I'm not usually in the business of telling people how to spend their money, but after reading this article by the number crunchers over at Digital Foundry, I feel like I've got to post this, PSA style. Here's some highlights (lowlights?):
60 frames per second isn't possible on a 60Hz monitor: The most serious problem with this port lies in its performance limitations - currently, we've determined that it simply isn't possible to reach frame-rates matching the refresh rate of the monitor in use. The maximum frame-rate seems to be limited to 5/6th of the refresh rate - this means, when using a 60Hz monitor, the game simply cannot go beyond 50 frames per second. We even tried it with a Core i7 system paired with Titan X running at 720p on the lowest settings, but 50fps was still the limit - and the same thing applies to AMD GPUs too.
Well, that's unique. I'm not sure I've ever heard of a 5/6ths ratio like that before, and I can't come up with a single reason as to why you'd want to do that.
On PC, with more capable hardware, we would prefer to see an option to render at the native resolution of our display without this feature - but this is not provided. What this means for users is that '1080p' effectively produces a reconstructed 720p image rather than a native full HD output. Rainbow Six Siege offers a similar technique but on PC, it's optional. This is a technique that looks nice on a television from a normal viewing distance, but when you're pressed up against a high resolution PC monitor, the results are blurry and lacking detail.
So, no way to make the game actually render at the resolution you choose. Nice.
On two of our Nvidia-equipped systems, Quantum Break crashed. A lot. It's important to stress that it's not the game code itself that died, but rather the Nvidia driver. It's not often that we see the display driver itself crash and recover outside of extreme overclocking tests, but that's exactly what we experienced here. We attempted to rectify the issue by eliminating all traces of the driver from our machines and re-installing, while also using both the latest and older drivers - the results were the same.
And that means it's broken on most green colored GPUs. Outstanding.
This is a drum we cannot beat loud enough - the Universal Windows Platform architecture is a huge issue for the PC right now. There are problems with this game, such as frame-pacing, which could be fixed by users right now but that becomes impossible due to UWP's limitations. In the case of Quantum Break, this means that we're basically held hostage waiting for improvements from the developer or from Microsoft itself, as if this were a console game. In a perfect world, games would ship without any issues, but that just doesn't always happen, which is why it's so important for PC gamers to have the option to work around these problems with established tools and GPU control panel options. Also: bonus points to UWP for overwriting our Xbox One completed game save with fresh PC data instead, eliminating our existing progress completely.
Finally, you can't do anything to fix it, and sometimes it eats your saves. Fantastic.
There's other weird things with the game as well, like lacking an "exit" button (forcing an Alt-F4 or for you to close the window), or the erratic frame pacing that makes the 30FPS cap option totally worthless, but by now I think you get the idea. If you'd like to give Quantum Break a shot, it seems like it's in your best interest to get your hands on the XB1 version for the time being, at least until they sort a lot of this shit out.
5/6ths of your refresh rate as a FPS cap. What the hell were they thinking?