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[Digital Foundry] Resident Evil Requiem - DF Analysis - Stunning on PS5 Pro + PS5/Xbox Series X|S Breakdown

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£294.99


£299.99


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PS5 is £5 cheaper.

What the fuck is that price! Is Sony still running insane deals or is that the new digital price?
 
I like John, he's very passionate about the coverage and all but during all his gushing he's missing some things that Oliver would have pointed out.

eg, the RT is very good in places, yes, but you can also see what looks like tell-tale signs of PSSR fizzle with tge RT on the car.



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But it's in the text

occasional low-res reflection noise/denoising artifacts.
 
Alright, just finished the video.

They chose stability on the base consoles over fidelity, which can be good/disappointing on one's perspective. The complete lack of any RT on the base consoles is a bit puzzling and the completely flat performance line shows they're clearly working with some overhead here, there could have been room to either run it at a higher DRS or add more visual features, like basic RT reflections at least, if not GI.

Still, good to hear it looks fantastic on all platforms. The mention of an open area bigger than anything in previous RE games is intriguing. Can't wait for tomorrow.
 
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£294.99


£299.99


Not sure whats happening in USA but the series S, while having a price increase is still less than the PS5 in the UK.

I get it though, what MS did to Series pricing is just fucking stupid. BUT, the series S is a competent box and offers a good experience. Of course it is lower res than its big brother.

I just cant understand how some users can make the differentiatior between the base ps5 and pro but cant make that same distinction between the series S and X?
In GB is happening too.
 
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The most striking point, or rather the "surprise," here is that Capcom has decided not to offer the usual quality mode with ray tracing on PS5/XSX, which has been present in all previous Resident Evil games. They're only offering a 60fps performance mode. Not even an unlocked 120Hz mode!
It's a baffling decision and a real disappointment 🤦

It's clear that both XSX and PS5 have the capacity for a 40-60fps VRR RT mode, or a 30fps mode, or even a 40fps mode. At this point, it's incomprehensible that the Studios isn't offering modes compatible with the TVs used by a huge number of players.
Indeed.

Im not surprised if this is patched in later on PS5/SX because its so obvious. And like you say, its been an option in several RE games already.
 
So what's the point of the firmware update then?
I'll preface here that 'firmware' term no longer has the same meaning it used to (especially in PS3 era and before) when these were specifically payloads written into onboard EEPRom or equivalent.
Nowadays these updates are (mostly) stored on internal SSD/HDDs not unlike any other software, so it's really just System Software updates (there's still some things that sit inside chips - but it's not the bulk of it).
Which is what incidentally - Sony calls it. It's only the internet plebs that insist on calling it 'firmware' as we apparently all have elephantian memories and are unable to change with the times as things evolve - yes even the GenZ-ers.
</rant>

That said - when Sony makes a particular software component part of a system-update, that means it's been sufficiently tested/validated/stabilised that it is made available to every machine & developer out there to do as they see fit. So QA process is quite extensive and rigorous, especially for things that automatically change behaviour of the consoles. But it does not preclude offering the same software component directly to a game-developer (or maybe a 1st party uses it before it's in the system) if the said developer is willing to take some of the risks using a less field-tested piece of software at their own cost.
That's what happened with aforementioned PSP releases (and some other things in PS4 and PS3 era), and could ostensibly also happen with a possible 'future' PSSR revision. Something as big and impactful as a RE-release (see what I did there Capcom? :messenger_halo: ) would be a great candidate to get field-testing exposure to a new iteration of the algorithm BEFORE it's made broadly available in a system update, so getting more controlled testing, but also generate product hype if the quality is a big step forward without waiting for the System Software update schedule.

I should note here that above is still speculative as we don't know if PSSR is even used by the new RE title - but it's absolutely possible (and has been done before, as I note).
 
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All but maybe some textures and hair looks intact on the SW2 version, so PS4 level.
Here's how PS4 assets looked like.

Uncharted 4

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keyboard on the desk is literally a flat texture.

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RE8 Village

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Here's RE9. I can clearly see more objects and clutter on the screen, and each object is more detailed and rounded (for example, the keyboard on the desk has individual keys instead of a flat texture). I saw benchmarks on older hardware, and my previous GTX 1080 runs RE9 at 20 fps without RT at 1440p. For comparison, RE8 Village runs at around 80 fps because the assets were nowhere near as detailed.

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The lighting looks more realistic, too.


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The character models on the PS4 surely wouldnt use hair strands or razor sharp textures from the PS5 version because that would be very demanding.

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CGI vs ingame character model

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The amount of detail in the skin and cloth textures is unbelievable. I was also surprised by the image quality. Even on YouTube, the images look sharp on my 4K monitor. That's a far cry from the blurry videos I saw of UE5 games on the PS5.


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In my opinion, saying that RE9 uses PS4-era assets is literally trolling.
 
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To the person that needs a breather in this thread:

Go outside, yell at that cloud, blame your wife and kids, return indoors, slap that meanness out of yourself displace it right where it belongs onto your wife and kids, then return here happy.

Or take a run.

Only one of these option provides entertainment, I'll let you be the judge on that.

Don't bring that aura here and ruin the only peace and enjoyness I have in my life, damnit. Let me have this, man!
 
the base console versions are confusing.

like, there's no way they couldn't have added RT reflections as a separate mode.
and especially given how unfathomably awful RE Engine's SSR looks (to the point where even Digital Foundry said it was a visual upgrade when they removed them from the Series S version of REmake 4) having at least RT reflections as a toggle should have been done, even if it means an unstable FPS like on previous games
 
This is only a side character, but there is LOOSE HAIR stuck on that suit jacket which really sells that this could look like a genuine person.

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Probably completely unnecessary, and most won't even notice it, but still a really nice touch.
 
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I like John, he's very passionate about the coverage and all but during all his gushing he's missing some things that Oliver would have pointed out.

eg, the RT is very good in places, yes, but you can also see what looks like tell-tale signs of PSSR fizzle with tge RT on the car.



9ChNogEKGkfNDHVI.gif

That wont happen on pc

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The DF footage at the end demonstrating 3d sound has completely convinced me to stick to the default camera perspectives for each character. Grace in 1st person feels wayyyyyyy more immersive. The hallways with those sounds just don't hit the same way in 3rd person. For Leon, it's all about the action, so 3rd person seems ideal. My mind is finally made!


Would be interesting to see image quality comparisons between the Switch 2 and Series S.
https://www.neogaf.com/threads/df-r...lss-is-a-game-changer.1693990/#post-271310540
 
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For people moaning about the lack of RT in the base consoles, i just watched a RTX4060 benchmark, a more powerfull card than the consoles, hit around 45fps at 1080p. Sure that was with DLAA and RT at High but still.
They could def of done a 30fps RT mode on the base consoles but they obviously targeted performance over graphics on consoles.
 
Best pro port imo, this is what it's meant to do, 1080p internal res then temporally sampled up to 4k image quality with rt gi, screen reflections at 60 fps with a performance mode thats between 90-120fps at ps5 settings.
This is what we should see more off moving forward with devs having more time with the pro
 
I like John, he's very passionate about the coverage and all but during all his gushing he's missing some things that Oliver would have pointed out.

eg, the RT is very good in places, yes, but you can also see what looks like tell-tale signs of PSSR fizzle with tge RT on the car.



9ChNogEKGkfNDHVI.gif
Man when VRS showed horrid artifacts on Series X "oh it's barely perceivable, VRS is phenomenal, come on guy" now if for disgrace the PSSR miss some details "oh my Godness John how you can miss it, look at this look at this, oh the pssr, dude, unacceptable" 🙄
 
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For people moaning about the lack of RT in the base consoles, i just watched a RTX4060 benchmark, a more powerfull card than the consoles, hit around 45fps at 1080p. Sure that was with DLAA and RT at High but still.
They could def of done a 30fps RT mode on the base consoles but they obviously targeted performance over graphics on consoles.
Tks god we dont have a Useless RT in the base console, CRAPcom made a good choice to favor the performance
 
Tks god we dont have a Useless RT in the base console, CRAPcom made a good choice to favor the performance

The retail game is patch 1.1, not sure if that's the version DF tested but I'm hoping it adds an RT toggle to the base consoles too.
 
I was just saying its not needed but there is a big jump here. Base consoles vs pro and PC is not looking great but still "fine" i guess.

Can't wait to see how the path tracing looks vs pro, the PC screenshots yesterday are something else!

Next gen is here, baby!
Path tracing is a leap.
 
PS5 Pro get 4k image quality at +1080p internal res with RTGI and reflections at 60fps, while base consoles doesn't even have a RT. This is the similar huge upgrade like in games at the beginning of PS5 Pro launch with GT7, F1 2024, Dragon Dogma 2, FF7R, Horizon Forbidden West, No Mans Sky. Claiming now that PS5 Pro advantages with Requiem are now used properly directly implies that there is no bandwidth bottleneck, while in the same time ignoring similar upgrades in games at launch of PS5 Pro and claiming that bandwidth is a bottleneck is a idiotic at least.
 
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  • PS5 does not offer display modes. PS5 Pro allows us to enable or disable Ray Tracing.
  • If we disable Ray Tracing on PS5 Pro, the target frame rate will increase to 120fps with fluctuations between 85~120fps.
  • PS5 does not have the option to unlock its frame rate and remains at 60fps at all times.
  • Apart from Ray Tracing and the lighting changes that come with it, both platforms use very similar settings.
  • Resident Evil Requiem achieves very good performance/quality on both platforms with noticeable differences on PS5 Pro.
 
PS5 Pro get 4k image quality at +1080p internal res with RTGI and reflections at 60fps, while base consoles doesn't even have a RT. This is the similar huge upgrade like in games at the beginning of PS5 Pro launch with GT7, F1 2024, Dragon Dogma 2, FF7R, Horizon Forbidden West, No Mans Sky. Claiming now that PS5 Pro advantages with Requiem are now used properly directly implies that there is no bandwidth bottleneck, while in the same time ignoring similar upgrades in games at launch of PS5 Pro and claiming that bandwidth is a bottleneck is a idiotic at least.
People are always assuming the bottlenecks are the same they see in similar PC. I remember people saying here, Dragons Dogma couldn't run at 60fps on PS5 pro with the 10% better CPU.
 
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I agree with your overall point, but that's one of the worst examples of PS4 assets.
Uncharted 4 was one of the best-looking PS4 games, so it showcased the console's capabilities well. The problem with the PS4 and X-One console generation was that developers could use high-quality assets in smaller locations, but low-quality assets were easy to find in bigger locations, especially for less important assets, like these low-quality lemons in Uncharted 4. In smaller locations NAUGHTY (AMERICA) DOG used more detailed assets, but still not on the level of RE9. Take a look at the objects on the table. If Uncharted 4 were a PS5 game, these objects on the table would be much more detailed. For example, a keyboard would have modeled individual keys.

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If you think Uncharted 4 could look better, you can share your own screenshots showing higher-quality assets.

IMO PS4 games were most impressive when you didn't look at the assets up from up close, but rather at the whole scenery.

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And other PS4 era games.

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PS5 Pro get 4k image quality at +1080p internal res with RTGI and reflections at 60fps, while base consoles doesn't even have a RT. This is the similar huge upgrade like in games at the beginning of PS5 Pro launch with GT7, F1 2024, Dragon Dogma 2, FF7R, Horizon Forbidden West, No Mans Sky. Claiming now that PS5 Pro advantages with Requiem are now used properly directly implies that there is no bandwidth bottleneck, while in the same time ignoring similar upgrades in games at launch of PS5 Pro and claiming that bandwidth is a bottleneck is a idiotic at least.

People are always assuming the bottlenecks are the same they see in similar PC. I remember people saying here, Dragons Dogma couldn't run at 60fps on PS5 pro with the 10% better CPU.

Numbers don't lie. In games with identical settings you don't see results even close to 67%. Memory BW is 28% better on Pro. This is pure physics and both PC and console games are ruled by it.

This doesn't mean that Pro can't show significant advantage when developers choose to use features that were lacking on base PS5 and are good on Pro, like RT. Issue is... vast majority of games don't use hardware RT at all (including Sony games).

That's why we see games where Pro is barely any better than standard PS5...

L

I told you. Pragmata too showed it.

Pragmata has weird issues with hair, looks good otherwise. But what reconstruction it is using, I have no idea.
 
They chose stability on the base consoles over fidelity, which can be good/disappointing on one's perspective. The complete lack of any RT on the base consoles is a bit puzzling and the completely flat performance line shows they're clearly working with some overhead here, there could have been room to either run it at a higher DRS or add more visual features, like basic RT reflections at least, if not GI.

Hot take, but I wouldn't be surprised if PS/Xbox spoke with Capcom and told them to provide the biggest enhancements on the higher end Consoles so they could sell more units.
 
Numbers don't lie. In games with identical settings you don't see results even close to 67%. Memory BW is 28% better on Pro. This is pure physics and both PC and console games are ruled by it.

This doesn't mean that Pro can't show significant advantage when developers choose to use features that were lacking on base PS5 and are good on Pro, like RT. Issue is... vast majority of games don't use hardware RT at all (including Sony games).

That's why we see games where Pro is barely any better than standard PS5...



Pragmata has weird issues with hair, looks good otherwise. But what reconstruction it is using, I have no idea.
Numbers can lie, for example games with memory leaks, the 10% is just the same difference of addressable RAM for games between PS5 and Pro. Unless you get a CPU/GPU/Memory graph, you only are assuming what is the real bottleneck
 
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Numbers can lie, for example games with memory leaks, the 10% is just the same difference of addressable RAM for games between PS5 and Pro.

Memory leaks are bugs and 90% of them are patched. True, Pro has a bit more memory.
 
Numbers don't lie. In games with identical settings you don't see results even close to 67%. Memory BW is 28% better on Pro. This is pure physics and both PC and console games are ruled by it.

This doesn't mean that Pro can't show significant advantage when developers choose to use features that were lacking on base PS5 and are good on Pro, like RT. Issue is... vast majority of games don't use hardware RT at all (including Sony games).

That's why we see games where Pro is barely any better than standard PS5...



Pragmata has weird issues with hair, looks good otherwise. But what reconstruction it is using, I have no idea.
If you people think games will have immaculate IQ with PSSR2 probably you should go back to the earth. Pragmata show for my perspective a more stable and sharper result of the typical PSSR1. But amd raytracing limits won't be fixed magically to the PSSR2 tech, AMD it's still behind and more noiser, in fact reflections are far from flawless in the demo. But I don't expect that by the PSSR2.
 
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If you people think games will have immaculate IQ with PSSR2 probably you should go back to the earth. Pragmata show for my perspective a more stable and sharper of the typical PSSR1. But amd raytracing won't be fixed magically to the PSSR2 and in fact reflections are far from perfect in the demo. But I don't expect otherwise by the PSSR2.

Reflections in pragmata are shit on all platforms, it's not related to reconstruction.

We don't know what Capcom is using, it could be PSSR2 or their in house solution similar to PICO from Guerilla.
 
Reflections in pragmata are shit on all platforms, it's not related to reconstruction.

We don't know what Capcom is using, it could be PSSR2 or their in house solution similar to PICO from Guerilla.
Their in house solutions it's awful, it's just CBR. It's anything close to the Guerrilla method.
 
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