Beast of Reincarnation Runs With 90-110FPS at Native 4K/Max Settings on an NVIDIA GeForce RTX 5090

by · DSOGaming

Fictions has just released Beast of Reincarnation, the new action RPG from the developers of the latest Pokemon games, GAME FREAKS. The game uses Unreal Engine 5.4.4.0 and supports Ray Tracing. And, since I did not get a review code, I’ve decided to test it on my main PC gaming system and report my first PC tech impressions. So, let’s dive in.

Beast of Reincarnation promises to be a unique action RPG that blends real-time action with the tactical depth of turn-based strategy. In this game, players will take control of Emma and her dog.

They will explore the world and fight tough battles that take skill and timing. Along the way, you’ll discover what it really means to be human. In a ruined Japan filled with monsters and darkness, Emma and her loyal dog Koo might be the last hope for saving the world.

Players will travel through a dark and changing world where scary forests can suddenly appear in the middle of empty lands. As Emma and her dog Koo go farther into the unknown, their friendship grows stronger, and with it, new and strange powers start to appear.

By attacking, blocking, and parrying enemy attacks, you will increase Koo’s attacks. As such, you will be able to unleash some powerful techniques, known as Blooming Arts. Blooming Arts can also give Emma options for new actions.

For these initial benchmarks, I used an AMD Ryzen 9 7950X3D, 32GB of DDR5 at 6000Mhz, and an NVIDIA GeForce RTX 5090. I also used Windows 10 64-bit and the latest GeForce drivers.

Beast of Reincarnation does not have a built-in benchmark tool. So, for my tests, I used the tutorial area. This appeared to be more demanding than the next mission.

At Native 4K/Max Settings, the game runs with 90-110FPS on an NVIDIA GeForce RTX 5090. That’s a pretty solid performance for a UE5 title. However, it appears that the game does not take advantage of Lumen or Nanite. A lot of areas can look flat, and the lighting is nowhere close to the games that have used Lumen. Moreover, there are a lot of pop-in issues with distant objects and shadows.

Ironically, this is EXACTLY what a lot of UE5 haters have been requesting: a “UE4 game” on UE5 that does not use its heavy tech features. So, if you were one of them, you have no right, AT ALL, to be complaining about the game’s visual shortcomings. This is what you’ve been asking all along.

For what it’s worth, the game will compile its shaders the first time you launch it. Although it does not show any shader compilation bar, it will compile them (so when you first launch it, you’ll get a black screen for a couple of minutes).

I should also note that there were a few traversal stutters. Like most of the latest UE5 games, they are not as annoying as those we’ve seen in Oblivion Remastered. At the same time, you won’t get a stutter-free experience. Then again, this is GAME FREAKS so we should at least be grateful that the game runs great.

Beast of Reincarnation supports NVIDIA DLSS and AMD FSR 3. However, it does not support Frame Generation or Intel XeSS. The Ray Tracing setting also appears to be broken. In my testing, turning it on made no difference to the visuals or performance. The game looked and ran the same with Ray Tracing enabled or disabled.

Our PC Performance Analysis for this game will go live later this week. In that article, I’ll have benchmarks for numerous AMD and NVIDIA GPUs.

Stay tuned for more!

John Papadopoulos

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.”
Contact: Email