Digital Foundry: Battlefield 6 Open Beta Tested - Performance, Features + More - PS5/PS5 Pro/Xbox Series X|S

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Or is it just one of Phil's balls in my throat?



It's called an open beta but the truth is that the multiplayer component of Battlefield 6 is good enough to ship - it's exceptionally performant, polished and fun across all systems. Oliver takes a look at the game running on PS5, Series X and Series S... plus there are very nice boosts for the PlayStation 5 Professional.



00:00 Overview
00:37 Visual features
06:01 PS5 performance and image quality
08:57 PS5 Pro comparison
10:06 Series X and S comparison
11:25 Analysis and conclusion
 
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- Updated destruction system praised
- Though you might spot some pieces of buildings floating in the air after their destruction animation.
- Destruction also only has two phases, one: scorch mark, two: destruction. DF wishes there were more states of destruction in between.
- Pop-in generally not an issue but bits of destruction can appear in front of the player
- BF6 improves lighting over last couple of games, no ray tracing though, it uses non RT GI
- PC version has additional SSGI / SSAO options that improves shading
- Reflections use cube maps and SSR which can show poorly aligned reflections in places
- Lighting generally looks good but disappointing that there's no RT, at least in this beta.

- PS5:
- Balanced mode targets 60fps and mostly sticks to it with menus and shooting range area targeting 30fps for some reason
- IQ uses a bit excessive sharpening and resolution is DRS with max 1440p, sticking mostly around 1080p
- Seems to be using FSR (they don't say FSR1 or 2)
- Performance mode: Best with 120hz and VRR, averages at 85~ fps
- Not recommended for 60hz displays.
- Seems to use mostly the same visual settings and resolution metrics
- FoV option present in console versions as well

- PS5 Pro:
- Largely identical to PS5 but with better IQ. Resolution comes a touch above but final resolve is cleaner.
- DF thinks it might be using PSSR, they noticed some characteristic noise
- Balanced mode seems to run at locked 60fps with minor single digit drops here or there

- Series X:
- Broadly identical to PS5 with some minor digit 33ms~50ms frame time drops
- IQ, performance and resolution metrics are identical to PS5 in DF's testing

- Series S;
- Pixel count and shadow resolution takes a hit, no SSR but uses cube maps
- Drops below 60fps frequent but nothing too severe
- Omits the Performance mode option found in other console versions
 
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Everytime I sat down to give this a try it either wasn't open for play or the queue was so long, I wasn't going to get to play before I needed to go to bed.
Just a reminder to myself why I don't play these heavy mp games anymore.
 
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The XSS version has been resolved very well.

Regarding the beta, I'm more interested in knowing what the technical and graphic aspects are like in SP mode because I was a little disappointed with the results in MP mode.
The destruction physics are very good, but the rest isn't particularly remarkable apart from the excellent frame rate performance.
 
"It's a good looking game that still manages to run with decent setting at 60fps on most gaming tech sold over the past 5 or 6 years"

The Office Thank You GIF
 
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Locked 60fps on base PS5 is impressive. They really must have optimized a lot to get there.

The IQ difference beween PS5 and Pro is really stark in motion. This is almost FF7 Rebirth difference.
 
Yeah the Pro has a nice sharp image in balanced mode. It's a good PSSR implementation and definitely gives the Pro version an image quality boost over FSR in the other versions.

I'd love it if they could add ray tracing to the single player campaign at least.
 
I personally couldn't care less about RT in multiplayer, as it serves no purpose other than acting as a performance hog. Leave the no holds barred visual fidelity mode to campaign. That being said, the multiplayer aspect both looks and runs exceptionally well.
 
I think 1080p avg. Without ray tracing isn't particularly good optimization

It's a nice looking game with 64 players online in big maps with cool destruction running at a completely locked 60fps or an optional unlocked mode running at an average of 85fps.

Also it's not 1080avg, I think adamsapple adamsapple miss heard that part.
The actual quote is:
"Pixel counts come back at a maximum of 1440p, though there's some DRS in play. I expect most of the time, though, the game should be well in excess of 1080p, closer to that upper bound of 1440p"

Meaning it can drop to 1080p, but it spends most of the time closer to 1440p.
 
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Everytime I sat down to give this a try it either wasn't open for play or the queue was so long, I wasn't going to get to play before I needed to go to bed.
Just a reminder to myself why I don't play these heavy mp games anymore.
yo buddy. last week when the queue was like "you are 101,230 in line" it literally only took max 5 minutes to clear through to playing. jumped on a few times already today and went right through.
 
No shit it's going to run well. It's their live service cash cow they won't skim any expenses. If this was a single player souls-like it would be running like dogshit and you would get the fix patch a year after release.
 
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Another test on Pro.
Flying the helicopter on the mountain map, with FoV maxed out in 3rd person vehicle model, the game definitely drops frames heavily and from what I can see has tearing on 120 FPS VRR TV in performance mode. It could be that the FoV influences performance heavily.
 
Another test on Pro.
Flying the helicopter on the mountain map, with FoV maxed out in 3rd person vehicle model, the game definitely drops frames heavily and from what I can see has tearing on 120 FPS VRR TV in performance mode. It could be that the FoV influences performance heavily.

it has tearing? so either VRR is broken, it drops below 48fps, or their FPS lock is broken and it goes above 120fps.
 
it has tearing? so either VRR is broken, it drops below 48fps, or their FPS lock is broken and it goes above 120fps.

I guess it goes above 120fps because below it all looks very smooth, I saw tearing in buildings when FPS should be the highest.

FPS mode has surprisingly high FPS on Pro (90-120) and image quality is quite ok. Based on DF video PSSR just destroys FSR2/3 (even with issues it have with some things).
 
I'm pretty sure it goes below 48 FPS, it becomes obviously choppy.
Again, this is with vehicle 3rd person FoV maxed out.

this also means they have no LFC, which is not only bad due to the VRR turning off, but also because your TV will run at a very low refresh rate in those moments where it will be in the 50fps range, where it will also actually drive the TV at 50hz, which adds input lag, as compared to it running at say, 50fps 100hz, which will have noticeably lower lag.
 
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I guess it goes above 120fps because below it all looks very smooth, I saw tearing in buildings when FPS should be the highest.

FPS mode has surprisingly high FPS on Pro (90-120) and image quality is quite ok. Based on DF video PSSR just destroys FSR2/3 (even with issues it have with some things).
I only found tearing with the heli and maxed out FoV.
The rest of the game ran 80-100 FPS.
 
I only found tearing with the heli and maxed out FoV.
The rest of the game ran 80-100 FPS.

In theory it should only tear when going over 120fps.

I saw both tearing and stuttering in some places so there is definitely something weird going on with vsync/VRR here. Game was smoothest below 120FPS.
 
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No shit it's going to run well. It's their live service cash cow they won't skim any expenses. If this was a single player souls-like it would be running like dogshit and you would get the fix patch a year after release.
So you're saying if this game was a different game, it would be different?
 
According to Digital Foundry, PSSR is better in motion (sharper) than TSR.

Battlefield 6 is frenetic in motion.

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PSSR shows artifacts and noise in motion as well, which they pointed out in this video as a tell-tale sign.

Regardless, that wasn't the point.

TSR is much better than FSR. That was my point.
 
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