The moment Final Fantasy XVI hit Steam, I had the download queued. I plan on doing a closer look at the PC release once it arrives on September 17, but after playing through the opening section of the game, it’s already looking like a promising PC port. It’s well-optimized on the CPU, there are a ton of graphics options, and it’s loaded with PC gaming tech. There’s just one problem I’d like to see addressed before launch.
That mainly concerns the game’s
Cutscene woes
Let’s start there. Cutscenes are locked to 30 fps, and they resemble that juddery response that you can see in the
Some of these cutscenes are locked at 30 fps, others are rendered in real time, and others still are rendered in real time but are locked to 30 fps. It’s not a big deal if you’ve already played the game on
My biggest issue are Cinematic Strikes, however. If you aren’t familiar, these are quick time events that happen during large battles, usually with a cinematic camera that resembles a cutscene. I’m not sure if Final Fantasy XVI actually transitions to a cutscene during Cinematic Strikes, but it felt that way. The frame rate would immediately tank at the beginning of the Cinematic Strike and return to normal after. I would normally blame the frame rate drop on everything that happens during a Cinematic Strike, but I never experienced that kind of stark frame rate dip elsewhere. That was true in battles and even the opening Eikon battle.
It probably isn’t possible to get 30 fps cutscenes up to snuff. They’re likely just video files, and they were never rendered in the game at all. Hopefully the Cinematic Strikes are in a different camp, and Square Enix can keep the frame rate smooth during those transitions once the full release is here.
Remarkable elsewhere
Even with that caveat, Final Fantasy XVI looks amazing and runs smoothly on PC. I took it out with the RTX 4090 at
As far as upscaling goes, Final Fantasy XVI supports everything. You have Nvidia DLSS 3 and AMD FSR 3, both with frame generation, and Intel XeSS 1.3. The game even includes “legacy” upscaling, which is basically AMD FSR 1. Although you can use the typical performance modes for each, Final Fantasy XVI also includes a dynamic resolution option that will adjust the internal resolution in real time to reach your target frame rate.
Outside of graphics options, I was happy to see how Final Fantasy XVI scaled on the CPU. I was testing with the Ryzen 7 7800X3D, and instead of a few of the threads carrying the brunt of the load, everything was evenly spread out. Each of the 16 threads had between a 30% and 50% load throughout the demo, which is a very positive sign. I haven’t see a game that utilizes the CPU as effectively since Cyberpunk 2077.
Memory utilization wasn’t as positive. At
I’m not sure if Final Fantasy XVI is ready to go on PC or if optimization is still underway, but my time in the demo was very positive. I’ll need to continue looking at different CPU and GPUs to see how they hold up, but the game itself already looks well optimized and it comes with a ton of options to improve your performance.