![]() 60fps replays are optional on PS5 as well, because by default they are at 30fps but with ray tracing.Īnd what about performance? There isn’t much to discuss here. In this circumstance, the resolution scales from 1800p checkerboarding to 1080p, leaving resources unused and allocable for effects such as motion blur, at 60fps frame-rates for replays, as well as for more stable performance. This is totally missing on PS4, while on PS4 Pro it can only be accessed with the console set to 1080p output. In-game motion blur is implemented on PS5, increasing the feeling of speed and involvement. See also Sonic is already an Elden Ring character and he's deadly On PS5 these are already relatively low resolution, but on PS4 and Pro are even worse. Like many other racing games, GT7 uses a dynamic probe system in which environments are dynamically sampled and then mapped onto reflective surfaces (for example on the hoods with a “roof cam” view. The quality of the reflections is also better. ![]() Even at a relatively short distance from the player, less complex car models may be seen on last-gen. Definitely worth mentioning is the better overall texture quality, and the real-time variations to the LOD are much more noticeable on the PS4 family. In addition to this, the new console also receives a wide range of improvements, perhaps too numerous to list them all. On last-gen consoles there is no cavity ambient occlusion, which on PS5 gives better shading of the models. The higher fidelity of the PS5 also covers the car models. Volumetric lighting effects also seem absent on older consoles, and on the latter, the sun’s rays are replaced by a less effective bloom effect.īy extension, shadows also appear to be of worse quality or completely absent compared to PS5, and are consequently more degraded even not very far from the player. The solution employed by PS5 uses better indirect lighting management that simulates the bounce of light more effectively than last-gen consoles, which is particularly evident on more reflective surfaces. Lighting also sees a marked increase in fidelity: not only higher quality, the type of implementation also changes. See also Genshin Impact will be in Italian with version 2.6, according to a leak In some ways, the situation is similar to the recent cross-gen PlayStation exclusive Horizon Forbidden West, which on PS5 raises the bar of quality and performance a lot compared to what the difference in pure GPU power would suggest. ![]() The next-generation console has 2.5x the compute power of the Pro on paper, but it does more than just increase the number of pixels on the screen. Both consoles use 4K screens but the Pro displays only 1/3 of the actual pixels compared to the PS5. ![]() Gran Turismo 7: a spectacular head-to-head between three generations of PlayStation hardware.īut the most interesting comparison is perhaps the one between PS5 and PS4 Pro. Overall, the base PS4 version can be seen as a 1080p variant of the experience offered by the PS4 Pro. The PS4 and PS4 Pro versions are therefore very similar, except for the resolution the base console also sometimes features lower resolution textures. The PS5 therefore enjoys greater clarity thanks to the higher resolution but not only that: we also noticed less aliasing on the edges. We have already established that the PS5 version runs at full 4K without dynamic scaling, and it is equally clear that the last-gen versions take advantage of the GT Sport formula: 1080p for the base PSp via checkerboarding on the PS4 Pro (which scales to 1080p if you select this resolution from the console menu). ![]()
0 Comments
Leave a Reply. |