Infold Games has lifted the review embargo for Infinity Nikki. Powered by Unreal Engine 5, it’s time to benchmark it and examine its performance on the PC platform.
For our benchmarks, we used an AMD Ryzen 9 7950X3D, 32GB of DDR5 at 6000Mhz, AMD’s Radeon RX580, RX Vega 64, RX 6900XT, RX 7900XTX, NVIDIA’s GTX980Ti, RTX 2080Ti, RTX 3080 and RTX 4090. We also used Windows 10 64-bit, the GeForce 566.14, and the Radeon Adrenalin Edition 24.10.1 drivers. Moreover, we’ve disabled the second CCD on our 7950X3D.
Infold Games has included a few graphics settings to tweak. PC gamers can adjust the quality of Scene Details, Render, View Distance, Shadows, Textures and more.
There is also support for Ray Tracing and NVIDIA DLSS. However, you cannot adjust the quality of DLSS, and there is no support for AMD FSR. Not only that but the Ray Tracing option was only working on NVIDIA’s hardware. On AMD’s GPUs, that option was greyed out.
Going into more details, the devs have used Ray Tracing to enhance the game’s Ambient Occlusion and Reflections. However, the RTAO effects are as underwhelming as they can get. Here are two comparison screenshots. On the left, we have the non-RT version and, on the right, the RT version. And, honestly, I can’t see any differences at all. Even the grass, which should greatly benefit from RTAO, does not have any AO effects at all. Furthermore, the Ray Tracing setting comes with a huge overall hit. So, it’s not worth at all enabling it.
Infinity Nikki does not feature any built-in benchmark tool. So, for our tests, we used the first two you meet after its prologue. This area should give us a pretty good idea of how the rest of the game performs, as it can tax both the CPU and the GPU.
At 1080p/Ultra Settings, our AMD Radeon RX Vega 64 came close to a 60FPS experience. Interestingly, enough, the game was locking the Ultra settings on the AMD Radeon RX580 and the NVIDIA GeForce GTX980Ti. In those GPUs, the High settings were the highest available options.
At 1440p/Ultra Settings, our top five GPUs had no trouble at all running it with over 60FPS at all times. As for Native 4K/Ultra, our top four GPUs were able to provide framerates higher than 60FPS.
In short, Infinity Nikki will run with high framerates on a huge range of PC configurations. The game will also pre-compile its shaders every time you launch it. As such, it does not suffer from any shader compilation stutters. However, there are a few traversal stutters in the city. They are not that frequent, but I could easily notice them whenever they were occurring. Thankfully, in the open-world area, there are fewer. Thus, the overall gaming experience is smooth for most of the time.
Graphics-wise, Infinity Nikki has a great art style and that’s its biggest feature. From what I could see, the game does not fully take advantage of Nanite as there are numerous pop-ins with the trees and vegetation. On the other hand, the devs have mentioned Lumen in a blog post, so my guess is that there is support for it. Infinity Nikki also has a proprietary ShellFur-based system, a proprietary skeletal chain algorithm, improved cloth algorithms, and real-time clipping tech. And while all those are cool techs, there are a lot of low-res textures. NPCs also feel old-gen-ish. Moreover, the game’s lighting can look flat at specific times of day. So, the graphics are a mixed bag.
Overall, Infinity Nikki can run with high framerates on a wide range of PC configurations. Sadly, though, its visuals are not that impressive. It’s not a bad-looking game. From what I can tell, it was not downgraded from its pre-release trailers. However, the extreme DOF and the cinematic cameras that were used in its trailers effectively hid most of its visual shortcomings. And hey, we at least have a UE5 game that, for most of the time, runs smoothly on a wide range of PCs.
Enjoy!
John is the founder and Editor in Chief at DSOGaming. He is a PC gaming fan and highly supports the modding and indie communities. Before creating DSOGaming, John worked on numerous gaming websites. While he is a die-hard PC gamer, his gaming roots can be found on consoles. John loved – and still does – the 16-bit consoles, and considers SNES to be one of the best consoles. Still, the PC platform won him over consoles. That was mainly due to 3DFX and its iconic dedicated 3D accelerator graphics card, Voodoo 2. John has also written a higher degree thesis on the “The Evolution of PC graphics cards.”
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