Sony has just released Until Dawn Remake on PC and it appears that the PC version has numerous issues. While performance can be quite good, especially if you own an RTX GPU, the PC version has numerous features that are not working at all.
For starters, Ballistic Moon added support for Ray Tracing on PC. The devs have used RT to enhance the game’s reflections, shadows and ambient occlusion. However, the Ray Tracing settings are currently broken. Even when you enable them, the game does not appear to have any RT effects.
Here are a few comparison screenshots. As you will see, the framerate and image quality are exactly the same, with or without Ray Tracing.
And that’s not all. Until Dawn supports NVIDIA DLSS 3 and AMD FSR 3.0. And while NVIDIA DLSS 3 works like a charm, AMD FSR 3.0 Frame Generation is broken.
Here is a video in which we’ve tested Native 4K, NVIDIA DLSS 3 and AMD FSR 3.0. As you will see, NVIDIA DLSS 3 Super Resolution and Frame Generation work the way they should. However, AMD FSR 3.0 has issues. To be more precise, AMD FSR 3.0 FG will automatically disable itself. I don’t know what the heck is going on. Still, this is a bit disappointing for all those who don’t have an RTX 40 series GPU.
Finally, HDR is also not working in this title. While there is an option for it, the game will run in an SDR container. In other words, there isn’t real HDR in this game.
To be honest, I’m shocked by the amount of technical issues this game has. Alongside the aforementioned issues, Until Dawn took a VERY LONG time to compile its shaders when I first launched it. At times, it felt like the game had crashed and was not responding. And then you have a lot of visual artifacts. For instance, sometimes hair will look completely wrong. There are also some awful flickering environmental shadows.
All in all, Until Dawn feels like a game that was rushed to come out. In some cases, this feels like a beta. I really don’t know why the game was released in this state. Truth be told, none of what I’ve seen can be described as game-breaking issues. Still, the game feels unpolished and could certainly benefit from some additional care.
Stay tuned for more!

John is the founder and Editor in Chief at DSOGaming. He is a PC gaming fan and highly supports the modding and indie communities. Before creating DSOGaming, John worked on numerous gaming websites. While he is a die-hard PC gamer, his gaming roots can be found on consoles. John loved – and still does – the 16-bit consoles, and considers SNES to be one of the best consoles. Still, the PC platform won him over consoles. That was mainly due to 3DFX and its iconic dedicated 3D accelerator graphics card, Voodoo 2. John has also written a higher degree thesis on the “The Evolution of PC graphics cards.”
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So the whole idea was just to fück up the atmosphere of the game?
Memories of Return to Arkham games indeed
Good! No one should be needing these gimmicks on PC. Games should be optimised to run crisp clear on native resolutions here. That being said, we'll see how support for this game goes
Only someone who doesn't have proper kit would say RT is a gimmick
Only Ngreedia boot lickers love fake tracing.
All AMD GPUs have RT cores too but are a generation behind Nvidia so they don't perform as well
Only AMD bootlickers love fake tracing and AI cores they pay for but still aren't being used because they apparently don't have the software chops like Nvidia and Intel
AMD should just stick to making CPUs and if they had done that earlier maybe Zen 5 wouldn't have been so disappointing
Another Ngreedia fanboy obsessed with Fake tracing BS, has rtx 2050 and brags about getting more fps in fake tracing vs amd haha.
Well two years ago today I invested in Nvidia the shares I still have cost me $61,000 and today they are worth $664,450 ….. I can sell 20 shares that cost me a total of $244 and have $2,657.80 …. More than enough to buy a 4090 and still have over $244 left over
I'll just leave this here for yah..
RT is just as much a gimmick as MOST visual enhancement innovations since the late 90s. Meaning not a gimmick at all
People said the same about literally every innovation that has come along.. read on..
tesselation, POM, PCSS, oh my I should stop but nah
Anisotropic filtering! (Pfft wasteful), Soft shadows, programmable pixel shaders (hot garbage), global illumination, deferred rendering, screen space reflections..
High resolution textures! Realtime physics, volumetric lighting… Anything above 640×480!! then anything above 800×600! (Like ya Mama's weight)
Subsurface scattering, DX11, DX12, VULKAN!, ambient occlusion.. real time lights!
SHADER MODEL1, 2,3… ANTI ALIASING, HDR…
last but not least.. HARDWARE ACCELERATED 3D GRAPHICS!!
everything above was hated and considered a gimmick or waste of resources when it debuted and for many years later… Today they are in everything
Achoooooooo
RT is just as much a gimmick as MOST visual enhancement innovations since the late 90s.
People said the same about tesselation, POM, PCSS, oh my I should stop but nah you need to learn..
Anisotropic filtering!, Soft shadows, programmable pixel shaders, global illumination, deferred rendering, screen space reflections..
High resolution textures! Realtime physics, volumetric lighting… Anything above 640×480!! then anything above 800×600!
Subsurface scattering, DX11, DX12, VULKAN!, ambient occlusion.. real time lights FFS
SHADER MODEL1, 2,3… ANTI ALIASING, HDR…
last but not least.. HARDWARE ACCELERATED 3D GRAPHICS!!
everything above was hated and considered a gimmick or waste of resources when it debuted and for many years later… Today they are in everything
Oh yeah …look how game changing ray tracing is, not.
as a not very proud owner of the "proper kit" i can say that in 99% of cases the visual enhancements of the RT does not justify the performance cost, its just a way to convey a weak atmosphere in most cases, while games like Bloodborne conveys a great atmosphere without needing RT.
Here is something interesting to read sir..
RT is just as much a gimmick as MOST visual enhancement innovations since the late 90s.
People said the same about tesselation, POM, PCSS, oh my I should stop but nah you need to learn..
Anisotropic filtering!, Soft shadows, programmable pixel shaders, global illumination, deferred rendering, screen space reflections..
High resolution textures! Realtime physics, volumetric lighting… Anything above 640×480!! then anything above 800×600!
Subsurface scattering, DX11, DX12, VULKAN!, ambient occlusion.. real time lights FFS
SHADER MODEL1, 2,3… ANTI ALIASING, HDR…
last but not least.. HARDWARE ACCELERATED 3D GRAPHICS!!
everything above was hated and considered a gimmick or waste of resources when it debuted and for many years later… Today they are in everything
your argument is correct but does not correspond to my comment, i didn't said its a gimmick, i said in most cases it didn't justify the performance cost. it's been introduced to mainstream with 20 series GPUs and apart from CP2077, ratchet and clank and CONTROL and some other titles, its more like a proof of concept than anything else. and common VULKAN was loved from the beginning, RT is more similar to MSAA than anything else. should i stop? nay you need to learn.
remember the separate physx cards? or do you remember the Volumetric interactive fog like in batman? how about the planar reflection? the duplicate map for faking mirrors and reflection like in SH2 or MGS2? 3D glasses?
You conveniently ignore the many nvidia users that DO have ray tracing hardware but just leave it off, as the visual gain does not justify the performance cost for many. And you see those accounts all the time. From a gameplay perspective, a buttery smooth very high frame rate is a much better experience gain than slightly sharper poodles. There will be a day where gimmick-free, crutch-free 4k120fps ray traced native visuals will be a reality, but that day is not here.
That day will probably be a decade from now at the earliest. A decade ago top of the line GPUs were struggling to hit 1080p/120 and today the top of the line gpus are struggling to hit 1440p/120 (at least in demanding titles).
I have an AMD card (7900XT) and still use some RT in most games. 90% of games with RT aren't using heavy RT like Cyberpunk or Hitman. Without RT, my GPU is around faster than a 4070 TI, with RT on in most games, it's 10% slower. For my monitor resolution (1440p) and no use of VSR, that's still plenty.
Without RT my gpu can do even 4k in most games native. Depending on how the textures and geometry scales, it may or may not look better than 1440p/RT on.
My gripe with the 7000 series is they charged everyone extra for AI cores but they still aren't being used for anything. On a 7900XTX that's 10's of millions of transistors (it has 57,700 million transistors) wasted that could have been used for CUs and it could have been able to compete with a 4090 for traditional rendering (ALL graphics are rasterized graphics even Ray Tracing) although RT still wouldn't be as good.
To add insult to injury Sony has already figured out how to utilize the AI cores with the PS5 Pro PSSR super resolution while it's still not happening on PC because AMD apparently hasn't figured it out yet.
The AI cores in RDNA3 are futureproofed for the upcoming FSR4, which is using machine learning, basically AMD’s DLSS. Think of them as AMD’s Tensor cores, but not as efficient.
Personally, I’m not into the modern gimmicks though aka FG and upscaling. I’m playing SH2 at 1440p/60 (barely, dips from time to time even with a heavy OC) and it still looks and runs better than 4k/quality mode FSR3. DLSS is vastly superior, but I still prefer native resolution by a good margin.
I’m not ignoring anything or anyone.
RT is just as much a gimmick as MOST visual enhancement innovations since the late 90s.
People said the same about tesselation, POM, PCSS, oh my I should stop but nah you need to learn..
Anisotropic filtering!, Soft shadows, programmable pixel shaders, global illumination, deferred rendering, screen space reflections..
High resolution textures! Realtime physics, volumetric lighting… Anything above 640×480!! then anything above 800×600!
Subsurface scattering, DX11, DX12, VULKAN!, ambient occlusion.. real time lights FFS
SHADER MODEL1, 2,3… ANTI ALIASING, HDR…
last but not least.. HARDWARE ACCELERATED 3D GRAPHICS!!
everything above was hated and considered a gimmick or waste of resources when it debuted and for many years later… Today they are in everything you have ever played lol…
Learn to read your silly git
$70 no thank you
I got it for $37 on gmg
You can't refund it, though.
True true but you could buy it on steam to see if you like it, refund then buy from gmg
Well then I guess I won't be playing it after I finish cooking this rib eye…
at least you warned me in time..sigh. second Sony game is 2 weeks that launched BUSTED
– Don't preorder
– Don't get games on launch, until they're tested by the community and reviewers.
– Wait until they're fixed or mostly fixed, and btw you'll
– Get them at a discount.
– Play your backlog in the meantime.
but the community and reviewers will pre order anyways, so us not pre ordering doesn't makes a huge difference anyways
Let them.
These 5 lines should be the "5S" of gaming,printed on paper and sticked to a wall in every gamer's room.
The reviewers are the only exception,because we need them so we don't get fooled.
PS: For those who don't know.
The 5S
Sort (Seiri)
Set in Order (Seiton)
Shine (Seiso)
Standardize (Seiketsu)
Sustain (Shitsuke), provide a methodology for organizing, cleaning, developing, and sustaining a productive work environment.
While it's common sense now for every gold players out there, the newer generation of players should definitely take note of this. Also corpo reviewers aren't trustworthy nowdays so best bet would be follow a legit youtuber who reviews games or watch some benchmarks online. Ultimately, you need to do your own research. We did it when internet wasn't so ready with resources now there is abundance so make use of it.
Precisely the rules to live by these days!
If no one gets the game on launch then how could it be tested by the community? Are you going to rely on game journalist reviews?
Anyone without a RTX 40 series GPU can give DLSS Enabler a shot, which translates DLSS3-to-FSR3, including frame-generation.
From my limited testing so far on the Steam Deck, I've found that it always does a noticeably better job than the built-in implementations of FSR3 provided by the games.
How does it fare with the image quality?
How would this work? AMD APUs and non 7xxx series don't have AI cores. I can see it working on 2xxx and 3xxx nVidia cards, but steam deck?
I just checked and it just replaced DLSS with FSR or XeSS….so unless you're using XeSS instead of FSR3, it's just a placebo.
Played the definite edition on my PS5. No need to revisit this.
Blam to UE5
Who chose to use UE5?
this one is deREMAKE imho
Hey John. I have been testing this game for 4 hours so far on a RX 6700XT. What I have learnt is the FSR 3.0 FG does work randomly but its activation status remains disabled in the main menu. I have confirmed it by taking a look at the latency. But that's not all. Sometimes the input automatically inherits some lag even if you aren't using any FSR 3.0 FG. Hit and miss! The resolution scaling factor automatically changes when you change resolution. And it has some issues with GPU and VRAM OC. Please check on it John.
The wife loves cryptids and her fav isWendigos so we'll be playing this regardless, but a good call out on the odd issues I noticed too!
Maybe we'll wait for it to be patched, or, play the old one we already have on PS4 – regardless, really appreciate the breakdown of the issues!
My 4090 never touches 70°c, is John rocking a sff pc?
God of War: Ragnarok on PC was also a crashy mess. The layoffs have hit the industry hard.
The PS4 and PS5 have a AMD GPU and they cant make AMD features work, The future looks bright :/
Well guys. I have got my hands on SH2 Remake and it has major traversal stuttering issues. The graphics is fantastic to be honest. But those stutters don't help. John, I am looking for your take. Make it count!
Tomorrow I’ll test it.
Thanks John. So far, I have stopped playing it. The traversal stutters are worse in dynamic resolution setting. I tried capping at 30 fps but no help. Even I tried native res at 1080p & then dynamic resolution lock at 60 fps, still no help. FSR 3.0 only slightly improves the situation but you immediately grow a feeling that something is wrong with the image quality & the stutter still is not gone.
I "played" Until Dawn on youtube like most of their games except House of Ashes and Man of Medan, I think it's their best title yet.
I think this "game" needs a 24fps cap with proper frame pacing (idk if Rivatuner can achieve that or if it already woks). I'm usually a person who favors fps over resolution since most games I like are "gamey", but since this is a movie, high fps feels off ( like when watching movies using frame interpolation).
I'd just crank the resolution and settings to the max my gpu can handle with 24fps minimums constantly and be done with it. According to gamegpu (who also make min/avg 25fps recommendations for gpus), even a 3080 and 6800xt can hit the 24fps target at 4k/max, so maybe I can get it up to 5k via VSR on my 7900XT, though I doubt it as my GPU doesn't have the VRAM speed and bus-bandwith and generally gets half the fps I'd get at 4k.
i see these problems too , hair and head of people disapear