Final Fantasy VII Remake‘s exclusivity on consoles ends today. Nineteen months after its launch on PS4 and seven months after its PS5 update, Square Enix’s ambitious return to Midgar breaks out of Sony’s console family to land on PCs.
If you’re the type of Final Fantasy fan who wants little more than a way to play this game on your computer, you can expect a beautiful and mostly solid port that delivers the perks of the PS5 version to many more people. I went into my testing of FFVIIR on PC with higher hopes, however. For gamers like me, the news isn’t nearly as good, and that makes its unusually high PC price of $70 even harder to swallow.
A graphics menu brick wall
My first stop before starting any FFVIIR PC gameplay was the options screen, where I slammed into the brick wall that is the above “graphics” menu.
If you’ve played an Unreal Engine 4 game on PC over the past few years, you can immediately tell which crucial settings are missing. There’s no toggle to adjust anti-aliasing quality or methodology. You can’t disable V-sync. And most of the finer-tuned graphical toggles that can increase performance for lower-powered machines are entirely absent, including ambient occlusion, reflection, depth-of-field, motion blur, and particle-effects sliders.
Worse, the included settings are limited. The “FPS” menu limits players to a few pre-selected frame rates: 30 (same as PS4), 60 (same as PS5’s default), 90, and 120. (Nothing higher for the 144 Hz and 165 Hz crowds.) As I’ve confirmed in tests, this attempt to lock frame rate to a rounded target leads to occasionally choppy performance when the game can’t hit its mark. This problem results in something that resembles frame-pacing stutter; it seems the game does not play nice with a variable refresh rate.

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