Digital Foundry tested the Resident Evil Village on the iPhone 15 Pro and iPad Pro M1
Digital Foundry has published a video dedicated to the port Evil Village to iPhone. They were especially called MetalFX, Apple’s scaling technology, which (finally) appeared in the iPhone.
Firstly, they note that the actual resolution when using Metalfx is slightly lower than when using Mac. Take an example of an image in size 1920 x 1080: the principle of Metalfx is to calculate the smaller image and its increase. On Mac, they calculated that the image is designed with a ratio of 0.5 along each axis, that is, an image in size of 960 x 540. On the iPhone, the ratio in their opinion 0.4 or 768 x 432. Given the high resolution of the iPhone screens, they indicate that the loss of quality is small.
The second interesting point: they show that the increase is paradoxically lower than on Mac (about 40% compared to about 70% on Mac). They cannot check whether the iPhone graphic processor is a narrow place (effective taking into account the energy budget, but weak in absolute terms) or NPU, which performs part of the calculations associated with the expansion. But they note that this problem has already been observed on the NVIDIA of the Essential level with DLSS 2 (METALFX equivalent).
However, for them, the best choice is the MetalFX “Quality” mode: the rest of the options lead to excessive detection of the image or too weak smoothing (t. e. the appearance of a forest).
As for overall performance, Digital Foundry journalists note that you can constantly reach a speed of about 30 frames per second, experimenting with options, but the iPhone 15 PRO does not have enough power to constantly provide a speed of 60 frames per second, due to the processor due to the processor. Similarly, some slowdown related to the processor is also probably observed here due to a small number of nuclei in A17 Pro. Finally, they managed to test the game on the iPad Pro M1, which provides higher performance, but does not approach 60 frames per second.
They offer settings that can be used to obtain good performance in a resolution of 900p with several accurate settings.
Finally, from a more practical point of view, they believe that sensory management is not effective enough and that the delay of Bluetooth controllers is too high, but the game is still an excellent technological demonstration. And they hope that the Port Resident Evil 4 will make some adjustments to the settings and performance.