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Crimson Desert on PlayStation 5 Pro - The Digital Foundry Deep Dive

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lol DF falling for it again. PS5 Pro? A console with barely a few million sales? Literally a 120 million people want to know how it runs on their machines. DF gets the codes early and decides to do a puff piece on the game instead. Typical.

Do they cover the base PS5 version performance?
 
lol DF falling for it again. PS5 Pro? A console with barely a few million sales? Literally a 120 million people want to know how it runs on their machines. DF gets the codes early and decides to do a puff piece on the game instead. Typical.

Do they cover the base PS5 version performance?
It really seems to be solely about Pro, but I'm gonna watch it. Man I really want to know how base consoles fare.
 
lol DF falling for it again. PS5 Pro? A console with barely a few million sales? Literally a 120 million people want to know how it runs on their machines. DF gets the codes early and decides to do a puff piece on the game instead. Typical.

Do they cover the base PS5 version performance?
I'm sure they know what sells the most for them and brings them more engagement lol.
 
lol DF falling for it again. PS5 Pro? A console with barely a few million sales? Literally a 120 million people want to know how it runs on their machines. DF gets the codes early and decides to do a puff piece on the game instead. Typical.

Do they cover the base PS5 version performance?
It's the only version they had access to.
 
- This video only features PS5 Pro coverage, other consoles will come later
- Created on proprietary Black Space engine
- RT features are present and fully accounted for. Fully dynamic RTGI present and praised
- Distinctive quality in lighting makes it stand out compared to most current gen games
- Night time is dark and akin to Dragon's Dogma but with RT
- The denoiser struggles in some case and can cause streaking

- Particles and attacks from above cast dynamic shadows
- RT reflections and SSR combined for reflective surfaces.
- This is one area where difference in Performance mode is noted, the reflections are more 'tightened'
- Water system and things like waves breaking on rocks praised, light penetration in water also praised

- The sheer amount of 'near field level detail' at distance is praised
- Distance rendering and shadowing on trees in distance praised, where most games do blobby detail on distant foliage
- Virtually 'no flat surfaces'
- But edges for geometry that protudes outwards like rockwalls, trees etc shows flickering and aliasing

- Console specifics:
- PS5 Pro features 3 modes, Optimal (performance), Balanced and Quality at 1080p, 1440p and 4K respectively
- The build DF tested was running on PSSR 1 with artifacts and ray traced noise present, the PSSR2 patch will come at launch
- Modes target 60 for Optimal, 40 for Balance and 30 for Quality

- Performance mode 'puts up a good fight', but it can and does drop. Larger environments and fights drop to low 50's and even one combat area shows drops all the way to mid 30's.
- However this is representative of stress areas, most other areas do not exhibit this kind of drops.
- The 30 and 40fps modes are more stable i the same stress areas, the area which dropped to mid 30's in Performance tends to stick to the 30 and 40 in each respective mode, with some small drops in 40fps mode
- The 30fps makes everything feel less responsiveness and DF recommends playing either the 40 or 60fps mode with John preferring the 40fps mode during testing
- The game has a V-Sync option which DF does not recommend for non VRR owners.
- Even with VRR displays, it's not recommend for Quality or Balanced mode as it's almost always out of VRR range and causes tearing
- The V-Sync off mode works reasonably well with Performance mode

- The rest of the video is John just randomly traveling to a far off point in the map to see how it goes
- Visible LoD pop-in was noticed during horse traversal
- Many smaller objects in the environment can be knocked down but there is a small delay before physics actions trigger
- Foliage can show noisy RT lighting but this is based on PSSR1
- John praises the variety of things found in the world like farms, orc cities, a circus etc
 
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its been a while since I've been excited for a open world game, Ill probably buy and never finish! it, it actually looks like a real next gen open world game!
 
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As with most John videos, 90% is waxing poetics about the game and he only spends 2~ minutes talking about the actual performance stats and only covers water reflections distance between the Optimal and Quality mode.

Supposedly the game has "Ultra" RT on Quality vs other modes but he doesn't mention any difference in RT coverage at all.
 
Looks frigging amazing but I am on my mobile. Looks like a great PS5 pro port. Should look loads better with pssr 2.0

obviously the frame rate can take an absolute shit if the screen if full of enemies, but damn that is a lot of enemies. No way these CPUs can handle that.

Id play in performance mode but sadly the ps5 pro suffers below 48 FPS right. Which is a shame.

Pretty terrible video to actually get in the technicals though. I guess he is so fed up with fanboys that he's just stopped talking anything really technical. Shame.
 
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lol DF falling for it again. PS5 Pro? A console with barely a few million sales? Literally a 120 million people want to know how it runs on their machines. DF gets the codes early and decides to do a puff piece on the game instead. Typical.

Do they cover the base PS5 version performance?

The Fresh Prince Of Bel Air No GIF by HBO Max
 
lol DF falling for it again. PS5 Pro? A console with barely a few million sales? Literally a 120 million people want to know how it runs on their machines. DF gets the codes early and decides to do a puff piece on the game instead. Typical.

Do they cover the base PS5 version performance?
They are gonna milk this bitch dry, 1 video for every version.

Cmon bruh, you know the drill.
 
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It looks way more colorful than other footage, really noticing that with all the foliage here and I love that. The other footage for some reason looked so drab, if that's the right word.
 
So far this game looks stunning, with perhaps one of the best ray-tracing implementation we have seen so far on console, this game really does seem to pushing the PS5 Pro, and it's only going to look better by launch once they've patched in PSSR 2.
 
The attack combo at 2:02 where you slice the guy, he starts to bleed, then kick him into an entryway that causes the door to swing open and enemy to bounce off of the wall spattering blood everywhere is just fucking sublime.
 
Shame about it only being or the pro version. Though it gives me hope the base console experience won't be trash.
Overall better than I expected
 
Not seen the video yet, only read the article, but it sounds like the PS5 Pro is very good.

However, the fact that VRR is not implemented properly and the game has screen tearing when it dips below 48 fps (which it should not be doing if the game is properly optimised), suggests to me that the console versions have been getting less attention than the PC build. Nothing kills a game's atmosphere more for me than seeing screen tearing as I am extremely sensitive to it to the point where it used to put me off playing games (e.g. the original Saints Row games on Xbox 360).

Hopefully, the developers can fix this quickly and in time for release next week?
 
So they are gonna have another deep dive of the pro version when pisser 2 release?

What is the point of analizing the game now that it looks worse than the final version? Nobody with a pro and an internet connection is ever gonna play this version...
 
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- This video only features PS5 Pro coverage, other consoles will come later
- Created on proprietary Black Space engine
- RT features are present and fully accounted for. Fully dynamic RTGI present and praised
- Distinctive quality in lighting makes it stand out compared to most current gen games
- Night time is dark and akin to Dragon's Dogma but with RT
- The denoiser struggles in some case and can cause streaking

- Particles and attacks from above cast dynamic shadows
- RT reflections and SSR combined for reflective surfaces.
- This is one area where difference in Performance mode is noted, the reflections are more 'tightened'
- Water system and things like waves breaking on rocks praised, light penetration in water also praised

- The sheer amount of 'near field level detail' at distance is praised
- Distance rendering and shadowing on trees in distance praised, where most games do blobby detail on distant foliage
- Virtually 'no flat surfaces'
- But edges for geometry that protudes outwards like rockwalls, trees etc shows flickering and aliasing

- Console specifics:
- PS5 Pro features 3 modes, Optimal (performance), Balanced and Quality at 1080p, 1440p and 4K respectively
- The build DF tested was running on PSSR 1 with artifacts and ray traced noise present, the PSSR2 patch will come at launch
- Modes target 60 for Optimal, 40 for Balance and 30 for Quality

- Performance mode 'puts up a good fight', but it can and does drop. Larger environments and fights drop to low 50's and even one combat area shows drops all the way to mid 30's.
- However this is representative of stress areas, most other areas do not exhibit this kind of drops.
- The 30 and 40fps modes are more stable i the same stress areas, the area which dropped to mid 30's in Performance tends to stick to the 30 and 40 in each respective mode, with some small drops in 40fps mode
- The 30fps makes everything feel less responsiveness and DF recommends playing either the 40 or 60fps mode with John preferring the 40fps mode during testing
- The game has a V-Sync option which DF does not recommend for non VRR owners.
- Even with VRR displays, it's not recommend for Quality or Balanced mode as it's almost always out of VRR range and causes tearing
- The V-Sync off mode works reasonably well with Performance mode

- The rest of the video is John just randomly traveling to a far off point in the map to see how it goes
- Visible LoD pop-in was noticed during horse traversal
- Many smaller objects in the environment can be knocked down but there is a small delay before physics actions trigger
- Foliage can show noisy RT lighting but this is based on PSSR1
- John praises the variety of things found in the world like farms, orc cities, a circus etc
You da MVP.

I'll be going with the PC version, but not too shabby on the Pro before the day 1 patch.

PSSR2.0 should clean up a lot of the minor image issues and help with draw distance noise and possible pop-in (since some noticed an improvement on GT7 today with draw distance and performance).
 
They are gonna milk this bitch dry, 1 video for every version.

Cmon bruh, you know the drill.
Of course. I was just waiting for the PS5 version first since the devs had famously said that they were sending their copies to Digital Foundry and would let them reveal the console versions. Turns out the first video is the Pro version which was already shown last year in the release date trailer.
 
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