Jedi Survivor has run like bantha poo since release, but after patch five, which released on Wednesday, performance is much better. The game actually uses your CPU now! I tested the presets using a demanding scene in Koboh overlooking some water.
The above video shows the difference in scaling between the presets at 1440p native on a Ryzen 7 5800x and an RTX 3080 12 gig. Epic fluctuates between 53 and 57 frames per second as I move the camera around the desert landscape of Koboh. Switching to High increases the range to 57 to 62 fps, while Medium increases it further to 60 to 64 fps. Unfortunately, we see visual cut backs now; the desert is looking a little more barren with less foliage, and geometry and shadows are cut back. Leaving Texture Quality and Anti-alising at Epic results in no loss in fps, as expected. Bumping up View Distance, Shadow Quality, and Foliage Detail to High doesn't lose us many frame while keeping the visual quality high. I left Post-Processing and Visual Effects at Medium, since I didn't notice much difference between that setting and Epic. The result is a fairly solid 59 to 63 fps, a small increase over the frame range of the High Preset. Unfortunately, turning on Ray-tracing tanks the frame rate considerably, and not even upscaling can get you a solid 60 fps, since the game becomes CPU limited. There is some distracting texture flickering with the stream in Koboh without Ray-tracing, however, and the game definitely looks a lot better with it enabled. Perhaps future patches will help with Ray-tracing optimization, but the game is a lot better now than at launch, when this particular area in my video often dropped my frame rate down in the mid-forties no matter what my settings were. I would say Jedi Survivor is a safe purchase if you have a decent PC now.
An example of texture flickering with ray-tracing disabled.
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