![]() Despite so much emphasis on driving over puddles, mud, and snow, DiRT 5 includes zero incredibly limited terrain deformation systems. (The few times the game has you drive off massive ramps, they're not sold with a sense of scale you simply see a wide-open, low-resolution skybox behind a straight chunk of road to land on.) Also, for a game with so many puddles, the reflections in this game use a particularly inaccurate-looking screen-space option-and, again, I didn't expect ray tracing, but even cube maps would've looked better than this. In particular, camera angles emphasize limited views as you careen toward your next drift-filled turn, as opposed to eye-popping zips through massive valleys. (To be clear, all images in this article are from DiRT 5 on Xbox Series X.)Įven at their most ambitious, DiRT 5's race tracks emphasize the kinds of foliage designs and rendering distances you've seen before. It looks so familiar, in fact, that if I told you all of the images in this article were from 2017's DiRT 4, you might believe me. I've seen crazier amounts of distant terrain and geometry in 60fps racers like OnRush, and I've seen more convincing foliage and weather effects in Forza Horizon 4 (which maxed at 30fps when it launched on Xbox One). Like other mainline entries in the series, this DiRT sequel sticks to formal racetracks with a mix of concrete and unfinished roads-not open-world romps. Generally, it looks like a current-gen console game that would have struggled to hit a smooth 60fps on Xbox One X or PS4 Pro, especially at resolutions higher than 1080p. Maybe some ray tracing (though, let's be real, we're still waiting on anything with ray tracing enabled to exceed 30fps on one of this year's consoles).ĭiRT 5 fails to meet pretty much all of those bullet points. ![]() ![]() Incredible texture fidelity on people and terrain. Larger crowds of people and vehicles, powered by a substantial boost to CPU specs. Virtual worlds that can stretch much further into the distance, owing to a faster I/O architecture. When I think about the promise of Xbox Series or PlayStation 5, I look back at bullet-point lists in the recent hype cycle. The first major issue with DiRT 5 is how seemingly current-gen the whole game looks. But DiRT 5's first taste of 120Hz racing on a console, and what it takes to get there, is fascinating enough to merit an asterisk-covered preview. I urge you to keep an eye out for more next-gen game impressions before loading ammunition into your preferred "console war" cannon. I want to be clear: DiRT 5, in its pre-release preview state, is not the best foot forward for Xbox Series X, and I'm not entirely sure it's representative of the console's next-gen promise. That's a substantial increase from the 60fps max of past console generations (and a big rally-car leap above the 30fps cap you typically see on current-gen games). What's more, it is the first game I've ever tested for a bespoke game console with frame rates up to 120fps. Today, for the first time, I'm allowed to lift the curtain on a game made for Xbox Series consoles: DiRT 5, the latest drift-heavy racing game from Codemasters. Most of my effort has revolved around its massive backwards-compatible feature set-as seen in a very long feature about how older games benefit from newer hardware. While I have been testing a pre-release Xbox Series X console for nearly a month, ahead of its November 10 launch, I have had very few new games to test on it.
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