[Digital Foundry] Silent Hill f Review - PlayStation 5/PS5 Pro - Impressive On Base, Problems On Pro

Allow me to help you understand the situation.

Some people are upset about the pro. These people have the right to be upset. They heard what they wanted to hear when they bought it and they are disappointed for their own reasons. Some may be disingenuous.

Not me though. I bought my pro for one reason and one reason only. Dominance.

I would say don't tell anybody but I promise they already know.
Be upset is a thing. Became hysteric and irrational is another.
 
Dont think this patch is coming since bloober has moved on. ... I did the same thing and eventually I gaveup and played the game... after a while you get used to the flickering and is worse in open parts... once the game goes more "inside" its not an issue.
Did you play on quality? I think performance mode turns off pssr so no flickering, so I believe.
 
Last gen we didn't want a ps4 pro either but it was worth it, the ps5 can run ps4 pro games with better frames and sometimes resolution. Imagine if we didn't have that upgrade, most games would be stuck at 1080p.
It's the first year of the ps5 pro and we already have tons of games updated and most of those games will likely look better on next gen consoles.

On the other hand, nobody wanted a weaker console like the series S, it's even causing delays on releases of multiplatform games. And that thing is not much cheaper than a digital and much more powerful ps5.
Did i hit a nerve on you and a few copers? Lol!

Tons of games looking like 90% equal than the base PS5 we already have and in some cases running worst or showing PSSR artifacts! And also most of the catalogue, still in 2025, being crossplatform, shared with a 13 yr old PS4.

Cope, son.

And about Series S, you forget MS idiotic price inceasing came recently, most part of the gen was the cheapest system and the entry point to precisely play proper "next gen" shit like Silent Hill F paying just $300 at launch and during all this years, until the increase. Yes, nowadays makes no sense to purchase a Series S, in fact, they are not available in lotta retailers worldwide, but for someone who bought it before this year at $300 and can play Silent Hill F, the next COD, Wukong, Alan Wake 2, Tekken 8, MGS Delta, Dying Light: The Beast, etc...isnt a bad deal.

PD: I have PS5, and haven´t had any Xbox since the 360, just can´t stand fanboy shit.
 
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Then don't lie and cherry pick. You tell anyone GPU tiers go up by 50% in price with a 45% increase in performance after two generations, they'll laugh at you because it's bullshit.
You're the one lying here and that's why I didn't read your previous garbage. I never once said the text in bold and you can't quote me saying that exact thing. There is something very wrong with you. Seek some help.
 
What is this political violence apologist implying? That PC is immune to shader compilation stutter?

His own video shows the game is very clearly afflicted by it on PC on first run:

wwaHFXAnIoR7G9eV.jpg


It's so bad that the fucking character hands don't draw in for 5 seconds in an opening cutscene.

I would take noisy shadows in grass over this bullshit any day of the week.

Also embarrassing how John - who gets paid for this analysis btw - was salivating over how well the game ran on PC at a pre-release demo event, when he should have had enough deductive reasoning to realize that it just might've been running so well because of a warmed shader cache.

Shader stutters happen once but you have to look at PSSR artifacts the whole game. Not comparable at all.
 
So glad I paid more than 900€ (console, disc drive and stand) for a premium console experience….

Well I'll wait they fix their shit, métal gear and now this.
Fuck Konami?
 
Does stuttering only happen once?

Once for every shader, yes.

You can play for one hour and experience 5 shader stutters for example, if you reload your save and play again those stutters won't happen. Normally game should bake almost all shaders in pre compile process but SHf devs decided to make it as short as possible. Shader cache will be erased with every driver update and (sometimes) game updates.

Like adamsapple adamsapple said traversal stutters will happen anyway and on all platforms. This is universal for this engine, maybe 5.6 version will save us from this in the future (thanks to CDPR)...

I already saw trailer for UE 5.7 on EGS, lol.
 
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I'll report on this within the next couple of days. I put up with it for SH2 remake at 30 fps. Based on the footage so far, I felt sh2 was just as bad, but at half the frame rate.

So I'm more than ok if that's the only issue with this one and it pulls it off at 60. Will know more soon.

A shitty situation for the pro, but that's just the current reality. Hopefully the beta testing ends in 2026.
Ok so I walked around the opening area and it is noticeable if you know what you are looking for. If you don't know, it doesn't get in the way. This is definitely a better situation than SH2R. None of that boiling on reflective surfaces. Just some foliage AO pulsing/flickering if you stay still and look at it. In motion, it just blends with the motion blur and film grain. Don't think this is going to get resolved until 2026 and that's if they still bother to patch it. For anyone wanting to play the game but holding off because of this one issue, it really isn't that bad. Game looks sharp and plays very smoothly otherwise. This will not affect my enjoyment of the game.
 
Ok so I walked around the opening area and it is noticeable if you know what you are looking for. If you don't know, it doesn't get in the way. This is definitely a better situation than SH2R. None of that boiling on reflective surfaces. Just some foliage AO pulsing/flickering if you stay still and look at it. In motion, it just blends with the motion blur and film grain. Don't think this is going to get resolved until 2026 and that's if they still bother to patch it. For anyone wanting to play the game but holding off because of this one issue, it really isn't that bad. Game looks sharp and plays very smoothly otherwise. This will not affect my enjoyment of the game.

In Hell is Us not only foliage was flickering, a lot of of other stuff within lumen as well. Game have on/off switch for PSSR so players can compare.

Simple off toggle would solve the problem, how hard is this to patch in? UE5 devs should stay away from PSSR until new version drops.
 
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In Hell is Us not only foliage was flickering, a lot of of other stuff within lumen as well. Game have on/off switch for PSSR so players can compare.

Simple off toggle would solve the problem, how hard is this to patch in? UE5 devs should stay away from PSSR until new version drops.
Yeah so far I've only seen it with foliage in this one. The rest looks stable, but I booted up just to test this out. Will report back if my opinion changes as I play through starting tomorrow

And yeah, a simple toggle would resolve this and give gamers the choice. Given nothing like that happened with SH2R, I don't have much hope with NeoBards. May be they will surprise me. We shall see. In either case, I'm not seeing it to be bad enough that one should hold off from playing.
 
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Yeah so far I've only seen it with foliage in this one. The rest looks stable, but I booted up just to test this out. Will report back if my opinion changes as I play through starting tomorrow

And yeah, a simple toggle would resolve this and give gamers the choice. Given nothing like that happened with SH2R, I don't have much hope with NeoBards. May be they will surprise me. We shall see. In either case, I'm not seeing it to be bad enough that one should hold off from playing.

It's good that it's not that distracting, SH2 was worse probably because it had many more metal and glass surfaces with lumen reflections. Let's hope devs will notice DF critique.
 



Series S:

- 37GB install
- Single graphics mode, for some reason the option settings shows the Performance/Quality toggle, but it's stuck on "Performance". But the actual game runs at 30fps only.
- Seems like it runs at a locked 30fps with traversal (?) stutters like the PS5.


esQ2lSOPCIKzzGY1.png
 
I'm playing on the ps5 pro, the shimmering is very noticeable on the initial área, after that it's not really noticeable and it shouldn't stop you from playing the Game. Motion blur is more distracting than the shimmering this time.
 
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Looks like DF aren't doing a dedicated Xbox video, they covered it in this week's DF Direct.






- Very hard to nail down resolutions
- PS5 is "a touch sharper" in Quality mode
- Series X is "substantially sharper" in Performance mode
- Series S has a single 30fps mode which has worse IQ than SX's Performance mode

- Quality mode is identical on PS5/SX, same locked performance and no stutters
- In Performance mode PS5 has some traversal stutters, SX has more traversal stutters by comparison. DF expressed concern at the amount of stutters on SX.
- Series S shows traversal stutters too but it also drops frames in cut-scenes unlike other consoles



G1eAvEoQD7WjPvcV.png
Haqd8bMlIjPKR5UB.png
 
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I've been playing this on the Pro and the drama created by DF is not justified in any way.
There is some glowing-like instability on vegetation but it's noticeable only in the beginning area of the game, first 10-15 minutes?
After that you can't notice anything and the image quality is really good while delivering 60fps unlike base PS5.
So while options are always welcome there is no reason to disable PSSR here if it means losing 60fps while looking pretty much like the base PS5 quality mode.
 
- Very hard to nail down resolutions
- PS5 is "a touch sharper" in Quality mode
- Series X is "substantially sharper" in Performance mode


G1eAvEoQD7WjPvcV.png
Haqd8bMlIjPKR5UB.png
Just when I thought there were no more weird things to see in comparisons... 😅

It's strange that they weren't able to discern the native resolution, but I couldn't point them out for it given the amount of fog effects and post-processing in the game.
 
I've been playing this on the Pro and the drama created by DF is not justified in any way.
There is some glowing-like instability on vegetation but it's noticeable only in the beginning area of the game, first 10-15 minutes?
After that you can't notice anything and the image quality is really good while delivering 60fps unlike base PS5.
So while options are always welcome there is no reason to disable PSSR here if it means losing 60fps while looking pretty much like the base PS5 quality mode.
Agree. After the initial part of the game, you only notice it if you look for it. Its not as horrible as DF and others make it seem.

Besides the effect doesnt affect all vegetation.
I would rather keep PSSR. Sure, release a patch that allows people to disable it if they wish, but dont remove it from the game.
 
Looks like DF aren't doing a dedicated Xbox video, they covered it in this week's DF Direct.






- Very hard to nail down resolutions
- PS5 is "a touch sharper" in Quality mode
- Series X is "substantially sharper" in Performance mode
- Series S has a single 30fps mode which has worse IQ than SX's Performance mode

- Quality mode is identical on PS5/SX, same locked performance and no stutters
- In Performance mode PS5 has some traversal stutters, SX has more traversal stutters by comparison
- Series S shows traversal stutters too but it also drops frames in cut-scenes unlike other consoles



G1eAvEoQD7WjPvcV.png
Haqd8bMlIjPKR5UB.png

"In Performance mode PS5 has some traversal stutters, SX has more traversal stutters by comparison" doesnt describe imo good what df said: "xsx in performance mode has this massive massive traveral hitches and its realy kind of concerning, they extend all the way to like 66.7 mili seconds. Not very good there."
 
"In Performance mode PS5 has some traversal stutters, SX has more traversal stutters by comparison" doesnt describe imo good what df said: "xsx in performance mode has this massive massive traveral hitches and its realy kind of concerning, they extend all the way to like 66.7 mili seconds. Not very good there."

One of their main focus was wondering how it would perform later in the game where PS5 also increases in stutters, but they didn't get a chance to cover it that far and only covered the starting portions.

Not sure why publishers don't send out all versions for reviews.
 
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Looks like DF aren't doing a dedicated Xbox video, they covered it in this week's DF Direct.






- Very hard to nail down resolutions
- PS5 is "a touch sharper" in Quality mode
- Series X is "substantially sharper" in Performance mode
- Series S has a single 30fps mode which has worse IQ than SX's Performance mode

- Quality mode is identical on PS5/SX, same locked performance and no stutters
- In Performance mode PS5 has some traversal stutters, SX has more traversal stutters by comparison. DF expressed concern at the amount of stutters on SX.
- Series S shows traversal stutters too but it also drops frames in cut-scenes unlike other consoles



G1eAvEoQD7WjPvcV.png
Haqd8bMlIjPKR5UB.png


Am I the only one thinking that the wankers bothered by this should maybe go outside and touch grass, instead of obsessing over zoomed-in images of it?
 
Am I the only one thinking that the wankers bothered by this should maybe go outside and touch grass, instead of obsessing over zoomed-in images of it?
ppl are just getting tired of paying top money for mediocre experiences, also you must be blind if you cant notice how blurry/shimmering are games nowadays, you rly dont need this 400% zoomed in screens to find the problem.
 
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Am I the only one thinking that the wankers bothered by this should maybe go outside and touch grass, instead of obsessing over zoomed-in images of it?

I mean .. you're in a Digital Foundry thread. Not sure what else you expect to be talked about here, folks aren't talking about zoomed in 400% images in the OT.
 
ppl just like to have the best experience for the money, a $800 PC ll deliver a better experience and image quality than a PS5 pro, ppl are just getting tired of paying top money for mediocre experience.

This is like saying a top-end CPU paired with a 5090 aren't worth it because a game like Borderlands 4 still has traversal and shader compile stutters at launch.

Allow me to introduce you to the crazy concept of different teams having different competencies, sometimes to the extent that even the best hardware in existence can't iron out the glitches.

adamsapple adamsapple
The problem is that so much of the argumentation does not follow any sort of real-world rationality. Here's an obvious example: If your chosen technique produces better results for 9hrs and 45mins of a 10 hr experience, but produces minor artifacts on certain parts of the image for that spare 15mins, is it a smart trade-off versus 9 hrs 45 mins of inferior quality and gains for the remainder?

As a developer, this is not a difficult calculation to make. But when did you ever hear discussion of such trade-offs in these topics? You don't, because people fixate on the problems and completely ignore benefits elsewhere if it suits their rhetoric or supports their narrative.
 
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I watched the video, and the PS5 version is unstable in some scenes, right? (1:36~)
I'm confused.:messenger_grinning_sweat:
SDdbNOx8_o.jpg

Base version is ~1080p and Pro version is above that. PSSR may also be better with hair vs. TSR.
Pro version is sharper overall but it has problems with lumen+foliage. If they patch PSSR on/off switch then we can potentially have the best version with higher resolution with TSR and no artifacts.

I wonder why there is no Hell is Us analysis, game has PSSR toggle that shows good and bad things about PSSR vs. TSR.
 
I watched the video, and the PS5 version is unstable in some scenes, right? (1:36~)
I'm confused.:messenger_grinning_sweat:
SDdbNOx8_o.jpg



The Series X Performance Mode is notably sharper than base PS5 in this one, would love to see a side-by-side, it probably matches the Pro in the above example, if one had been done.


G1eAvEoQD7WjPvcV.png
 
The Series X Performance Mode is notably sharper than base PS5 in this one, would love to see a side-by-side, it probably matches the Pro in the above example, if one had been done.


G1eAvEoQD7WjPvcV.png
In addition to sharpness, the PS5 version (TSR) has severe shimmering in shadows and hair.
In this particular scene, the PSSR version looks far superior.
 
Base version is ~1080p and Pro version is above that. PSSR may also be better with hair vs. TSR.
Pro version is sharper overall but it has problems with lumen+foliage. If they patch PSSR on/off switch then we can potentially have the best version with higher resolution with TSR and no artifacts.

I wonder why there is no Hell is Us analysis, game has PSSR toggle that shows good and bad things about PSSR vs. TSR.

Several reports here in this thread say that PS5 Pro noises are more noticeable at the beginning of the game when the environment is brighter and only in the vegetation.

Afterwards, these noises are not as noticeable.

Follow the comments in this thread:


It has, butnits either much harder to notice, or the issue doesnt present itself at all in those other areas.

I'm playing on the ps5 pro, the shimmering is very noticeable on the initial área, after that it's not really noticeable and it shouldn't stop you from playing the Game. Motion blur is more distracting than the shimmering this time.

I've been playing this on the Pro and the drama created by DF is not justified in any way.
There is some glowing-like instability on vegetation but it's noticeable only in the beginning area of the game, first 10-15 minutes?
After that you can't notice anything and the image quality is really good while delivering 60fps unlike base PS5.
So while options are always welcome there is no reason to disable PSSR here if it means losing 60fps while looking pretty much like the base PS5 quality mode.

Agree. After the initial part of the game, you only notice it if you look for it. Its not as horrible as DF and others make it seem.

Besides the effect doesnt affect all vegetation.
I would rather keep PSSR. Sure, release a patch that allows people to disable it if they wish, but dont remove it from the game.
 
Stutters are horrible in games. It was horrible playing Silent Hill 2 Remake because of this.

According to Digital Foundry, the PS5 and SX have stutters, but the Xbox has them more frequently.

This scene below is a synchronized sequence, and it happens more often on the SX compared to the PS5.
0qsa9nVFJ9FfeYFv.jpg
 
Stutters are horrible in games. It was horrible playing Silent Hill 2 Remake because of this.

According to Digital Foundry, the PS5 and SX have stutters, but the Xbox has them more frequently.

This scene below is a synchronized sequence, and it happens more often on the SX compared to the PS5.
0qsa9nVFJ9FfeYFv.jpg

so apparently the XBox stutters are at the same spots where the PC version stutters when it hits a VRAM limit... which begs the question: did the devs not properly configure the texture pool on the Xbox version?
 
This is like saying a top-end CPU paired with a 5090 aren't worth it because a game like Borderlands 4 still has traversal and shader compile stutters at launch.

Allow me to introduce you to the crazy concept of different teams having different competencies, sometimes to the extent that even the best hardware in existence can't iron out the glitches.

adamsapple adamsapple
The problem is that so much of the argumentation does not follow any sort of real-world rationality. Here's an obvious example: If your chosen technique produces better results for 9hrs and 45mins of a 10 hr experience, but produces minor artifacts on certain parts of the image for that spare 15mins, is it a smart trade-off versus 9 hrs 45 mins of inferior quality and gains for the remainder?

As a developer, this is not a difficult calculation to make. But when did you ever hear discussion of such trade-offs in these topics? You don't, because people fixate on the problems and completely ignore benefits elsewhere if it suits their rhetoric or supports their narrative.
Wait ...isn't he simply saying that an equivalently priced PC is providing a much better image than the Pro? That's not the same as your analogy at all. No need for the 5090 analogy. The Pro version is just an obvious disappointment next to an equally priced PC.
 
I am not comparing TF directly, I am comparing typical Ampere to typical RDNA2 performance, and then extrapolate that down to the deck and the Switch 2.

1.71 TFLOPS in handheld mode, with an Ampere GPU, is comparable to a 1.2~1.3 TFLOPS RDNA2 GPU, which is roughly where the Steam Deck lands when stressed. (it has a theoretical peak of 1.6 TFLOPS, but that's only reached when the CPU is downclocked a lot, and will degrade your performance a lot in all modern games)

Ampere SM improved upon Turing SM's integer CUDA cores with floating point (FP) capabilities without increasing TMU (texture management units). AMD executed a similar Ampere-like FP double rate increase per SM with RDNA 3.0 CU hardware generation. PC's RDNA 4 CU and RDNA 3.5 CU have double texture sampling rate improvements.
 
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