Death Stranding 2: On The Beach - PS5/PS5 Pro - Digital Foundry Tech Review

Draugoth

Gold Member


Kojima Productions is one of the few development studios in the world with the talent and credibility to bring innovative gameplay concepts to the triple-A space, working in combination with some of the finest technology available in the form of Guerrilla Games' Decima Engine. In this review, John Linneman goes into depth on everything that makes Death Stranding 2 special, from its cutting-edge engine features and its technical artistry through to its gameplay.

00:00 - Introduction
03:06 - Chapter 1 - The Environments
08:26 - Dynamic Weathe
r14:45 - Chapter 2 - Character Models
16:50 - Cutscene Direction
18:46 - In-Game Models
20:54 - Chapter 3 - PS5 vs PS5 Pro
25:16 - Chapter 4 - Sound and Game Design
28:41 - The Gameplay
33:55 - Finale
 
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Watched the Base vs Pro segment:

- Both have Quality and Performance modes
- Differences in level of detail and fidelity but not significant.
- No reason to choose quality on Pro, performance is the best option.
- exceptional framerate stability on both consoles

That's pretty much it

Edit:
Also a bit of shimmering on far objects on the performance mode of the base console. They don't exist on Pro.
 
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Not worth price difference between consoles for sure.

Edit: better quality pics
 
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- Geometry distance detail looks like Epic's nanite in effect
- Game uses real time dynamic light and day and night system
- Shadows are artifact free and use screen space shadows for smaller things
- No evidence of RT shadows being used
- Water shaders receive significant upgrade over the first game with SSR
- SSR issues are still present but masked effectively

- Multiple different weather effects praised
- Terrain deformation (footprints on sand) inherited from Horizon FW
- Mid-field distance effects shows some lower resolution effects / artifacts with some 'surprisingly' low resolution textures seen. Easiest to see from vantage points
- Ambient occlusion can produce blotchy effects
- Reflections can also produce noisy artifacts
- Some lighting transitions from day to night are also 'odd'

- Character improvements are surprisingly high over the first game
- Skin shading, sub surface scattering, eye and hair rendering praised
- Animation quality, skin deformation and its fidelity also praised
- "Micro details" on character models during game play also praised
- However, game play model does not get shadows on a lot of elements like cut-scenes

PS5 vs Pro
- Core experience is largely identical
- Both offer Performance and Quality mode w/ Performance supports 120hz (60fps cap, good for VRR coverage)
- Apart from some 'camera issues', the frame rate seems to hold well
- PS5: Performance 1440p, Pro: Higher than 1440p with better IQ and a little less shimmering
- On Pro, Quality mode is essentially redundant but on base PS5 some users might prefer the sharper IQ of the Quality mode with its 30fps presentation.


The last bit is about sound but I have to run so can't transcribe.
 
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Looks amazing. Not to diminish the work of the studio, but Decima itself remains one of the most impressive looking and performing engines without RT. It's not often these days you get good image quality + good performance in a game that looks "next-gen"
 
Watched the Base vs Pro segment:

- Both have Quality and Performance modes
- Differences in level of detail and fidelity but not significant.
- No reason to choose quality on Pro, performance is the best option.
- exceptional framerate stability on both consoles

That's pretty much it

Edit:
Also a bit of shimmering on far objects on the performance mode of the base console. They don't exist on Pro.
No PSSR i'm assuming?
 
One of the graphical benchmarks of the generation, the Decima engine is a beast. I went from watching so many minutes and possible spoilers just days after the game came out.

"""With the base PS5, there is a visible difference between quality and performance mode, to the point that some might prefer quality despite its frame-rate deficit, but in the case of PS5 Pro, the two modes look so similar that you should just use the 60fps mode"""

After reading this, having to see comments saying the PS5 Pro version isn't worth it is surreal.
 
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No PSSR i'm assuming?
John didn't mention it, but the base resolution is apparently similar with the Pro having significantly more stable edges, fine details, and a cleaner IQ in Performance Mode. I'm assuming the much more stable fine details are the work of PSSR because ain't no way FSR can do that at a similar resolution. This would also explain why the base resolution isn't much higher on the Pro in Performance Mode.

I was expecting something perhaps like RT reflections or even RTGI on the Pro's Performance Mode though. We're not seeing any sign of it in any mode. I could have sworn I had heard that game had RTGI back then. Maybe the pre-baked solution was so good (at least during cutscenes) they mistook it for it?

Edit: Stupid me, had totally forgotten Decima Engine had its own custom upscaler. That's what they're using.
 
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John didn't mention it, but the base resolution is apparently similar with the Pro having significantly more stable edges, fine details, and a cleaner IQ in Performance Mode. I'm assuming the much more stable fine details are the work of PSSR because ain't no way FSR can do that at a similar resolution. This would also explain why the base resolution isn't much higher on the Pro in Performance Mode.

I was expecting something perhaps like RT reflections or even RTGI on the Pro's Performance Mode though. We're not seeing any sign of it in any mode. I could have sworn I had heard that game had RTGI back then. Maybe the pre-baked solution was so good (at least during cutscenes) they mistook it for it?
Possibly a full ps5 pro update for ds2 coming soon. And next year will be fsr4 and pssr integration. But both base and pro are beautiful after looking at a video briefly.
 
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I could have sworn I had heard that game had RTGI back then. Maybe the pre-baked solution was so good (at least during cutscenes) they mistook it for it?
I don't think Decima has ever had RTGI even on PC, just pre-baked lighting passes (I think it was originally like 6 with HZD on PS4, 12 with HFW on PS5) that are blended together.
 
- Geometry distance detail looks like Epic's nanite in effect
- Game uses real time dynamic light and day and night system
- Shadows are artifact free and use screen space shadows for smaller things
- No evidence of RT shadows being used
- Water shaders receive significant upgrade over the first game with SSR
- SSR issues are still present but masked effectively

- Multiple different weather effects praised
- Terrain deformation (footprints on sand) inherited from Horizon FW
- Mid-field distance effects shows some lower resolution effects / artifacts with low 'surprisingly' low resolution textures seen. Easiest to see from vantage points
- Ambient occlusion can produce blotchy effects
- Reflections can also produce noisy artifacts
- Some lighting transitions from day to night are also 'odd'

- Character improvements are surprisingly high over the first game
- Skin shading, sub surface scattering, eye and hair rendering praised
- Animation quality, skin deformation and its fidelity also praised
- "Micro details" on character models during game play also praised
- However, game play model does not get shadows on a lot of elements like cut-scenes

PS5 vs Pro
- Core experience is largely identical
- Both offer Performance and Quality mode w/ Performance supports 120hz (60fps cap)
- Apart from some 'camera issues', the frame rate seems to hold well
- PS5: Performance 1440p, Pro: Higher than 1440p with better IQ and a little less shimmering
- On Pro, Quality mode is essentially redundant but on base PS5 some users might prefer the sharper IQ of the Quality mode with its 30fps presentation.


The last bit is about sound but I have to run so can't transcribe.

Sounds like a fantastic job by the devs. Looks phenomenal too.
 
I don't think Decima has ever had RTGI even on PC, just pre-baked lighting passes (I think it was originally like 6 with HZD on PS4, 12 with HFW on PS5) that are blended together.
It hasn't, but I thought they had updated the engine for RT exactly for DS2. Turns out not.
Possibly a full ps5 pro update for ds2 coming soon. And next year will be fsr4 and pssr integration. But both base and pro are beautiful after looking at a video briefly.
Not holding my breath for that. Such an important upgrade should be there out of the gate for a Sony-published title of that caliber.
 
Possibly a full ps5 pro update for ds2 coming soon. And next year will be fsr4 and pssr integration. But both base and pro are beautiful after looking at a video briefly.

Er... I don't think Kojima Production will remove their knowing of Decima Engine in favor of either PSSR or FSR4. Remember, Decima Engine already have an inbuild upscaler, used in Horizon Zero Dawn Remastered.
 
1440p on base PS5 for performance, that's great !

Was pondering whether to upgrade to Pro for this one, but it seems it's not really necessary then ?
 
It looks so good. Turns out you dont really need ray tracing for a modern open world game.

Never need. You can still produce solid results without sacrifing 50% of the game performance.

Game has fixed time of day and 95% of gameplay takes place in open fields. Not needing RTGI for good results is quite specific for this game because it's so limited. Now try that with games that have dynamic TOD and more complex environments...

There is a reason why AC Shadows have RTGI.
 
Do you have better ones? This is what DF was showing to people in 4k video they released. It's also 2x zoom, without it most differences wouldn't be that visible.

Does this look like amazing Pro upgrade to you?

You have to be trolling.

Since when does anyone compare screenshots by using compressed screengrabs of a compressed YouTube video while the overlay (which adds transparency gradient on top) is still present?
 
Was pondering whether to upgrade to Pro for this one, but it seems it's not really necessary then ?

Based on the video, not really worth the upgrade. Some far distance shimmering is the notable difference.
 
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Yeah, Youtube have a bunch of macroblocks and others artifacts.

Wasn't the DF eurogamer page have better tools for comparison?
 
You have to be trolling.

Since when does anyone compare screenshots by using compressed screengrabs of a compressed YouTube video while the overlay (which adds transparency gradient on top) is still present?

Who gives a shit about overlay. If you have better screenshots then post them. There is not much difference to show anyway.

Screens have the same quality as 4k youtube video everyone watched. DF have way better files for people that pay them but I'm not one of them.
 
Game has fixed time of day and 95% of gameplay takes place in open fields. Not needing RTGI for good results is quite specific for this game because it's so limited. Now try that with games that have dynamic TOD and more complex environments...

There is a reason why AC Shadows have RTGI.
It has a complete day night cycle and if first game is anything to go by, even city sections. It has destrucible environment and weather effects and disasters. It is more complex than most games out there
 
It doesn't.

First game had it. Is it fluid or few fixed TODs (like AC Unity)?

It has a complete day night cycle and if first game is anything to go by, even city sections. It has destrucible environment and weather effects and disasters. It is more complex than most games out there

Game has shit ton of empty spaces. First Horizon game was more demanding on PC vs. DS because game was way more packed with stuff, lot's of Ai, objects, forests etc. Death Stranding is very empty and that's by design but it's also not very complex to render.
 
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