Resident Evil Village Directx 11 Here

Interesting feature — DirectX 11 shadow tessellation (Resident Evil Village)

Resident Evil Village’s DirectX 11 build uses an efficient shadow tessellation technique that improves shadow detail and silhouette fidelity without the full performance cost of DX12 ray tracing. Instead of brute-force ray-traced shadows, the game dynamically increases shadow mesh detail (tessellation) near visible edges and character silhouettes when running under DX11. The result is crisper, more stable shadows for characters and nearby geometry with lower VRAM/CPU overhead than full ray-traced shadows, preserving performance on mid-range GPUs while still delivering noticeably better shadow edges and contact shadows than basic shadow maps.

Graphical Glitches: Shadows and lighting effects in Village are tied to the DX12 lighting model; a fallback would likely result in broken textures. resident evil village directx 11

The Verdict: ★★★★☆ (4.5/5)

By default, the game does not have a native "DirectX 11 mode" in the settings menu. Because it utilizes the RE Engine optimized for next-gen performance, it relies heavily on DX12 architecture. Graphical Glitches: Shadows and lighting effects in Village

3. Community Attempts & Workarounds (Not Recommended)

Some users have tried forcing DX11 via: