate mode is nearly a locked 60fps right here, with no actual points however that is much like what I noticed on the launch patch. The decision mode nonetheless hangs within the low-to-mid 50s when closely taxed, and the all-dressed choice usually runs within the mid-40s. It is definitely doable that the PS5 reveals some efficiency enhancements right here, but when so it is a extra minor enhance than the Sequence consoles have obtained.

Lastly, fortunately, the deadzone points on Xbox Sequence consoles have additionally been alleviated. At launch, gamers needed to deflect the sticks about 40 % by means of their vary of movement to get an onscreen response. As of the most recent patch, the sport feels way more responsive, matching comparable video games like RE2 and Useless House.
Past its fixes, the patch additionally provides a free Mercenaries Mode DLC, which basically takes areas from the marketing campaign, fills them with difficult enemies and places a time restrict on the proceedings. Killing enemies and choosing up power-ups extends the time restrict, so the mode is admittedly oriented round defeating as many enemies as shortly as you may and transferring across the map to select up time extensions. RE4’s sped-up mechanics go well with this mode fairly nicely, and I did get pleasure from my time with it regardless of the content material being restricted to a few small maps. The A and S ranks are pretty breezy to realize although, so there’s not a lot problem right here.
Efficiency in The Mercenaries principally matches the extra intense fight areas in the principle recreation, so I might advise sticking to the higher-performance choices right here. The default frame-rate modes run with a reasonably strong lock on 60fps on all three consoles. Curiously, the choice for hair strands appears to be utterly disabled right here, so it might’t be turned on in any respect in The Mercenaries.
All issues thought of, RE4 is considerably improved from the launch launch however there are a number of areas that also want consideration. Strand-based hair nonetheless appears to be like weirdly worse than the default card-based hair; RT is pretty restricted and low-res, whereas there are an awesome array of visible choices to navigate on premium consoles.
Efficiency enhancements for quality-based modes could be desitable and the flexibility to lock to 30fps would even be welcome. And whereas Capcom has shaken up picture high quality a bit on all consoles – delivering real enchancment on PS5- the ultimate picture nonetheless has points and I believe a softer, extra secure look would go well with the paintings higher. Maybe transferring away from checkerboard in direction of a extra strong temporal super-sampling anti-aliasing choice might ship higher outcomes.
With that mentioned, the sport has been enhanced over the launch code and the sport’s key points have been a minimum of partially addressed. Let’s hope we see future patches that proceed to shine what’s in different respects top-of-the-line latest retro remakes.