Digital Foundry: Mafia: The Old Country - DF Review - PS5/PS5 Pro/Xbox Series X|S

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



Mafia: The Old Country delivers some exceptionally impressive visuals on consoles, but it's one of the few games we'd actually recommend running in the 30fps quality mode on PS5, Pro and Xbox Series X. Varying frame-rates and cut-back visuals impact the 60fps mode, while unlocked performance VRR options add little to the experience.


00:00 Overview
00:32 Visual features
05:14 PS5 mode comparison
09:17 PS5 Pro comparison
11:12 Series X and S comparison
12:59 PS5 Pro and Series X unlocked modes
14:51 Analysis and conclusion
 
- UE5. Uses Lumen for lighting
- Quality mode on console adds Lumen Reflections, but software based
- Hardware would be more accurate but is not present in the game
- VSM used for shadows but some small details use screen space shadows
- Nanite also used for geometry
- Uses Unreal Engine 5.4.4 which comes with nanite support for foliage
- DF thinks other engines would struggle with open world games with this level of fidelity
- Lip sync and facial animations praised, key character models use Metahuman
- However game play animations are lacking
- Motion blur for cut-scenes praised, though game play has limited motion blur by comparison

- DF thinks Mafia is best played in the 30fps Quality mode
- Performance's downgrades to lumen quality are not catastrophic but notable
- Volumetrics, VSM quality etc also drop a level in Performance mode

Base PS5:

- Both modes have a 1440p like final resolve and looks like using TSR
- Quality 1224p avg, Performance 1080p avg
- Quality aims for 30fps and generally hits it with minor 1 to 3 fps drops
- Driving through the town area can show steady drops
- Performance mode drops to 40's and even low 30's in stress areas
- Cut-scenes are capped at 30fps with dips during camera cuts

- 120hz w/VRR adds two additional modes
- First is updated Quality which seems to target 40 and aims for Quality mode settings
- Reaches 40 but drops to 30's
- Unlocked frame rate can run above 60 but DF does not recommend unlocking it, it feels 'silly'.
- Settings wise, this is closer to 60fps mode
- V-Sync off option present but DF does not recommend it and calls it 'baffling'

PS5 Pro:

- Performance mode adds Lumen reflections
- Additional foliage coverage also present
- The Lumen GI quality, though, is same as PS5's Performance mode which is lower than PS5's Quality. Base PS5 Pro's quality mode has better Lumen reflections coverage compared to PS5 Pro's Performance mode.
- Internal resolutions are similar to base PS5
- Performance mode game play frame rate is similar to base PS5
- However, the cut-scenes are unlocked to 60 but can suffer prolonged drops
- This seems unintentional as even the PC version has a 30fps cap on scenes
- Pro's Quality mode looks very similar to base PS5 with similar resolutions and FPS targets
- Minor drops in similar areas but does a better job sticking to 30fps than base PS5

- Series X:

- Similar to PS5 with matching settings and internal resolutions
- Quality mode offers a slightly better frame rate than base PS5
- Performance mode offers a notably better performance than base PS5 but still suffers drops in stress areas
- Series X with VRR unlocks frame rate like PS5, however Quality mode still sticks to 30fps unless V-Sync is turned off.

- Series S:

- Internal resolutions are similar but has more pop-in
- Cut-back Lumen, lower foliage density, certain textures like grime on walls is absent
- Distant structures are more simplified to help conservative asset streaming
- Usually these kind of asset downgrades aren't found in UE5 games but DF thinks it's to mitigate lower RAM
- 30 FPS mode is very stable, probably the most stable of any console's 30FPS mode
- Series S does not have any VRR mode

Verdict:
- Series X's performance mode advantage over base PS5 is unusually high
- PS5 Pro's unlocked 60fps scenes feel like a bug
- Xbox versions currently don't seem to have a 40fps mode
- PC version seems to have 'substantial burdens'
- This video did not cover the PC version and DF thinks the console versions are 'fine' factoring in the open world and superb graphics.
 
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VqG1Bfo.jpeg


Thanks, UE5.
 
A game built for 30 fps that includes a 60 fps mode, which is compliant but clearly forced and achieved through scissor cuts. In Hellblade 2, unlike this one, a 60 fps mode was adapted with skill and various tools, not just scissors.

All in all, I think the game is visually quite good. I think I'll give it a try soon, among other things because it's a short, story-focused game, and that's a huge plus.
 
Finished it on Quality unlocked on XSX and it does feel like a 40fps mode ezcept when it dropped below 40 here and there and had some tearing. I wish they didnt call this baffling or silly because we need more developers offering this option as it is infinetely more playable than 30fps
 
Just a question.
I'm not that techy but can you easily set up and plug your PC too a 65 inch OLED TV and play on the couch?

VqG1Bfo.jpeg


Thanks, UE5.

CPU limit most likely, it's ~60fps (with 60fps lock) on my 5800X3D.

pro doesnt have higher internal res ? that can be one of worst pro upgrade

It only gets lumen reflections, close performance and resolution, even lumen is still butchered in performance mode:

8Z1NpRuCvm0uFrTn.jpg
14OlIl1RxJtQJimJ.jpg
IbA9qulr9DztZHUi.jpg
4CeAPM4u8hJf8KW4.jpg


Last picture should look better on Pro ^

Overall, disappointing Pro version. Seems like 40fps mode is the best one to use, lumen cuts are too severe in performance mode (and framerate is not close to 60 anyway in some sections).
 
I honestly don't like the analysis format that this particular game is subjected to, it feels unorganized. DF needs to add a summary table with stats somewhere in every video, they've done this in the past on some, but there doesn't seem to be a consistent pattern.
 
I honestly don't like the analysis format that this particular game is subjected to, it feels unorganized. DF needs to add a summary table with stats somewhere in every video, they've done this in the past on some, but there doesn't seem to be a consistent pattern.

I think their format isn't compatible anymore with how modern games operate.
last gen graphics modes were an exception, now they are the norm.

so suddenly there's not only 2 consoles or 4 consoles... it's 4 consoles + 3 modes each + vsync settings etc
 
I think their format isn't compatible anymore with how modern games operate.
last gen graphics modes were an exception, now they are the norm.

so suddenly there's not only 2 consoles or 4 consoles... it's 4 consoles + 3 modes each + vsync settings etc

Agreed. I think the way BrazilPixel is doing it is pretty cool, but his are purely technical with no voice over to explain or narrate. Maybe a combination of that?
 
Pro has a better GPU so not sure how it's a GPU stress test.


I didn't even notice they were comparing Pro and SX at that point, the wording they used says GPU limited area.

Looks like the game isn't exactly making good usage of Pro if it's having GPU related drops compared to SX.


NHEWSl5PfT5QQ8rQ.png
 
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CPU limit most likely, it's ~60fps (with 60fps lock) on my 5800X3D.



It only gets lumen reflections, close performance and resolution, even lumen is still butchered in performance mode:

8Z1NpRuCvm0uFrTn.jpg
14OlIl1RxJtQJimJ.jpg
IbA9qulr9DztZHUi.jpg
4CeAPM4u8hJf8KW4.jpg


Last picture should look better on Pro ^

Overall, disappointing Pro version. Seems like 40fps mode is the best one to use, lumen cuts are too severe in performance mode (and framerate is not close to 60 anyway in some sections).

Bizarre that they still need to make cuts to lumen to run at 60. None of the scenes look that heavy. Wonder what version of UE5 they are running and if they are running HWRT at all.

I didn't even notice they were comparing Pro and SX at that point, the wording they used says GPU limited area.

Looks like the game isn't exactly making good usage of Pro if it's having GPU related drops compared to SX.


NHEWSl5PfT5QQ8rQ.png


DF doesn't know what they are talking about half the time when they use terms like CPU or GPU limited.
 
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I didn't even notice they were comparing Pro and SX at that point, the wording they used says GPU limited area.

Looks like the game isn't exactly making good usage of Pro if it's having GPU related drops compared to SX.


WOcyAYrl9z6yXKnK.png
1080p with drops to 30fps, badly optimised UE game (seems to be a trend). The engine performance improvements can't come soon enough.
 
What a bad effort for the PS5 Pro. Quality mode got no upgrades apart from better foliage. It doesn't even get better resolution. Really, that's the best you can do? Does better foliage really use up all the extra GPU power that the Pro has? You can't even increase the DRS range?

The 40fps mode sounds like it's the same as the PS5 version. Again, why can't you enable the Pro the ability to run the 30fps Quality mode settings at 40fps but lower the internal resolution?

The performance mode has a few extra graphical features so that's something. But everything else sounds like hardly any effort was put into enhancing it for the Pro.

No use of PSSR either. Maybe they couldn't get it to work well with Lumen. But couldn't they at least put in a toggle to let players choose between PSSR and TSR?
 
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Seems like the 40 mode is the way to go. No mention of traversal stuttering in the video, if at least they managed to get that right in a game with tons of driving I'd be happy.
 
Bizarre that they still need to make cuts to lumen to run at 60. None of the scenes look that heavy. Wonder what version of UE5 they are running and if they are running HWRT at all.

5.4.x so the one with "first pack" of CPU optimzations and nanite on foliage.

"Second pack" of CPU optimizations and lighter hardware lumen is in current 5.6 build.
 
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Dat ps5pr0 perf mode is one big disgrace, prolonged dips to 40fps feel nothing like premium experience pr0 console should provide, its barely 7 months old now ffs.
 
5.4.x so the one with "first pack" of CPU optimzations and and nanite on foliage.

"Second pack" of CPU optimizations and lighter hardware lumen is in current 5.6 build.
By the time we see 5.6+ in big games, it will be... 2027? And they would announce 6.x and all goalposts would have moved even more.

This generation man....
 
Imagine using this bullshit as a purchasing barometer, let alone one for an opinion. Oh no UE5, Oh no I cant properly see the way the light hits the corner of his left suspender, Oh no the water reflections just completely ruin the experience, Oh no I need to see that specific blade of grass.

That place has contributed and created so much unnecessary pickyness and cynicism within the hobby and the bubbles like ours that I think for years its been inadvertently slowly chipping away at its enjoyment and shining lights on crap that didn't even need attention. It's certainly affected a chunk of this forums users. It's getting out there to normies as well.

Fuck all of those guys. They need to all pile into a '66 Thunderbird convertible and recreate the last five minutes of Thelma & Louise.
 
By the time we see 5.6+ in big games, it will be... 2027? And they would announce 6.x and all goalposts would have moved even more.

This generation man....

5.4 launched in 2024 and both this game and Clair Obscur were able to migrate to that version and launch in 2025. Looks like low to mid sized games will be much quicker with new engine versions adoption.

Yet we still see AAA games on old ass UE5 versions...
 
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