![](http://images.eurogamer.net/2013/articles/1/7/1/0/1/0/7/digitalfoundry-2014-hands-on-with-ryse-pc-1411820398022.jpg/EG11/resize/300x-1/format/jpg/1710107.jpg)
Let's make one thing perfectly clear - anyone expecting the upcoming PC version to address any of the fundamental issues present in the original game is going to be very disappointed. It is, to all intents and purposes, the exact same game, with all the Xbox One DLC bundled. But everyone looking forward to the PC release probably knows this, and most likely doesn't care - the chances are that they want to see their gaming hardware of choice pushed to its limits, experiencing Crytek's phenomenal technology unshackled from the restrictions of the Microsoft console.
To put things into perspective, we returned to the original Xbox One release to better understand the limitations Crytek was operating under. What we found were two key areas ripe for improvement. First up, there's the controversial issue of resolution - Ryse operates with an internal 1600x900 framebuffer, upscaled using a custom filter to full 1080p. Of more concern to us is the uneven frame-rate: to all intents and purposes, it is a 30fps title (read our Cevat Yerli interview for the decision-making process there) but the pace of the arrival of new frames is uneven, with noticeable judder, albeit mitigated to a certain extent by one of the best motion blur implementations we've seen in gaming.
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