In my recent review of Ubisoft Montreal’s latest game, Watch_Dogs, I gave the developers the benefit of the doubt when it came to the graphics issues that many people had raised. Demos are often scripted and sculpted in such a way as to show a game in the best light possible and so the delivered product most often doesn’t line up with people’s expectations. So since Watch_Dogs wasn’t an unplayable monstrosity I chalked it up to the hype leading us all astray and Ubisoft pulling the typical demo shenanigans. As it turns out though there’s a way to make Watch_Dogs look as good as it did in the demos and all that’s required is adding 2 files to a directory.
This mod came to everyone’s attention yesterday with dozens of screenshots plastering all the major games news outlets. A modder called TheWorse on Guru3D became obsessed with diving into the Watch_Dog code and eventually managed to unpack many of the game’s core files. After that he managed to enable many of the effects that had been present in the original E3 demo of Watch_Dogs, along with tweaking a number of other settings to great effect. The result speaks for itself (as my before and after screenshots above can attest to) with the game looking quite a lot better than it did on my first play through. The thing with this mod is that unlike other graphical enhancements like ENB, which gives us all those pretty Skyrim screenshots, this mod isn’t adding anything to the rendering pipeline, it’s just enabling functionality that’s already there. Indeed this is most strongly indicated by the mod’s size, a paltry 45KB in size.
So first things first: I was wrong. Whilst the demo at E3 was likely running on a machine far better than many PC gamers have access to this mod shows that Watch_Dogs is capable of looking a lot better than it currently is. My current PC is approaching some 3 years old now, almost ancient in gaming PC years, and it was able to run the mod with ultra graphics settings, something I wasn’t able to do previously. It could probably use a little tweaking to get the framerate a bit higher but honestly that’s just my preference for higher frame rates more than anything. So with this in mind the question then turns to why Watch_Dogs shipped on PC in the state it did and who was ultimately responsible for removing the features that had so many in love with the E3 demo.
The conspiracy theorist in me wants to join the chorus of people saying that Watch_Dogs was intentionally crippled on PC in order to make it look more comparable to its console brethren. Whilst I can’t deny that it’s a possibility I simply have no evidence apart from the features being in the game files themselves. This is where Ubisoft’s response to the controversy would shed some light on the issue as whilst they’re not likely to say “Yep, we did it because Watch_Dogs looks horrendous on consoles when compared to PC” they might at least give us some insight into why these particular features were disabled. Unfortunately they’re still keeping their lips sealed on this one so unfortunately all we have to go on now is rampant speculation, something I’m not entirely comfortable with engaging in.
Regardless of the reasons though it does feel a bit disingenuous to be shown one product and then be sold another. Most of the traditional reasons for disabled features, like performance or stability issues, just don’t seem to be present with this mod, which lends credence to the idea that they were disabled on purpose after they were fully developed. Until Ubisoft starts talking about this though we don’t have much more to go on and since this can be enabled so easily I don’t think many gamers are going to care too much what they have to say anyway. Still I’d very much like to know the story behind it as looks a lot more like a political/financial issue rather than a purely technical one.