The latest Woochan Falled feather Instead of fixing the root cause of post-release performance issues, Patch 1.4 appears to secretly lower the game’s rendering resolution and increase frame rates. While upscaling resolution is a well-established technique for increasing frame rates, this is the first time I’ve encountered a developer who appears to be hiding the use of a technique, and relies on it to provide better performance after launch.
As the Wuchang Fallen Feathers System Requirements Guide shows, we were already interested in the somewhat vague use of upscaling in the game. The fact that Wuchang Fallen Feathers is not optimized is no surprise on the 2025 release date. However, gamers who are misleading about how the game runs are a completely different issue. Even if you have a PC with one of our best graphics card recommendations installed, this is not enough to work around this issue either.
This report of the obvious Wuchan Fallen feather resolution scaling trick is from a recent video by YouTuber Daniel Owen. The video shows that it will test the game, comparing its launch build to the latest 1.4 update and using the nvidia geforce RTX 3060 running at 1440p to enable Ultra graphics settings.
Their tests seem to indicate that the developers set an internal rendering resolution limit of about 80-85% of the reported resolution, even if the setting is 100%. So, even if the system is very willing to run the game at full resolution, it simply cannot.
The conclusion is far from being decisive as it is based primarily on frame rate comparisons rather than pixel peeping the game’s image quality. However, the comparison strongly suggests that Leenzee may have just used a quick fix to show a clear increase in performance rather than actually solving the underlying issues that lead to very low performance in the game at launch.
Resolution scaling or upscaling is when the game renders a 3D portion of the game at a lower resolution than the monitor’s resolution. This game renders 2D HUDs, such as menus, and other parts of the game, with the normal full resolution of the screen. This could mean the menu and HUD are growing, as opposed to simply running the game at low resolution.
Given that it’s a 3D scene rendering, a tough part of the gaming GPU, it uses upscaling to increase frame rates. However, the lower the initial rendering resolution, the lower the quality of the 3D part of the game.
Techniques such as NVIDIA DLSS and AMD FSR are types of upscaling, typically providing rendering resolutions ranging from 50% to 100% of the output resolution. The reason 100% scaling is optional is that the secondary benefit of DLSS and FSR is anti-alearing, allowing you to render games at native resolution, but with improved image quality.
However, in this case, even if the resolution scaling is set to 100%, the post-patch version of the game appears to be below the native resolution. Owen has found that using the TSR Upscaling set for 100% resolution scaling, and that fired builds return an average of 29fps. This has been greatly improved as the scaling changed, scaling set to 50% to 58fps.
Repeated testing with the latest 1.4 patch led to a 28% jump in frame rates from 29fps to 37fps, and resolution scaling was set to 100%. However, he later found that dropping the scaling to 67-50% would result in only 2-3 fps improvement compared to previous patches. Given these numbers, the meaning is that you are simply incorrectly reporting that a 100% resolution scaling setting is running at 100%.
Owen repeated the tests with DLSS and FSR, both showing similar inconsistencies. Using DLSS, the boot build returned 28fps. The 1.4 patch increased to 45fps, and conveniently matched the results of the firing build when Owen tested the game with DLSS. Similarly, using AMD, the FSR showed 28FPS on startup and jumped to 39FP using the new patch.
The final result? It seems that it will stop working when you set the fallen wings of wuchang and use 100% resolution scaling. Assuming this is not a bug, this would be a very misleading feature for developers to implement. Owen goes further, saying the game “is lying about it being present in native rendering resolutions,” and as a result, it “deteriorating” the game.
Upscaling is a perfectly appropriate feature for game developers to implement in their games. This allows players to best balance performance and image quality to suit their needs. However, it must always be an option to some degree and certainly report accurately. Unfortunately, like patch 1.4, gamers with top-end graphics cards don’t seem to have the option to turn it off with Wuchang Fallen Feathers.
This is a mistake on Leansee’s part, or perhaps Owen jumped to the conclusion with their discovery, but this is not what’s happening. In any case, we hope that future patches will seriously improve the native performance of the game, which Wuchang Fallen Feathers Review describes as a “winning of combat and level design” that will be a serious and enjoyable option for gamers.
If you’re struggling with how the game works on a PC or handheld, check out the best Wuchang Fallen Feathers Settings Guide to learn how to make the most of this game.
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