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

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I have definitely been spoiled by Horizon
 
Its disingenuous and the fact that the community manager was playing the victim card the other day on twitter makes it even worse.



That's not a victim card, its more like an exasperated dad after the kids in the back seat have asked "are we there yet" for the hundredth time!
 
- 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
Awesome, thanks for the effort. I will buy the next xbox console just out of sheer love for you, if there is another console of course.
 
But PS5 won't have the same RT. I am already surprised it has any RT at all at 60fps. I doubt it has any RT reflections there.

Probably some light version of RTGI. But Metro Exodus already did it a long time ago at 60fps.
I think the base consoles will look fine and very playable, but once you watch comparison videos of Pro, even more so with that pssr2 update it's not gonna be pretty I bet, lol.

I can imagine the Pro owners being very excited now. I would too.
 
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?

if only you watched the first few seconds of the video instead of shit posting.

I have a Pro, so I'm glad to see a second game taking real advantage of the HW.
 
- 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
Thank you custom engines :)!
 
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?

There's not going to be much of a difference. The game's native 1080p on a Series S and native 4K on the Pro, and FPS drops appear to be CPU bound. Plenty of room for the base consoles.
 
Looks like I will probably be waiting until 2027 to play this. It will be tough, because feeling FOMO sucks, but I want to play the best version of this and that includes the RT (especially at night).

I will be looking at you high end PC owners with envy...

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And I'll be looking at you too

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<3
 
Looks like I will probably be waiting until 2027 to play this. It will be tough, because feeling FOMO sucks, but I want to play the best version of this and that includes the RT (especially at night).

I will be looking at you high end PC owners with envy...

yanatwt.gif
If it's any consolation you'll probably have a way better experience than anyone playing it Day 1.
 
But thanks to this we will see how much better it will look with PSSR2.

The game already fails to hold a locked 60 fps on the Pro and dips into the high 30s fps in certain locations so I expect that performance isn't going to improve with PSSR2... unless the developers implement dynamic resolution scaling or use a lower base resolution. Maybe the engine doesn't support dynamic resolution scaling at the moment? I would be fine with a game that dips slightly below 60 fps (i.e. 55-60 fps) as I have a VRR capable TV but it should never be used as a band aid for massive performance drops and ideally should be used for unlocked 60+ fps framerates so developers still need to optimise properly to hit a locked 60 fps (and 30/40 fps) target.
 
So PS5 Pro version is already great before PSSR2.0 is added?

That's great but it seems a bit weird that they don't have code with PSSR2 so close to launch and given RE9 was already shipped with it.

Either they're simply planning a PSSR1 -> 2 toggle and the specs they have given were all based conservatively on PSSR1 or.....they're actively trying to milk coverage of the game over multiple videos.

Who knows, maybe Sony will release the system level PSSR 2.0 update in the next week so it doesn't need to be updated/patched in? PSSR 2.0 is due for release this month...
 
Was tempted to go ps5 pro for the couch gaming on the 65 oled, but PC won. 5090 performance on the 34 inch ultrawide MSI x36 oled was a no brainer
 
If you ain't got a profession PlayStation, I feel bad for you son!
Won't even be watching this at this point, just put it in my veins.
Will def be running balanced mode, I think.
 
Fantastic work, especially with so many different random interactions that bring the environment to life like few graphical effects can (and there are tons of them btw, RT in all modes, foliage, animations, draw distance and shadows as far as the eye can see, they didn't skimp on anything).

Even performance is good, considering the vastness of the world and level of detail.

This is what i want to see, do more of these and i'm good with the current generation for years to come.
 
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.
Most of their Analysis are like that nowadays and i cant stand it. Just Show me the framerate and resolution without any guessing etc
 
The game already fails to hold a locked 60 fps on the Pro and dips into the high 30s fps in certain locations so I expect that performance isn't going to improve with PSSR2... unless the developers implement dynamic resolution scaling or use a lower base resolution. Maybe the engine doesn't support dynamic resolution scaling at the moment? I would be fine with a game that dips slightly below 60 fps (i.e. 55-60 fps) as I have a VRR capable TV but it should never be used as a band aid for massive performance drops and ideally should be used for unlocked 60+ fps framerates so developers still need to optimise properly to hit a locked 60 fps (and 30/40 fps) target.

Performance drops are the heaviest when CPU is bottlenecking the game. Dropping resolution won't help in situation like that, but yeah it would fix GPU related drops.

PSSR2 apparently has very similar cost to PSSR1.
 
Maybe I'm blind, but oh my god does art direction >>>>>>>> raw engine specs.

Decima games or even something like Hogwarts Legace wowed me way-way more without a pinch of RT. This looks like something created in procedural engine, at times. No syle or substance despite the RT shadows.
 
This reminds me of the Eurojank I fell in love with back in the 2000s, like OG STALKER. Insanely ambitious, custom technology, janky as fuck, and a totally unique personality. Has cult classic written all over it, like Dragons Dogma.

The Pro putting in some good work, but ultimately I think the developers here should be commended. If this were running on UE5, it'd be a stuttery mess of pop and fizzle with light boiling artifacts all over the place and fall apart the moment anything actually happened. Keen to get into it on PC, but I'm super curious what this looks like on the base consoles and Series S.
 
Is it me or is an open world game like Horizon Forbidden West on PS5 more richer in density/foliage/LOD management/character models/lighting etc? Crismon Desert looks nice, but just not getting the "Omg this thing is out of the world". From a third party multiplatform game perspective, heck it doesn't even anywhere remotely close to a last gen game like RDR2.
 
When this Game was announced I considered it as an option to quench the thirst for Witcher 4 or new Elders Scrolls Game, but te more videos and iformation we got ,the more convinced that CD can have a place among those old IPs.

Asian developers are what Occidental developers used to be in the 90s before all was about profit, shareholders and cancel culture, Games like Wukong, Stellar Blade and this one prove this.

The PRO options look great but honestly Even on Base PS5 the Game looks fine.
Lets hope the game performs as DF says.
 
Considering John hates open world games and will not cover them, this is some high praise indeed.
Oh, really? This why he whacks off to Horizon and Death Stranding?

The hating open world part was a damn lie. It's because DF was feeling the heat for avoiding Hogwarts Legacy coverage. John crashed out when he was confronted about it, claiming he hated Harry Potter and open world games.
 
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