Death Stranding 2 PC Specs Revealed: DLSS 4 FSR 4 XeSS 2 Plus 150 GB Install

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Death Stranding 2’s PC arrival is no longer a rumor: the port from Kojima Productions and Nixxes lands with a surprisingly accessible set of system targets, an ambitious feature stack that includes NVIDIA DLSS 4, AMD FSR 4 and Intel XeSS 2 for both upscaling and frame generation, and a hefty 150 GB SSD install — all details confirmed in an official PlayStation Blog post and echoed across PC outlets. (blog.playstation.com) An earlier ESRB sighting and the Steam storefront signaled that a PC edition was imminent, but the PlayStation Blog now provides the clearest, develos and recommended hardware tiers to guide buyers and builders.

Neon-lit gaming setup with a PC tower, glowing fans, and Death Stranding 2 installing on a widescreen monitor.Background / Overview​

Death Stranding 2: On the Beach launched as a PlayStation 5 exclusive and has since been prepared for PC by Nixxes, the studio best known for high-quality ports. The PC release date is confirmed as March 19, 2026, and the port includes options aimed specifically at PC audiences: unlocked framerates, ultrawide support up to 32:9 for gameplay, a Portable preset for handheld PCs, and a full complement of modern upscalers and frame-generation technologies. (blog.playstation.com)
Why this matters: Death Stranding sequels are renowned for dense, photoreal landscapes and detailed character rendering that strain hardware, and a PC port gives players access to higher refresh rates, larger monitors, and more fine-grained graphics controls. The presence of multiple vendor upscalers and frame-generation options signals Kojima Productions’ intent to scale quality across a broad spectrum of PC hardware — from modest GTX/entry‑Radeon cards to flagship RTX and Radeon 9000‑class GPUs. (blog.playstation.com)

What the official specs say​

The PlayStation Blog published the porting team’s recommended hardware tiers and performance targets, which are presented as presets (Minimum / Medium / High / Very High) mapped to typical performance targets and resolutions:
  • Average performance goals: 1080p @ 30 FPS for Minimum, 1080p @ 60 FPS for Medium, 1440p @ 60 FPS for High, and 4K @ 60 FPS for Very High.
  • GPUs tied to those presets:
  • Minimum: NVIDIA GeForce GTX 1660 or AMD Radeon RX 5500 XT (8GB).
  • Medium: NVIDIA GeForce RTX 3060 12GB or AMD Radeon RX 6600.
  • High: NVIDIA GeForce RTX 3070 or AMD Radeon RX 6800.
  • Very High: NVIDIA GeForce RTX 4080 or AMD Radeon RX 9070 XT.
  • CPUs: ranges from Intel Core i3-10100 / AMD Ryzen 3 3100 up to Intel Core i7-11700 / AMD Ryzen 7 5700X for the higher presets.
  • RAM: 16 GB across all tiers.
  • Storage: 150 GB on SSD required for all presets. (blog.playstation.com)
Those official numbers matter because they’re the source of truth from the team responsible for the port: they’re conservative for minimums and realistic for higher-resolution, high-fidelity targets. They also show that Kojima/Nixxes expects broad compatibility (e.g., 16 GB RAM baseline) rather than pushing 32 GB minimums — a welcome nod to mainstream PC gamers. (blog.playstation.com)

Upscaling, frame generation, and “Pico”​

One of the most consequential technical points is the simultaneous support for three vendor ecosystems: NVIDIA DLSS 4, AMD FSR 4, and Intel XeSS 2. The PlayStation Blog explicitly lists all three and states that both upscaling and frame generation options are available across these technologies. (blog.playstation.com)
Why that is important:
  • Upscaling (reconstruction of a higher-resolution image from a smaller render) lets you trade some rendering work for much higher frame rates with less native-resolution workload.
  • Frame generation (often called Multi-Frame Generation or MFG) synthesizes intermediate frames to multiply your perceived frame rate, which can yield smoother motion even if GPU-bound rendering stays constant.
  • Having multiple vendor paths means the game is not locked to a single hardware company’s tools — the PC playerbase benefits whether they own NVIDIA, AMD, or Intel GPUs. (blog.playstation.com)
PlayStation Blog also introduces Pico — described as a “Progressive Image Compositor” developed by Guerrilla for the Decima engine and used on PS5 — as a PC upscaling option that can be combined with frame generation. That’s a noteworthy addition because it suggests Kojima’s team built an in-engine upscaler tuned to the game’s rendering pipeline, and it can be used as a cross‑vendor fallback or complement to DLSS/FSR/XeSS. (blog.playstation.com)
Cross-check: independent coverage from outlets such as GamingBolt and TechSpot reiterated the presence of multiple upscalers and frame generation support at launch, and flagged that some outlets and community leaks have varied in detail (more on conflicting reports below).

Upscalers explained (brief primer)​

  • NVIDIA DLSS 4: the latest iteration from NVIDIA, integrating more advanced temporal models and improved frame-generation options in the DLSS family. DLSS 4 includes expanded frame-reconstruction and ray reconstruction features on supporting hardware.
  • AMD FSR 4: AMD’s newest FidelityFX Super Resolution family member. FSR aims to be widely compatible, but some of its most advanced modes have hardware or vendor constraints in specific titles (see the cautionary notes below).
  • Intel XeSS 2: Intel’s upscaling technology; the version used here (XeSS 2) supports both reconstruction-based upscaling and frame generation on compatible hardware and has a DP4a fallback for non‑Intel cards.
All three are being offered as first-class toggles in Death Stranding 2, and the presence of Pico gives PC players an engine-native alternative that may reduce feature fragmentation. (blog.playstation.com)

Cross-referencing: who says what, and where the noise appears​

The PlayStation Blog is the primary source for the port specs and upscalers — it lists hardware presets, storage, and the triple‑upscaler support directly from Nixxes. (blog.playstation.com) Gaming outlets such as GamingBolt republished the official spec highlights and emphasized the 150 GB requirement and the same upscaler list, confirming the PlayStation Blog’s statements and adding practical context for PC players.
At the same time, some niche and regional outlets circulated variants of the claim. A recent GameGPU piece suggested the presence of Intel XeSS 3 and detailed Multi-Frame Generation (MFG) modes up to "4X" or "6X" in certain combinations, and claimed exclusivity tiers for MFG that reserve the highest multipliers for flagship RTX 50 series cards — claims that differ from the official post. Those reports illustrate how early leaks and store pages can be misread or sensationalized; where they conflict with developer statements, treat them as unverified until confirmed.
TechSpot’s early reporting noted that while the PC port will support upscaling and frame generation, it wasn’t always clear from all reporting whether the most advanced vendor-specific features (e.g., DLSS 4.5, XeSS 3, exclusive MFG modes) would be present on every GPU tier. That caution is sensible: ports sometimes include later patches that add vendor‑specific premium modes. For now, the PlayStation Blog’s list (DLSS 4, FSR 4, XeSS 2) is the most reliable reference.

Performance expectations and hardware advice​

Given the published presets, here’s what PC players should expect and how to prepare:
  • Minimum gamers (GTX 1660 / RX 5500 XT): Playable at 1080p with Low settings and reliance on upscalers to boost frame rates. Expect to use dynamic resolution or a low-quality upscaler preset to maintain 30 FPS.
  • Midrange gamers (RTX 3060 / RX 6600): Comfortable 1080p/60 and reasonable 1440p performance if you enable quality upscaling modes and/or frame generation.
  • High-end systems (RTX 3070 / RX 6800): Aim for 1440p @ 60 with High settings without aggressive frame generation; enabling DLSS/FSR/XeSS should allow higher fidelity or higher refresh rates.
  • Ultra rigs (RTX 4080 / RX 9070 XT): 4K @ 60 with Very High preset and options for further smoothing via frame generation for higher effective refresh rates — but expect ray-traced elements to push GPU load significantly if enabled. (blog.playstation.com)
Storage: the 150 GB SSD requirement is non‑negotiable. Install on NVMe or a high-performance SATA SSD to avoid texture streaming and stutter issues. Low storage performance will be a bigger bottleneck on open-world or streaming-heavy scenes than an extra CPU core in many cases. (blog.playstation.com)
Memory: 16 GB baseline is reasonable, but players who run many background apps or want to stream while playing should still consider 32 GB for headroom. The PlayStation Blog sets a 16 GB baseline across presets, indicating the port’s memory efficiency targets. (blog.playstation.com)

Notable features beyond raw specs​

  • Ultrawide support: Cutscenes are specifically optimized for 21:9, and gameplay can scale to 32:9, giving ultrawide monitor owners a genuinely wider field of view without forced pillarboxing. This is a rare fidelity nod that differentiates PC releases. (blog.playstation.com)
  • Portable preset: A tuned preset for handheld PCs is included, which is a growing standard for big PC ports but still notable — it shows the team’s attention to Steam Deck, Asus ROG Ally, and similar devices. (blog.playstation.com)
  • DualSense and controller support: Full DualSense integration is present, although as with other PC games, some advanced haptics features may still require wired connections or specific drivers; the PlayStation Blog and storefront copy call out DualSense support but note compatibility caveats. (blog.playstation.com)

Risks, caveats and things to watch​

  • Conflicting early reports: Some outlets and social posts have claimed more advanced versions of upscalers (e.g., XeSS 3, DLSS 4.5, MFG 4X) or vendor exclusivity on the highest frame‑generation multipliers. Until developers publish patch notes or driver vendors confirm feature support on precise GPU series, treat those claims as provisional. The PlayStation Blog’s explicit list (DLSS 4, FSR 4, XeSS 2) should remain the baseline. (blog.playstation.com)
  • Feature fragmentation: Even when a game supports multiple upscalers, the quality and extent of features (e.g., which MFG multipliers, whether ray reconstruction is available) often vary by GPU family and driver implementation. Expect the best frame generation fidelity on the latest cards with vendor-specific silicon (e.g., NVIDIA RTX 50 series for DLSS multi-frame modes), and fallbacks for older hardware. Independent testing after launch will reveal the practical differences.
  • Driver maturity and early patches: Day‑one drivers and engine patches rarely deliver final polishing for complex features like frame generation + ray tracing + proprietary upscalers combined. Patience for driver updates (from NVIDIA/AMD/Intel) and post‑launch game patches will be necessary for the smoothest experience. Tech outlets typically see performance gains and new options in the weeks after a major PC port as vendors and developers iterate.
  • Community modding and third‑party upscalers: Tools like OptiScaler and community DLL tricks can make experimental upscalers available across titles, but they can destabilize or conflict with native implementations; use them cautiously. Recent community posts show players already experimenting to enable FSR 4 via mod tools in titles that ship with DLSS/XeSS. These workarounds can be useful, but they’re unofficial and not supported by developers.

Practical recommendations for PC players and builders​

  • If you plan to play at 4K or with ray tracing enabled, aim for at least an RTX 3070/4070-class or an equivalent AMD RX 6800/RX 7000-class card; the official Very High target lists an RTX 4080 or Radeon RX 9070 XT. (blog.playstation.com)
  • For 1440p gameplay with headroom for frame generation, an RTX 3060 / RX 6600 or better is the sweet spot when paired with DLSS/FSR/XeSS. (blog.playstation.com)
  • Install on a fast SSD with at least 150 GB of free space. NVMe is preferred to minimize streaming stalls. (blog.playstation.com)
  • Keep GPU drivers up to date at launch — and monitor driver release notes for dedicated game optimizations and DLSS/FSR/XeSS improvements in the first weeks post-launch.
  • If you own an ultrawide monitor, expect strong native support for both gameplay (32:9) and cutscenes (21:9), an uncommon but welcome feature in big‑budget ports. (blog.playstation.com)

The porting pedigree: Nixxes and expectations​

Nixxes has established a strong track record for technically solid PC ports with scalable options; their involvement is a quality signal for Death Stranding 2’s PC release. The PlayStation Blog post comes from a communication manager at Nixxes and outlines practical presets and cross‑vendor support, which suggests the port was engineered for wide hardware compatibility rather than being a minimal conversion. That matters because proper PC optimization (threading, memory management, asset streaming) frequently determines whether a port is merely playable or genuinely excellent. (blog.playstation.com)

Conclusion — why this port matters for PC gamers​

Death Stranding 2’s PC specification release is notable for two reasons: it offers a clear, realistic hardware roadmap for players while committing to broad cross‑vendor feature support that includes the latest upscalers and frame generation tools. The presence of DLSS 4, FSR 4, XeSS 2, an engine-native Pico option, ultrawide support, and a Portable preset demonstrates a mature approach to PC development that accommodates everything from handheld rigs to high‑end 4K systems. (blog.playstation.com)
That said, readers should be pragmatic: early third‑party reports and leakers sometimes overstate vendor exclusivity or advanced feature tiers, and some claims (e.g., XeSS 3 or MFG 4X availability across all cards) conflict with the official release notes — flagging them as provisional is the responsible stance. Monitor driver and patch notes after March 19, 2026, for the practical, real-world performance and any vendor-specific premium modes.
If you’re upgrading or buying a PC to play Death Stranding 2 at launch, prioritize a modern GPU with good support for your preferred upscaler, a fast SSD with 150 GB free, and at least 16 GB of RAM. With the balanced presets and the range of upscalers available at launch, the game should be accessible to a wide swath of PC players — provided you follow the launch‑day driver updates and watch for post‑launch patches that refine the game’s more advanced options. (blog.playstation.com)


Source: Wccftech Death Stranding 2: On the Beach Gets Accessible PC Requirements; NVIDIA DLSS 4, AMD FSR 4 and Intel XeSS 2 Confirmed
Source: Insider Gaming Death Stranding 2 PC Specifications Revealed
 

Nixxes Software and Kojima Productions have published the PC system requirements and a full feature list for Death Stranding 2: On the Beach ahead of its March 19, 2026 PC launch, revealing an accessible set of performance targets, cross‑vendor upscalers plus frame generation, a new “Portable” preset for handhelds, and a mandatory 150 GB SSD install.

Neon-lit gaming desk showing Death Stranding 2 on a wide monitor with an RGB PC and glowing performance labels.Background / Overview​

Death Stranding 2: On the Beach arrives on PC almost a year after its PS5 debut, but this release is far from a straight console port: Nixxes and Kojima Productions added PC‑first options and contemporary vendor tech to hit a broad swath of systems, from entry‑level 1080p rigs to high‑end 4K machines. The announced feature set includes support for NVIDIA DLSS 4, AMD FSR 4, and Intel XeSS 2 — each offering both spatial/temporal upscaling and frame‑generation options — plus Guerrilla’s in‑engine upscaler called Pico (Progressive Image Compositor), which is being offered on PC for the first time.
This technical roadmap is aimed at two specific goals: (1) to provide good visual fidelity on modern GPUs while making the game playable on more modest hardware, and (2) to leverage modern frame‑generation tools to make high‑refresh gameplay feel smoother on high‑end systems. The port also adds robust ultrawide support (cutscenes at 21:9, gameplay up to 32:9) and a handheld‑focused Portable preset for devices like the Steam Deck or ROG Ally.

What Nixxes and Kojima announced: the numbers that matter​

Official performance targets and minimums​

Nixxes published four primary graphics presets — Low, Medium, High (Recommended), and Very High — with explicit performance targets for each:
  • Low — 1080p @ 30 FPS (minimum target)
  • Medium — 1080p @ 60 FPS
  • High (Recommended) — 1440p @ 60 FPS
  • Very High — 4K @ 60 FPS
All presets require *16 GB a 150 GB SSD** as the storage baseline. The CPU and GPU pairings for each tier were listed by Nixxes and reproduced in several PC outlets; representative combinations include NVIDIA GeForce GTX 1660 / AMD Radeon RX 5500 XT for the Low tier, RTX 3060 / RX 6600 for Medium, RTX 3070 / RX 6800 for High, and RTX 4080 / RX 9070 XT for Very High. CPU examples range from an Intel Core i3‑10100 or Ryzen 3 3100 at the minimum up to Intel Core i7‑11700 / Ryzen 7 5700X for higher tiersps://wccftech.com/death-stranding-2-on-the-beach-pc-requirements/)

Storage, OS, and general platform notes​

  • Storage: 150 GB on SSD is required across all presets. This is non‑negotiable for reasonable load times and streaming of the open world.
  • OS: Windows 10 or Windows 11 (build 1909 or later) is listed as supported.
  • Port team: The PC edition is handled by Nixxes Software in collaboration with Kojima Productions, a studio with a proven track record of robust PC ports.

Upscalers and frame generation: what’s included and why it matters​

Cross‑vendor support: DLSS 4, FSR 4, XeSS 2​

The PC version ships with support for NVIDIA DLSS 4, AMD FSR 4, and Intel XeSS 2 — each exposed in the options as both upscaling and frame generation features where applicable. That means players on almost any modern GPU can choose a vendor‑native or vendor‑neutral upscaler that fits their hardware and image preferences. This is an important design choice for PC gamers, because it avoids locking performance‑critical features to a single ecosystem.
  • DLSS 4 is the latest NVIDIA toolkit focused on both spatial/temporal upscaling and advanced frame generation techniques, and will require up‑to‑date NVIDIA drivers to function optimally. Game outlets and driver notes indicate DLSS 4 support is included in the game’s launch feature set. Users should update to a recent Game Ready driver for best results.
  • FSR 4 continues AMD’s push toward open, hardware‑agnostic upscaling; it’s widely available on Radeon cards and supported through AMD’s toolchain.
  • XeSS 2 gives Intel Arc and compatible GPUs an option that can be used where AMD/NVIDIA tech isn’t present.

Pico: the engine’s native Progressive Image Compositor​

For the first time on PC, Kojima’s Decima engine includes Pico, Guerrilla’s Progressive Image Compositor. On PS5, Pico has been used as a bespoke upscaling and compositing path tailored to Decima’s rendering pipeline; Nixxes has exposed Pico on PC and made it work across all supported graphics cards, and it can be paired with the game’s frame generation features. This is notable because Pico is native to the engine rather than being a vendor add‑on, which can produce different visual tradeoffs compared to DLSS/FSR/XeSS.

How upscalers can be combined with the game’s options​

All of the listed upscalers can be used with Dynamic Resolution Scaling (DRS) or with selectable quality presets. The PC build also offers native anti‑aliasing paths for players who prioritize pixel‑accurate fidelity over performance. In short, you can mix DRS + upscaler + frame generation, or run native rendering with MSAA/FXAA if you prefer. That flexibility is good, but it also exponentially increases the combinations QA must cover. Expect a period of driver and patching iterations after launch.

Ultrawide, cutscenes, and handhelds: extras that make a difference​

Ultrawide and multi‑aspect support​

The PC port includes strong ultrawide support: all cutscenes are authored for 21:9, and gameplay can stretch to 32:9 on supported displays. Importantly, the developers said 16:9 users can enable “widescreen aspect ratios” in Display Settings to simulate a broader field of view, and PS5 will receive a 21:9 option via update alongside the PC release. For players running ultrawide or super‑ultrawide monitors, that means fewer pillarbox letterboxes and more cinematic framing, although how the UI and HUD scale across ultra‑wide displays will be something to verify at launch.

Portable preset for handheld devices​

Nixxes also introduced a Portable preset specifically targeted at handheld Windows devices like Steam Deck, ASUS ROG Ally, and other small‑form‑factor PCs. The Portable profile optimizes render scale, effects, and battery/thermal targets to make the game playable on those platforms while balancing visuals and heat/power consumption. This is a welcome acknowledgement of the handheld PC market and could make Death Stranding 2 one of the higher‑profile titles optimized for those devices at launch.

The system requirements in detail (recreated for clarity)​

Below is a condensed, readable recreation of the official tiers Nixxes published — you should still cross‑check in the game’s home page or launcher store page after launch for any last‑minute revisions.
  • Minimum (Low)
  • Target: 1080p @ 30 FPS
  • GPU: NVIDIA GeForce GTX 1660 or AMD Radeon RX 5500 XT (8 GB)
  • CPU: Intel Core i3‑10100 or AMD Ryzen 3 3100
  • RAM: 16 GB
  • Storage: 150 GB SSD
  • OS: Windows 10/11 (1909+).
  • Medium
  • Target: 1080p @ 60 FPS
  • GPU: NVIDIA GeForce RTX 3060 12 GB or AMD Radeon RX 6600
  • CPU: Intel Core i5‑11400 or AMD Ryzen 5 5600
  • RAM: 16 GB
  • Storage: 150 GB SSD.
  • High (Recommended)
  • Target: 1440p @ 60 FPS
  • GPU: NVIDIA GeForce RTX 3070 or AMD Radeon RX 6800
  • CPU: Intel Core i7‑11700 or AMD Ryzen 7 5700X
  • RAM: 16 GB
  • Storage: 150 GB SSD.
  • Very High
  • Target: 4K @ 60 FPS
  • GPU: NVIDIA GeForce RTX 4080 or AMD Radeon RX 9070 XT
  • CPU: Intel Core i7‑11700 or AMD Ryzen 7 5700X
  • RAM: 16 GB
  • Storage: 150 GB SSD.
Notes: The GB figures and GPU models were repeated by multiple outlets and community copies of the spec, but users should verify the exact GPU model strings in the launcher/store front end.

Critical analysis: strengths, questionable choices, and risks​

Strengths​

  • Modern, inclusive upscaling stack. Supporting DLSS 4, FSR 4, XeSS 2 and Pico at launch makes the game accessible to a wide range of hardware and allows enthusiasts to choose their preferred visual compromise. This is a clear win for users who want to tailor their experience.
  • Explicit performance targets. By tying presets to clear FPS/resolution goals, Nixxes gives players realistic expectations for what hardware will achieve which experience. That’s useful for purchasing and tuning decisions.
  • Engine‑native Pico upscaler. Offering the Decima/Pico compositor on PC — and allowing it to work across GPU vendors — is a smart move that leverages engine expertise rather than forcing a single third‑party solution. It may produce image results that are closer to the console original.
  • Handheld target. A Portable preset signals that Nixxes considered thermals and battery life, rather than shipping a one‑size‑fits‑all profile. That opens the title to a growing market segment.

Potential issues and risks​

  • 150 GB minimum SSD: That file‑size floor is not extraordinary for modern open worlds, but it is a meaningful barrier for users with limited NVMe space and for laptop storage budgets. Expect some users to struggle with multiple large installs.
  • Driver and frame‑generation teething problems: Frame generation technologies are powerful but fragile across different GPUs and drivers. Historically, AMD/third‑party frame‑generation has produced stutter or visual artifacts in certain titles until driver updates land. AMD’s driver release notes have, in the past, flagged frame generation issues in other games; expect similar iterations here. Players should be prepared to toggle features or roll drivers if they experience problems.
  • Pico’s PC behavior is still unproven: Pico was designed inside Decima for PlayStation hardware. Its behavior on a wide variety of PC GPUs is a new experiment; while the concept is promising, image quality and artifact profiles may differ from vendor upscalers. We recommend careful visual testing to see whether Pico or DLSS/FSR/XeSS best matches your preferences.
  • Ultrawide cutscenes vs HUD/UX scaling: Although cutscenes are authored for 21:9, running 32:9 gameplay and enabling widescreen on 16:9 displays can introduce UI/HUD scaling questions. Some ports render HUDs at 16:9 internally which may leave elements stretched or misaligned. Expect some cosmetic issues that may require patches.
  • Potential for feature parity confusion between PS5 and PC: The team has signaled that several PC features will be mirrored back to PS5 via update (e.g., 21:9 on PS5), but there will inevitably be differences because of upscalers and PC driver ecosystems. Don’t assume identical behavior.

Practical recommendations for players and builders​

Before launch: preparation checklist​

  • Free up at least 200 GB of NVMe space (150 GB install + room for patches and swap).
  • Update Windows to a supported build (Windows 10/11, Version 1909 or newer).
  • Update GPU drivers to the most recent Game Ready / Adrenalin equivalent that lists DLSS 4 / FSR 4 / XeSS 2 support for optimal frame generation behavior. For NVIDIA users, use the latest Game Ready driver that added DLSS 4 support; AMD users should be on a recent Adrenalin release that supports FSR 4 frame gen features where advertised.
  • If you run ultrawide or a handheld, test the Portable preset (or the ultrawide options) on non‑critical saves to ensure HUD scaling and controls work the way you expect.

At launch: a stepwise tuning plan​

  • Start with the preset closest to your hardware target (Low → Medium → High → Very High) to validate baseline performance.
  • Enable your preferred upscaler (DLSS/FSR/XeSS/Pico) and choose the Quality mode rather than Performance for the first run to see image fidelity.
  • If you use frame generation, compare with it off to quantify artifacting vs smoothness in combat and traversal. Frame‑generation gains can be substantial but some scenes may show tearing/ghosting depending on implementation.
  • Use Dynamic Resolution Scaling in conjunction with the upscaler only if you still need consistent frame pacing; otherwise, try fixed resolution + upscaler for stable image quality.

For handheld users​

  • Reduce post‑processing and shadow detail first, then test the Portable preset’s defaults. Keep thermals and battery life in mind: modern handhelds can sustain peak clocks briefly but will throttle under prolonged load.

Technical caveats and verification notes (what we could not fully confirm)​

  • The public disclosures around DLSS 4 do not, at the time of writing, explicitly confirm whether every DLSS 4 variant (for example, specific “Multi Frame Generation” or newer transformer models tied to vendor app integrations) will be supported at launch; driver updates often unlock additional sub‑features after day‑one. I flagged that uncertainty and recommend verifying in‑game options after your driver update.
  • Pico’s exact internal parameter set on PC (temporal sample counts, motion vector characteristics, reconstruction details) is engine‑internal and not fully documented by Guerrilla or Kojima Productions; as a result, some fine‑grained comparisons to DLSS/FSR/XeSS require side‑by‑side capture and analysis by technical reviewers. Treat early impressions as provisional until Digital Foundry‑style testing appears.

What to watch in the first weeks after launch​

  • Driver updates and hotfixes: Expect both NVIDIA and AMD to push targeted driver updates to optimize DLSS 4 / FSR 4 frame generation for this title. Patch cadence will determine initial stability.
  • Patch notes from Nixxes/Kojima: The port team will likely issue updates for UI scaling, controller mappings, and any performance regressions identified by early adopters. Keep an eye on the official launcher or studio channels for patch guidance.
  • Community presets and benchmark reports: Expect early community‑generated benchmarks that map settings to real‑world FPS on popular GPU/CPU combos; those will be invaluable for tuning.

Conclusion​

Death Stranding 2: On the Beach’s PC edition looks to be a technically ambitious and thoughtfully engineered port. Nixxes’ decision to ship a modern, vendor‑inclusive upscaling stack alongside an engine‑native compositor (Pico), explicit performance targets, ultrawide cutscene support, and a handheld‑aware Portable preset demonstrates clear attention to the diversity of the PC audience. These are meaningful strengths for anyone who wants both fidelity and flexibility.
That said, the reality of modern PC launches means there will be a short period where drivers, patches, and community findings settle into stable defaults. The 150 GB SSD requirement, the novelty of Pico on varied GPU silicon, and the complex interaction of multiple upscalers plus frame generation create a non‑trivial surface area for post‑launch fixes. Approaching launch with updated drivers, spare SSD space, and a plan to test settings incrementally will deliver the best early experience.
For builders and players, the big takeaway is simple: you can reasonably expect to play Death Stranding 2 across a broad range of modern systems at the resolutions and FPS targets Nixxes laid out — but achieving the ideal balance of image quality and smoothness will require testing and, likely, the first round of driver and game patches.

Source: Noisy Pixel https://noisypixel.net/death-stranding-2-on-the-beach-pc-system-requirements-features/
 

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