![]() Visually, though, even zoomed in the PS5 looks the same as Series X, but pixel counts show it has a minor reduction. Also, the sharpening pass on textures is reduced in this mode, which means high-frequency texture details do not differ as much as the pixel counts suggest. It makes for a fuzzy and hazy image at times, which can be exaggerated by low light, lens flare, and bloom. PC is the best among them at this, as you can adjust motion blur and other settings more. The increase from the 1080p base is instantly visible and, although far from a drastic game changer (largely due to the noisy post-processed image from radial blur on motion that funnels your view with a peripheral blur and then chromatic aberration along with per-object motion blur and even film grain) you can disable that. The resolution mode does give us a difference, though, with the PS5's 3264x1836 being 10% lower than the Series X's 3456x1944. The PS5's 3264x1836 resolution is 10% lower than the Series X's 3456x1944. The biggest delta here, specifically, is Performance which doubles framerates from 30 to 60 on Series X and PS5. The shading and effects do not reconstruct back to 4K here either, even with TAA, and ultimately image quality in this mode is pretty much identical to the Series S on both higher-end consoles. Both Quality and Performance deliver 1080p, again fixed, on both machines. The Series X & PS5 are surprisingly equal in two of their three modes. It does deliver decent image quality on a 1080p screen, but on a 4K screen the relatively low pixel level is apparent – not all due to pixel counts alone, though. It tops and bottoms out at 1920x1080 with no signs of dynamic resolution scaling or DSR, but it is pushing this little 4 teraflop GPU hard, even at the 30fps Performance level. The lower-end Xbox Series S, which only has a single mode. Also, the settings menu has good options with fast, low, high, and RT settings or tweaks across key areas such as ambient occlusion, motion blur, particles and those ray tracing additions. ![]() Oddly, though, they are screen space on horizontal planes such as water surfaces but ray traced on vertical surfaces to enhance material reactions, even at the highest settings. The PC version improves on this with more refined ray-traced shadows – or at least more of them – but the improved reflections also help. ![]() Some indoor or outdoor settings show minimal improvement while others really add radiosity bounce from surface colours and illuminate covered areas with greater light than any direct source would deliver. The benefit of the ray-traced shadows is obvious in many areas but the GI bounce, which appears close or the same as high settings from the PC in Performance mode and Medium in the Quality mode, is mixed. Performance mode is pretty much identical on all platforms, aside from framerates. But in this mode, they are all quite low. Aside from the performance boost here and the cascaded shadow maps used across all objects, we do see the shadow filter being dropped on all consoles, with the Series S having the worst shadows of all. A nice boost is that the AO is now back to the level – or just one rung lower – that we see in the Quality mode. It’s pretty much identical on all platforms, aside from framerates, and the Series S has the better SSR reflections that PS5 and Series X use in the Quality mode but does not have any ray-traced shadows. Then we come to the shared mode across all three consoles: Performance mode. The benefit is resolution, which is significantly increased over all other modes but it does come at the cost of some beneficial post effects used to improve the image quality. This lack of depth and grounding of objects in the scene does stand out and again highlights some odd differences from Series X to PS5. Next is Resolution mode, which turns these ray traced shadows off and greatly reduces the ambient occlusion. Resolution Mode highlights some odd differences from Series X to PS5. All these are identical in quality and coverage on Series X and PS5, but some other minor bugs do crop up. ![]() Reflections also offer better quality than other modes, but are still screen space in nature. In addition, ambient occlusion of a screen space variety and screen space shadows all combine to create more accurate lighting and darker tones in recessed areas in both indoor and outdoor sections. These are a big increase in the quality and accuracy of shadows and can drastically change certain scenes due to the upgrade, but they are expensive. Two of the three modes are 30fps, with Quality mode boasting ray tracing that adds full-contact hardening sun shadows, enabling soft dithered shadows across both static and dynamic objects. ![]()
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