[Digital Foundry] Cronos: The New Dawn - DF Review - PS5/PS5 Pro/Xbox Series X|S Console Face-Off



A year on from its stellar efforts on the Silent Hill 2 Remake, developer Bloober Team presents another UE5 horror project. The console versions are in the spotlight this time around, where PS5 Pro is unfortunately missing any notable upgrades – though does offer up the best image quality and frame-rates of the quartet.

00:00 Introduction
01:31 Quality vs Performance Mode Comparison
02:31 The Resolution Advantage on PS5 Pro
05:51 Series S Cutbacks
07:11 Performance Tests/Conclusion

- Developed on Unreal Engine 5
- No bespoke PS5 Pro support in the game at the moment
- Pro's inherent benefit is running the same code as PS5 with higher DRS and performance average


Visuals:

- All consoles have a 30fps Quality and 60fps Performance mode barring Series S with a single 30fps mode.
- Quality mode's main advantage is a resolution boost, all other visual features are identical.
- Some Volumetric settings (like fog) are also running at lower resolution in Performance mode

- Difference between the three consoles (PS5/Pro/Series X) are rather muted
- Some tested areas show variances in DRS, SX: 1080p, PS5: 1026p, Pro: 1242p
- The ordering of DRS scaling is relative to GPU strength of each machine
- Another tested area shows SX and PS5 at 864p and Pro at 900p
- A third tested area shows SX at 1008p, PS5 at 864p and Pro at 1152p

- The 30fps Quality mode boosts pixel counts on all the tested areas above
- One test shows a flat 1440p on all consoles when DRS is maxed out, with 720p on Series S before TSR
- A more taxing moment on Quality shows PS5/SX at 1080p, Series S at 720p and Pro at 1296p

- Series S cut-backs some texture quality and can result in blurry soup like textures in places
- Shadow fall-off on distant objects is lower quality, fog quality is also a lower quality than others

Performance:

- 30fps play on all machines is rock solid based on DF's testing in the first few hours
- Cut-scenes also keep locked to 30fps.
- This is the default mode the game starts at.
- DF noted one crash on Series S during testing.

- 60fps mode has PS5 Pro showing the most closest to its target on average
- Pro can run up to 10~fps higher than base PS5 with SX slotting in the middle
- SX can have adaptive tearing on the top portion of the screen

- Base PS5 has the most egregious drops during game play with lurches into the 40's, putting it below the ideal VRR range, whenever blood or effects are front and center
- Pro can drop in the above segments too with general drops being to mid 50's while some drops to 40's remain
- SX is similar to Pro with drops to mid 50's at the most
- SX and PS5 Pro offer a more playable experience compared to base PS5.

Rt Ray Tracing GIF by NVIDIA GeForce

Post Apocalyptic Time Travel GIF
Bloober Team Cat GIF by Xbox
 
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Sub 1080p presentation and frame drops on Ps5.
Work Demanding GIF by HannahWitton

You can blame UE5 of many things, but it's sure great at offering a consistently poor experience on ps5.
 
There's parts later where the fps completely tanks during gameplay on the ps5 pro, so I can only assume it happens in all platforms. I'd even go as far to say it's below 30 in performance mode. Made aiming extremely difficult
 
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- Developed on Unreal Engine 5
- No bespoke PS5 Pro support in the game at the moment
- Pro's inherent benefit is running the same code as PS5 with higher DRS and performance average


Visuals:

- All consoles have a 30fps Quality and 60fps Performance mode barring Series S with a single 30fps mode.
- Quality mode's main advantage is a resolution boost, all other visual features are identical.
- Some Volumetric settings (like fog) are also running at lower resolution in Performance mode

- Difference between the three consoles (PS5/Pro/Series X) are rather muted
- Some tested areas show variances in DRS, SX: 1080p, PS5: 1026p, Pro: 1242p
- The ordering of DRS scaling is relative to GPU strength of each machine
- Another tested area shows SX and PS5 at 864p and Pro at 900p
- A third tested area shows SX at 1008p, PS5 at 864p and Pro at 1152p

- The 30fps Quality mode boosts pixel counts on all the tested areas above
- One test shows a flat 1440p on all consoles when DRS is maxed out, with 720p on Series S before TSR
- A more taxing moment on Quality shows PS5/SX at 1080p, Series S at 720p and Pro at 1296p

- Series S cut-backs some texture quality and can result in blurry soup like textures in places
- Shadow fall-off on distant objects is lower quality, fog quality is also a lower quality than others

Performance:

- 30fps play on all machines is rock solid based on DF's testing in the first few hours
- Cut-scenes also keep locked to 30fps.
- This is the default mode the game starts at.
- DF noted one crash on Series S during testing.

- 60fps mode has PS5 Pro showing the most closest to its target on average
- Pro can run up to 10~fps higher than base PS5 with SX slotting in the middle
- SX can have adaptive tearing on the top portion of the screen

- Base PS5 has the most egregious drops during game play with lurches into the 40's, putting it below the ideal VRR range, whenever blood or effects are front and center
- Pro can drop in the above segments too with general drops being to mid 50's while some drops to 40's remain
- SX is similar to Pro with drops to mid 50's at the most
- SX and PS5 Pro offer a more playable experience compared to base PS5.
 
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Another example of a UE5 game that seems to favor Xbox over (both ?) PS5 machines like Mafia.

Lowest drop in the exploding barrier segment shown on all 3 platforms.



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Playing on SX I can confirm its solid. Havent noticed any tearing maybe because of my VRR screen?

Yeah, VRR eliminates tearing. You're getting the optimal experience.

And of course Gamefly is only hosting the PS5 version for renting, I get to play the worst version of the game :messenger_loudly_crying:
 
Yep. Compute heavy engine like UE5 finally shows Xbox GPU advantage, quite consistently in recent releases.

When they're all suitably stressed, the pixel count difference between Pro and Base is minimal, only 46p, while Pro and SX are dead-locked for Performance. There's other instances where Pro is 5, 6 frames ahead of SX but they're both practically ahead of base PS5 all the time.

Base PS5 is way behind both, kind of shockingly so.

Very odd to see multiple recent UE5 games show up to a ~10 fps difference between the consoles, I thought Sweeny said earlier that UE5 was being designed around the PS5 spec.


ArEscjPRXKmhF8CB.png
 
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When they're all suitably stressed, the pixel count difference between Pro and Base is minimal, only 46p, while Pro and SX are dead-locked for Performance. There's other instances where Pro is 5, 6 frames ahead of SX but they're both practically ahead of base PS5 all the time.

Base PS5 is way behind both, kind of shockingly so.

Very odd to see multiple recent UE5 games show up to a ~10 fps difference between the consoles, I thought Sweeny said earlier that UE5 was being designed around the PS5 spec.


ArEscjPRXKmhF8CB.png
One is v-synced while the other isn't. This could be your fps difference.
 
One is v-synced while the other isn't. This could be your fps difference.


Bojji Bojji already covered it, the only way V-Sync hurts performance is by limiting it to 30,60,120, none of the three consoles are all the way locked to 60 anyway.

Also the V-Sync is adaptive, i-e whenever the game is 60, it's V-Synced, when it isn't, it allows minor tearing to retain input response when the frames drop.
 
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When they're all suitably stressed, the pixel count difference between Pro and Base is minimal, only 46p, while Pro and SX are dead-locked for Performance.

Base PS5 is way behind both, kind of shockingly so.

Very odd to see multiple recent UE5 games show up to a ~10 fps difference between the consoles, I thought Sweeny said earlier that UE5 was being designed around the PS5 spec.


ArEscjPRXKmhF8CB.png

It's not all that odd.
from pure compute power you'd expect a 17% increase on Series X. here we see a 20% increase, which is a bit above the expected difference, but not by a lot.

we don't know the clock speed at which the PS5's GPU is running at that precise moment either. remember that the GPU clock can adjust if the system hits its upper wattage limit. which actually makes me wonder if the PS5 FAT and PS5 Slim have slightly different performance profiles.
the dynamic clocks of the original PS5 model were entirely dependent on the power budget that the chip gets afaik. and the slim's shrunken die should draw less power, meaning if it has the same power budget but never exceeds it, it should in theory run full tilt at all time...

given how CPU hungry UE5 can be, I wouldn't be surprised if the FAT PS5's APU is hitting its power limit.

edit: this actually makes me wonder if anyone ever tested the performance of both the FAT and the Slim in extremely taxing games that in theory could push the FAT to its power budget limit.
 
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UE5 almost always ran better in 60 fps mode on Series X, not just lately eh.

Maybe. But this only confirms what people suspected in 2020 - PS5 runs some games/engines better and XSX have better performance in other engines/games.

This is exactly what raw specs told us.
 
Vsync doesn't make the difference in framerate (unless it's double buffered). It affects input lag.
From what I knew/seen forcing triple buffering on console hit the fps more toughly compared adaptive vsync when fps drops appear. But seems developers always prefer triple buffering on ps5 probably because tearing could be more intrusive there I guess.
 
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From what I knew/seen forcing triple buffering on console hit the fps more toughly compared adaptive vsync when fps drops appear. But seems developers always prefer triple buffering on ps5 probably because tearing could be more intrusive I guess.

From my tests on PC - vsync makes no difference.
 
From what I knew/seen forcing triple buffering on console hit the fps more toughly compared adaptive vsync when fps drops appear. But seems developers always prefer triple buffering on ps5 probably because tearing could be more intrusive there I guess.

devs should embrace VRR more and give options like this in the settings now tbh.
ESPECIALLY on Xbox where on a 120hz TV you have an essentially bottomless VRR window.
but even on PS5 devs could just give a 120hz VRR mode for situations like these and let us turn vsync off entirely.
 
Series X smacking the PS5 and even the Pro in all these recent UE5 titles, and even Wukong now thanks to the bugfix. This trend seems like it will continue in the future based on the move to raytracing. 12TF finally coming through.
 
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devs should embrace VRR more and give options like this in the settings now tbh.
ESPECIALLY on Xbox where on a 120hz TV you have an essentially bottomless VRR window.
but even on PS5 devs could just give a 120hz VRR mode for situations like these and let us turn vsync off entirely.

I've always wondered if it's too much of a hassle for devs to add a 120hz container in PS5 games, while keeping the frame rate capped at 60.

Why don't more devs do it? Capcom did it a few months after Dragon's Dogma 2 launched.

But for the majority of games, that's not the case, which often lends them an SX advantage 'by default' for 120hz/VRR owners.

Hell, even Helldivers 2 runs 'better' on SX cause it leverages the system's native 120hz support where the PS5 is locked to a 60hz container.
 
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I've always wondered if it's too much of a hassle for devs to add a 120hz container in PS5 games, while keeping the frame rate capped at 60.

Why don't more devs do it? Capcom did it a few months after Dragon's Dogma 2 launched.

But for the majority of games, that's not the case, which often lends them an SX advantage 'by default' for 120hz/VRR owners.

Hell, even Helldivers 2 runs 'better' on SX cause it leverages the system's native 120hz support where the PS5 is locked to a 60hz container.

developers couldn't be arsed to enable texture filtering in early PS4 games because it wasn't part of the defaults the engines were set up with...

it went so far that at the time some people speculated it was an issue with PS4 dev kits that PS4 versions lacked proper anisotropic filtering lol... but nope, they just didn't care.
and enabling anisotropic filtering is quite literally a single key stroke on the keyboard.

so don't be surprised when they can't be arsed to add a 120hz mode when it requires extra work.

Sony should honestly step in and add a "Force 120hz" option that simply doubles every frame of a game running in a 60hz container. that's exactly how Xbox consoles do it.
The PS5 already has a "force vrr" setting for games that don't natively support it. this would be just the next logical step
 
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Very odd to see multiple recent UE5 games show up to a ~10 fps difference between the consoles, I thought Sweeny said earlier that UE5 was being designed around the PS5 spec.

No, he didn't say that. He said the UE5 streaming pipeline was redesigned in part to take advantage of PS5 I/O. Streaming and compute are two different processes/bottlenecks. If a UE5 game isn't designed around streaming capabilities then it's a moot point.
 
"wyłączony" - "turned off" :)

Game also has different tiers of vsync: 1 - 100% framerate, 2 - 50%, 3 - 33%, 4 - 25%.


So like NVidia panel's half-rate sync etc?

Going into such granularity is weird, lol. 25% of 120 is 30fps but imagine someone playing it at 25% of 60hz.

Sweet sweet 15fps. Will remind people of the good old Ocarina of Time days.
 
So like NVidia panel's half-rate sync etc?

Going into such granularity is weird, lol. 25% of 120 is 30fps but imagine someone playing it at 25% of 60hz.

Sweet sweet 15fps. Will remind people of the good old Ocarina of Time days.

For 120hz this allows 40fps. This can also be quite nice for 240Hz+ panels.
 
Yep. Compute heavy engine like UE5 finally shows Xbox GPU advantage, quite consistently in recent releases.
it has 13% more fps in this scene over base ps5 ;d hard to compare to pro as it has higher pixels (up to 32%) with generaly similar performance
 
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You don't want people to talk about one of the two platforms the game and this DF comparison topic is about?

Come On What GIF by MOODMAN

You can talk all you want about what you want...

But when the amazing 12 TF beast is getting outsold big time by the fucking Switch 1 in 2025, it is pointeless

Nobody buys the console, nobody buys games on that console....

So in the end, the question is really...

Who gives a fuck about the 12 TF dead console???
 
In the scene adamsapple adamsapple showed it's almost 22%:

ArEscjPRXKmhF8CB.png


Pro has a bit higher resolution but worse framerate.


Let's be honest, that resolution increase may as well not exist.

It varies between places, some scenes in the 30fps Quality mode show PS5/SX at 1080p and Pro at 1296p but that seems to be the biggest resolution delta noted in the video from what I remember.
 
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