Silent Hill: Townfall is the first game in the series to focus on a first-person perspective and stealth. Powered by Unreal Engine 5, it looks good, but is missing an important ingredient. In our performance review, we examine graphics quality, VRAM usage, upscaling options, and how it performs across a wide range of modern GPUs.
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Silent Hill: Townfall leaves the original Silent Hill behind entirely. It is the winter of 1996, and you play as Simon Ordell, a safety inspector who washes ashore at St. Amelia, a small fog-bound fishing town. You find yourself with an IV line still in your hand and no memory of how you got here. What's new for Silent Hill is that you play from the first-person perspective, and there's a bigger focus on stealth and improvised melee instead of fighting—your most important tool is a handheld CRT set that picks up nearby monsters as static.

Screen Burn Interactive developed the game, with Konami and Annapurna publishing on PC and PS5.
Under the hood the game runs on Unreal Engine 5 with DirectX 12, and Lumen takes care of the lighting. Upscaling support is limited to DLSS or FSR—Intel XeSS is missing completely, and there is no frame generation of any kind, for any vendor. Ray tracing is a single checkbox, with no presets and no path tracing mode.
This review will evaluate the performance of Silent Hill: Townfall across a wide range of contemporary graphics cards, compare image quality settings, and analyze the game's VRAM usage to provide insight into the hardware requirements needed for an optimal experience.
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