It was always going to be a tall order for Suicide Squad: Kill the Justice League to emerge from the shadow of the mighty Arkham series. From an architectural perspective the game has moved from Unreal Engine 3 to 4, while from an art and style perspective think more multi-coloured Marvel comics than a dark DC tome. From the bright sunshine across Gotham City and vibrant greens, reds and purples, each character and enemy stand in stark contrast to the subtle and muted tones of Rocksteady’s prior games. The same wide-open city is available to you early on, and each of the 4 playable characters have their own unique and fast means of travel. However, this presents one of our biggest issues when it comes to performance.
Available only on current generation consoles and PC, the game comes with a single performance mode on all platforms, aside from separate settings for motion blur, FoV, and other post effects. Thankfully that one mode targets 60fps on all platforms, but the level of success on that front largely depends on the console and area of play, while PC is an entirely different story. Starting with the Series S, performance is good in the earlier, limited sections, with a close-enough 60fps readout as you play, but the game struggles with streaming, decompression, and general memory management once you get into the open city and moving fast with any character. This gives us some low 50s at points and even some 50+ms spikes at times, which cause minor but noticeable pauses. The shift from gameplay to realtime cinematics and back is as seamless as the Arkham games, and generally these run very well at that 60fps target.
The Series X and PS5 are similar but not perfect, again holding a close lock on 60fps but both can still drop frames and stutter into the low 50s. Of the two, Series X is slightly worse, with it having more streaming stutter and hiccups over the PS5. That said, the PS5 can still drop frames, but it tends to hold a higher, albeit largely invisible,
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