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The classical scanning mode where the variation of a focal plane if any is pre-calculated with a focus map and later the motorized XY stage captures optimally focused images by translating across the region of the scanning.
Uses single 40X or 20X objective combined with a secondary overhead camera for capturing preview (thumbnail) of the full slide including the barcode area.
Whole slide imaging is preferred over other modes when exhaustive image capture is needed for deferred access.
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An all powerful scanning mode where multiple images covering all focal planes are captured at every field. The end result is essentially a whole slide scan mixed with pre-captured Z-stack at every position.
Similar to WSI mode, Volume scanning uses a single 40X or 20X objective combined with a secondary overhead camera for capturing preview (thumbnail) of the full slide including the barcode area.
Volume scanning is preferred over WSI when exhaustive image capture is needed for slides with overlapping cells such as Fine Needle Aspiration Biopsy slides, Pap smear slides etc.

All tests capped at 60 fps (game engine lock; no native 120 fps support in fights—only menus). | Platform | Input Lag (Display + Engine) | Notes | |----------|----------------------------|-------| | PS5 (120Hz mode) | ~35 ms | Tournament standard | | PC (VSync On) | ~55 ms | Default | | PC (VSync Off via .ini) | ~42 ms | Requires editing Engine.ini; no in-game toggle | | Xbox Series X | ~48 ms | Middle ground |
This report analyzes the game’s port history, technical performance, engine architecture, network stability, and its position within the franchise. It is based on data available up to April 2026. Platform: PC (Steam, Epic Games Store, Microsoft Store) Developer: NetherRealm Studios (NRS) Port Developer: QLOC (Primary), Shiver Entertainment (Switch/PC co-support) Engine: Unreal Engine 4.27 (Modified) Release Date: September 19, 2023 (Early Access Sept 14) 1. Executive Summary Mortal Kombat 1 on PC represents a significant departure from previous NRS PC ports. Unlike MKX (High Voltage Software) or MK11 (QLOC), MK1 was developed simultaneously across PC, PS5, and Xbox Series X|S. However, the PC version launched with notable performance inconsistencies, specifically regarding shader compilation stutter and input latency, which were partially mitigated over subsequent patches. As of 2026, the PC version is stable and content-parity with consoles, though the competitive scene remains primarily console-focused. mortal kombat 1 pc
Post-Launch Fix (Patch Oct 2023): Added background shader compilation on title screen. Current Status: 95% resolved; minor traversal stutter remains on 8GB VRAM cards. Test System: Ryzen 7 7800X3D, 32GB DDR5, NVMe SSD, Windows 11 23H2. 3.1 Minimum & Recommended Specs (Updated) | Setting | GPU | VRAM | RAM | Storage | Target | |--------|-----|------|-----|---------|--------| | Min (1080p/30) | GTX 1080 Ti / RX 5700 XT | 8 GB | 16 GB | 140 GB SSD | Low/Med | | Rec (1440p/60) | RTX 3070 / RX 6800 | 10 GB | 16 GB | 140 GB NVMe | High | | High (4K/60) | RTX 4080 / RX 7900 XT | 12+ GB | 32 GB | NVMe | Ultra | All tests capped at 60 fps (game engine
Recommended for single-player/casual players on mid-to-high hardware; console is preferred for tournament-level competitive play. 2. Port Architecture & Engine 2.1 Unreal Engine 4 Customization NetherRealm has used heavily modified UE3/UE4 since MKvsDCU . For MK1 , they retained UE4.27 (not migrating to UE5) to preserve proprietary animation and physics systems (face deformation, X-ray/Fatal Blow bone fracturing). Platform: PC (Steam, Epic Games Store, Microsoft Store)
Note: The game is (Ultra textures use 11.5GB at 4K). 3.2 Frame Rate Analysis | GPU | 1080p High | 1440p High | 4K Ultra | Notes | |-----|------------|------------|----------|-------| | RTX 3060 12GB | 60 fps | 55 fps | 30 fps (FSR On) | Dips on Invasion Mode | | RTX 4070 | 60 fps | 60 fps | 55 fps | Stable | | RTX 4090 | 60 fps | 60 fps | 60 fps | 20% GPU headroom | | Steam Deck LCD | 40-50 fps (Low) | N/A | N/A | Shadows to Low; FSR Balance |