[Digital Foundry] Silent Hill f Review - PlayStation 5/PS5 Pro - Impressive On Base, Problems On Pro



Silent Hill f delivers an excellent overall experience with good utilisation of Unreal Engine 5 and a solid adherence to its target frame-rates, its tech credentials marred only by occasional traversal stutter - the examples noted here are about a couple of hours into the game. However, the PlayStation 5 Pro version of the game seems to be deploying PSSR with some distracting visual artefacts.

Chapters:
00:00 Overview
00:42 Visual features
06:04 PS5 modes and performance
09:37 PS5 Pro visuals and performance
12:01 Analysis and conclusion

- Everything is blanketed in thick haze and fog
- "A lot of credit goes to Epic" for strong visual identity
- Lumen, Nanite, Virtual shadow maps all used here
- Software Lumen used on consoles, tho, with minor break-up here and there
- Lumen reflections also featured on water and glossy surfaces but skinned meshes are only in SSR
- Shadow map raytracing heavily used for 'beautiful' diffused effects
- Nanite present, doesn't have the 'pin sharp' look but works well here
- "Satisfying" animation during combat praised, with a good number of hit frames
- Cut-scenes are 'striking' as well with high quality character rendering

Base PS5
- Performance and Quality modes present, mostly similar outside of minor GI differences
- Lumen reflection quality between the two is also subtle, possible other tweaks are used but not obvious
- Volumetrics are lower quality, other effects that scale with resolution like VSM also differ slightly, with only one area noted with obvious difference in VSM coverage
- IQ is the notable difference between the two
- Performance mode seems to run around 1080p with soft but 'fine' image quality
- Quality mode shows 1440p internal using TSR to up-scale
- DF are curious how the game would look with higher bound DRS

- Performance mode is mostly locked 60fps, never run into GPU restraints
- It runs into traversal stutter with minor drops, closed ares are fine
- Cinematics are locked at 30fps in Performance mode too
- Quality mode reaches 30fps vast majority with only minor frame-time hitches
- Quality mode has running animation issue which can be distractng

PS5 Pro:
- Single mode, no Quality/Performance choice
- Seems to be using PSSR which 'unfortunately does not work well'
- Pulsing, strobing artifact effects seen. PSSR does not seem to work well with Lumen RT
- Resolution is typically a bit above 1080p, looks closed to PS5 Quality in stills some areas also show settings similar to PS5's Performance mode
- DF thinks using single mode is fine but devs should make sure the enhancements work properly
- Frame rate is locked to 60 with similar base PS5 traversal stutters in town areas

Verdict:
- Better performance profile than SH2 last year, which had a lot of drops from 60fps in its performance mode
- Stiff player animations are also not a problem comparatively
- "Particularly good UE5 title" - "A good UE5 effort, but not a flawless one"
- Both SH2 and F have poor PS5 Pro implementation at launch, DF hopes PSSR is dropped from this game too.
- Xbox code was not available at launch, Pc and Xbox coverage will follow later.

Dark Search GIF by Xbox


Japan Monster GIF by Xbox
 
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Silent Hill f delivers an excellent overall experience with good utilisation of Unreal Engine 5 and a solid adherence to its target frame-rates, its tech credentials marred only by occasional traversal stutter - the examples noted here are about a couple of hours into the game. However, the PlayStation 5 Pro version of the game seems to be deploying PSSR with some distracting visual artefacts.

00:00 Overview
00:42 Visual features
06:04 PS5 modes and performance
09:37 PS5 Pro visuals and performance
12:01 Analysis and conclusion
 
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Silent Hill + UE5 + pssr same thing again... why they don't give the option to turn it off? If the game dosen't look good with pssr then give the option.
 
- Everything is blanketed in thick haze and fog
- "A lot of credit goes to Epic" for strong visual identity
- Lumen, Nanite, Virtual shadow maps all used here
- Software Lumen used on consoles, tho, with minor break-up here and there
- Lumen reflections also featured on water and glossy surfaces but skinned meshes are only in SSR
- Shadow map raytracing heavily used for 'beautiful' diffused effects
- Nanite present, doesn't have the 'pin sharp' look but works well here
- "Satisfying" animation during combat praised, with a good number of hit frames
- Cut-scenes are 'striking' as well with high quality character rendering

Base PS5
- Performance and Quality modes present, mostly similar outside of minor GI differences
- Lumen reflection quality between the two is also subtle, possible other tweaks are used but not obvious
- Volumetrics are lower quality, other effects that scale with resolution like VSM also differ slightly, with only one area noted with obvious difference in VSM coverage
- IQ is the notable difference between the two
- Performance mode seems to run around 1080p with soft but 'fine' image quality
- Quality mode shows 1440p internal using TSR to up-scale
- DF are curious how the game would look with higher bound DRS

- Performance mode is mostly locked 60fps, never run into GPU restraints
- It runs into traversal stutter with minor drops, closed ares are fine
- Cinematics are locked at 30fps in Performance mode too
- Quality mode reaches 30fps vast majority with only minor frame-time hitches
- Quality mode has running animation issue which can be distractng

PS5 Pro:
- Single mode, no Quality/Performance choice
- Seems to be using PSSR which 'unfortunately does not work well'
- Pulsing, strobing artifact effects seen. PSSR does not seem to work well with Lumen RT
- Resolution is typically a bit above 1080p, looks closed to PS5 Quality in stills some areas also show settings similar to PS5's Performance mode
- DF thinks using single mode is fine but devs should make sure the enhancements work properly
- Frame rate is locked to 60 with similar base PS5 traversal stutters in town areas

Verdict:
- Better performance profile than SH2 last year, which had a lot of drops from 60fps in its performance mode
- Stiff player animations are also not a problem comparatively
- "Particularly good UE5 title" - "A good UE5 effort, but not a flawless one"
- Both SH2 and F have poor PS5 Pro implementation at launch, DF hopes PSSR is dropped from this game too.
- Xbox code was not available at launch, Pc and Xbox coverage will follow later.
 
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- Everything is blanketed in thick haze and fog
- "A lot of credit goes to Epic" for strong visual identity
- Lumen, Nanite, Virtual shadow maps all used here
- Software Lumen used on consoles, tho, with minor break-up here and there
- Lumen reflections also featured on water and glossy surfaces but skinned meshes are only in SSR
- Shadow map raytracing heavily used for 'beautiful' diffused effects
- Nanite present, doesn't have the 'pin sharp' look but works well here
- "Satisfying" animation during combat praised, with a good number of hit frames
- Cut-scenes are 'striking' as well with high quality character rendering

Base PS5
- Performance and Quality modes present, mostly similar outside of minor GI differences
- Lumen reflection quality between the two is also subtle, possible other tweaks are used but not obvious
- Volumetrics are lower quality, other effects that scale with resolution like VSM also differ slightly
- IQ is the major difference with only one noted difference seen
- Performance mode seems to run around 1080p with soft but 'fine' image quality
- Quality mode shows 1440p internal using TSR to up-scale
- DF are curious how the game would look with higher bound DRS

- Performance mode is mostly locked 60fps, never run into GPU restraints
- It runs into traversal stutter with minor drops, closed ares are fine
- Cinematics are locked at 30fps in Performance mode too
- Quality mode reaches 30fps vast majority with only minor frame-time hitches
- Quality mode has running animation issue which can be distractng

PS5 Pro:
- Single mode, no Quality/Performance choice
- Seems to be using PSSR which 'unfortunately does not work well'
- Pulsing, strobing artifact effects seen. PSSR does not seem to work well with Lumen RT
- Resolution is typically a bit above 1080p, looks closed to PS5 Quality in stills some areas also show settings similar to PS5's Performance mode
- DF thinks using single mode is fine but devs should make sure the enhancements work properly
- Frame rate is locked to 60 with similar base PS5 traversal stutters in town areas

Verdict:
- Better performance profile than SH2 last year, which had a lot of drops from 60fps in its performance mode
- Stiff player animations are also not a problem comparatively
- "Particularly good UE5 title"
- Both SH2 and F have poor PS5 Pro implementation at launch, DF hopes PSSR is dropped from this game too.
- Xbox code was not available at launch, Pc and Xbox coverage will follow later.
Thanks , my friend. I'm glad it's locked 60fps on pro . Kinda wished they can patch to improve it
 
Will still play this on pro day 1 as it runs at 60 and the flickering doesn't look worse than SH2 on pro's quality mode.

Man, 2026 PSSR can't come soon enough!
 
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UE5 strikes again.

I/O stutters, delta time issues, software lumen, 1080p...

Base PS5 is locked to 60 99% of the time barring those minor traversal stutters and includes the full UE5 RT suite.

All in all, it's pretty good.
 
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forced pro mode whyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyy!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
 
How do you mean? They gonna do system update or they gonna release new version of PS5 pro?
They plan to release a new PSSR version that matches the quality of FSR4. Devs would still need to patch their games, but hopefully that would mark the end of PSSR woes
 
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Interesting thing here is EPIC assisted this project a lot based off what's being said.

Which to me means if you want your game to actually work on Unreal you have to consult and involve epic on your whole project lol. 😂

Or you know just use cry engine and get an incredible looking and performing game like kingdom come deliverance 2.

—-

I'm locked into the ps5 pro version and will report back if the game looks bad or not. Generally DF drastically blows out of proportion lots of shit that doesn't matter when games are in motion. If I went by their Delta details I would've skipped MGS3 delta altogether. I'm glad I didn't because other than shagohod stuff at the end it was an amazing experience on pro.

I didn't play SH2R on PS5 pro last year to see how bad this issue with pssr is before they removed it. So maybe it's going to make the game unplayable donkey like borderlands 4 FPS drop issue on console right now?
 
They plan to release a new PSSR version that matches the quality of FSR4. Devs would still need to patch their games, but hopefully that would mark the end of PSSR woes
I'm not tech expert but can they do that with simple system update?
 
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What an absolute disappointment in the ps5 pro has been in just about every way....weak specs, no showcases, no first party pro builds, terrible reconstruction, even the ray tracing is underwhelming. Sony basically literally gave zero shits about actually supporting the console and ensuring quality control...it's been a surprisingly amateurish effort by Cerny.
 
Base PS5 is locked to 60 99% of the time barring those minor traversal stutters and includes the full UE5 RT suite.

All in all, it's pretty good.

that's whats so sad about this.
this right here is a POSITIVE example for a UE5 game... in a perfect world, this would be a negative one
 
I'm not tech expert but can they do that with simple system update?

AI Summary based off of Tom's Guide

The article discusses Sony's plans for the PlayStation 5 Pro, with lead architect Mark Cerny revealing that an upgrade is scheduled for 2026. The key enhancement will be a new advanced graphics upscaling algorithm, a replacement for the current PSSR tech, which promises improved performance and image quality for PS5 Pro owners. This new tech is based on AMD's FSR 4 (FidelityFX Super Resolution), developed in collaboration with Sony through Project Amethyst—a partnership aimed at advancing machine learning and graphics algorithms. The collaboration has accelerated development, with AMD's latest FSR 4 already integrated into PC GPUs and set to be implemented in the PS5 Pro update. The partnership also influences AMD's upcoming graphics hardware, shaping future PC gaming technology. Cerny emphasized that these advancements are industry-wide efforts aimed at moving graphics technology forward, with the PS5 Pro receiving this significant upgrade in 2026.

According to Mark Cerny and the information in the article, developers will find it straightforward to implement the new upscaling technology in their games. The upgrade for the PS5 Pro will be a "drop-in replacement" for the existing PSSR tech, meaning that developers won't need to make extensive changes to adapt to the new algorithm.
 
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I think this game is the most obvious PSSR artifacting I've seen in any game that suffers that issue yet.

Konami need to get the developer to make a PSSR Off toggle option available asap.

It looks like there's a rave going on in the grass.


tuh01oj.gif
 
I think this game is the most obvious PSSR artifacting I've seen in any game that suffers that issue yet.

Konami need to get the developer to make a PSSR Off toggle option available asap.

It looks like there's a rave going on in the grass.


tuh01oj.gif
My question is how jarring is this in motion when playing? I generally don't stand next to grass looking for a reason to be pissed off you know?
 
My question is how jarring is this in motion when playing? I generally don't stand next to grass looking for a reason to be pissed off you know?

You'll probably notice strobing and visual noise running through the areas too, how much you can tolerate it is probably up to personal preference. Some folks cannot stand tearing, some folks don't mind it.

But it is a visual blemish that's not found in the base PS5 version. Other than that, the visual settings also seem to be somewhere between PS5's Quality and Performance mode, the Pro isn't exactly a stand-out version there either.
 
I baited with PS4Pro.......NEVER AGAIN (n)
I'm so glad I got a ps4 pro for final fantasy 15 though. Night and day.

The ps5 pro has been fantastic for me except a few outliers. And honestly that is more of a developer issue of usage of hardware than Sony.

That all said I know I wouldn't have paid full price for a ps5 pro. I got like $400 for trading in my ps5 towards a pro at GameStop. So it was totally worth it.
 
I'm not tech expert but can they do that with simple system update?

Yes. The special hardware just accelerates running the software. So basically if you can rewrite the software to run the same algorithms at an acceptable speed using other, more common, hardware resources you're good.

However, because a different implementation is likely to have a different memory footprint, or require an extended set of input parameters, not to mention execution time, each game will need to be patched to be aware of the new upscaling method.
 
I wish they'd stop saying drop PSSR (they said the same thing in the MGS Delta video). Don't drop it, rather provide an option to use TSR in addition to PSSR. TSR has worse image stability in motion compared to PSSR in the games I've played. Don't take the option of PSSR away from Pro players. It sucks that PSSR produces this flickering but I would probably still use it over TSR because of the motion stability.

Anyway I wish they could get the new version of PSSR out quicker coz this strobing/flickering problem is not good enough. The Pro version should never be worse in any way than base PS5's performance mode.
 
I'm not tech expert but can they do that with simple system update?
PSSR is part of the software development kit, so every new version needs to implemented by the developer, similar to other upscalers like DLSS or FSR. Given it's a fixed console, it would technically be possible to have a system wide library that auto-updates, but Sony tends to be very conservative about system wide features to ensure devs have full control of compatibility. For example, what if the new version is more resource heavy and kills performance on games that weren't tuned with the new version in mind? To avoid such unintended side effects, Sony would tend to play on the safe side, which means it would be up to the devs to release patches for each game after testing/tuning it as needed.

Ideally, a best-of-both-worlds solution would be great, where the gamer has a toggle to use the game specific PSSR or override with system level PSSR. This way the toggle would be the gamer's choice and not forced. PS5 already has toggles like boost mode, so it won't be entirely new to do something similar for PSSR. May be that will be introduced down the line.
 
- Everything is blanketed in thick haze and fog
- "A lot of credit goes to Epic" for strong visual identity
- Lumen, Nanite, Virtual shadow maps all used here
- Software Lumen used on consoles, tho, with minor break-up here and there
- Lumen reflections also featured on water and glossy surfaces but skinned meshes are only in SSR
- Shadow map raytracing heavily used for 'beautiful' diffused effects
- Nanite present, doesn't have the 'pin sharp' look but works well here
- "Satisfying" animation during combat praised, with a good number of hit frames
- Cut-scenes are 'striking' as well with high quality character rendering

Base PS5
- Performance and Quality modes present, mostly similar outside of minor GI differences
- Lumen reflection quality between the two is also subtle, possible other tweaks are used but not obvious
- Volumetrics are lower quality, other effects that scale with resolution like VSM also differ slightly, with only one area noted with obvious difference in VSM coverage
- IQ is the notable difference between the two
- Performance mode seems to run around 1080p with soft but 'fine' image quality
- Quality mode shows 1440p internal using TSR to up-scale
- DF are curious how the game would look with higher bound DRS

- Performance mode is mostly locked 60fps, never run into GPU restraints
- It runs into traversal stutter with minor drops, closed ares are fine
- Cinematics are locked at 30fps in Performance mode too
- Quality mode reaches 30fps vast majority with only minor frame-time hitches
- Quality mode has running animation issue which can be distractng

PS5 Pro:
- Single mode, no Quality/Performance choice
- Seems to be using PSSR which 'unfortunately does not work well'
- Pulsing, strobing artifact effects seen. PSSR does not seem to work well with Lumen RT
- Resolution is typically a bit above 1080p, looks closed to PS5 Quality in stills some areas also show settings similar to PS5's Performance mode
- DF thinks using single mode is fine but devs should make sure the enhancements work properly
- Frame rate is locked to 60 with similar base PS5 traversal stutters in town areas

Verdict:
- Better performance profile than SH2 last year, which had a lot of drops from 60fps in its performance mode
- Stiff player animations are also not a problem comparatively
- "Particularly good UE5 title" - "A good UE5 effort, but not a flawless one"
- Both SH2 and F have poor PS5 Pro implementation at launch, DF hopes PSSR is dropped from this game too.
- Xbox code was not available at launch, Pc and Xbox coverage will follow later.
Why not hope and demand an improved PSSR as AC Shadows I'm asking. It's more legitim.
 
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