Horizon Forbidden West - Digital Foundry Tech Review - A PS5 Graphics Masterclass

Some good improvements here.

Interesting they decided to tone down the in gameplay hero lighting.
 
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How can this be 1800P in performance mode while trash like dying light runs 2 in 1080p??

It's 1800p CBR so half the pixels of real 3200x1800, which is about about ~38% more pixels than 1080p, and well, the image clarity (or the lack of) shows it. And I honestly don't know if a PS4 version but running at 4K60 wouldn't be a better solution here. Or better yet - 3 separate modes - 4K30 Quality Mode, Balanced Mode that would be the current 1800p60 mode, and the mentioned 4K60 PS4 Performance Mode.
 
But isn't 30FPS is a visual compromise? You're literally compromising the ability to see half the frames each and every second.
It is a framerate compromise.
Games can have the same visual running in 30 or 60fps... the framerate doesn't change directly the visuals.
It changes it indirectly like with 30fps you have more RAW power to spare on visuals.

BTW your eyes will easily adapt to whatever framerate you throw at it.
 
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Wasn't the original question whether the PS5 version of HFW would look better than the PC version of HZD, and your firm opinion was "LOL NO!!!"?
My logic was based on the fact that the additions to the PC version would be something new they would add to the PS5. Right now the PS5 can only render FW @ 4k/30FPS. If we disregard the different biomes and locations (which are subjective anyway), then the PC will offer a better graphical experience with the same clarity of 4k but at 60FPS or higher. There is no denying that FW is an iteration above the previous game and not a generational leap like people assumed.
 
Oh there is no denying the water rendering is better. No doubt. The other comments are based on PS4 HZD. The PC version of HZD has collision detection for the foliage so that was already an advancement that the PS4 didn't get. Assets are different due to the different location (obviously) but the rendering quality is very similar. Would you say the PS4 version of HFW looks better than the PC version of HZD?
I have no idea how you define 'rendering quality' since you clearly do not include geometrical detail in that which at least I see as a core aspect of 'rendering quality' and one of the true bottle-necks in previous generations of games. HZD on PC does not come close to the geometrical detail of HFW on the PS5. How much GG has been able to push geomtrical detail on the PS4 in HFW is something that I am not sure about (it looks pushed based on images but I am not able to qualify it). What I am sure about is that the PS5 version is a true generational leap here - if you add the amount of quality of textures on top of that, the visuals really are stunning.
 
If we disregard the different biomes and locations (which are subjective anyway), then the PC will offer a better graphical experience with the same clarity of 4k but at 60FPS or higher.
How about things like vegetation (which yes was improved on the PC port, but may not be of same fidelity as here), or the deformation of snow and sand (which was present only as an alpha version in the DLC)? Don't they factor at all in the presentation? Or the water, and that you can be under it?
 
It's 1800p CBR so half the pixels of real 3200x1800, which is about about ~38% more pixels than 1080p, and well, the image clarity (or the lack of) shows it. And I honestly don't know if a PS4 version but running at 4K60 wouldn't be a better solution here. Or better yet - 3 separate modes - 4K30 Quality Mode, Balanced Mode that would be the current 1800p60 mode, and the mentioned 4K60 PS4 Performance Mode.
It doesn't work like that. Reconstruction pass is not free, it's far from it, so performance overhead is way more than 38%.
 
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It is a framerate compromise.
Games can have the same visual running in 30 or 60fps... the framerate doesn't change directly the visuals.
It changes it indirectly like with 30fps you have more RAW power to spare on visuals.

BTW your eyes will easily adapt to whatever framerate you throw at it.

I don't know man, I tried playing FH5 on Series X in 30FPS (so called "quality" mode) and motion blur at that framerate reduced the game to pixelated soup every time I moved the camera. I switched to 60FPS and even with graphical downgrades it was a much more pleasant to the eye image.
 
HFW has a bigger and more dense map also it has underwater sections along with a flying mount , the scope is much bigger than the first game , there are tons of videos that compare the two games and HZD looks bland and empty compared to HFW
 
Will this finally make people shut up about cross-gen games now?

I hope so. I truly hope so.

Masterful decision making by Sony. Delivering outstanding visuals on the PS5 and still not neglecting the huge install base of the PS4.
I don't think they had a choice. They probably knew hardware production was going to be low.
 
HFW has a bigger and more dense map also it has underwater sections along with a flying mount , the scope is much bigger than the first game , there are tons of videos that compare the two games and HZD looks bland and empty compared to HFW
That's because the first game is bland and empty. I hope this is better but I am being pessimistic.
 
Sitting here with a stiffy still watching this video.

Could be because its early morning but I've been awake for almost an hour now so maybe its not the time of day and simply how amazing this game looks.

charlie-sheen-boner.gif
 
I have no idea how you define 'rendering quality' since you clearly do not include geometrical detail in that which at least I see as a core aspect of 'rendering quality' and one of the true bottle-necks in previous generations of games. HZD on PC does not come close to the geometrical detail of HFW on the PS5. How much GG has been able to push geomtrical detail on the PS4 in HFW is something that I am not sure about (it looks pushed based on images but I am not able to qualify it). What I am sure about is that the PS5 version is a true generational leap here - if you add the amount of quality of textures on top of that, the visuals really are stunning.
Rendering quality is usually evaluated as having high samples everywhere. So high resolution, high AA samples, high RT samples, high texture filtering samples (i.e. 16x), etc..

Saying the PC doesn't come close is a little hyperbolic. Many people here don't see such a massive difference as you do. Texture quality is probably as high as the PC version of HZD. I'd say 4k textures. PS5 implements 16x texture filtering but so does the PC version.

Your argument is a little difficult since this game also runs on a PS4. It would be totally in your favor if this was a PS5-only game but it isn't.
 
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not according to the DF analysis. 5:36 onward.
Perf mode uses significantly lower detail lods in the distance than the quality mode
He's talking about clarity, due to the massive difference in IQ.

No differences in LOD.

My logic was based on the fact that the additions to the PC version would be something new they would add to the PS5. Right now the PS5 can only render FW @ 4k/30FPS. If we disregard the different biomes and locations (which are subjective anyway), then the PC will offer a better graphical experience with the same clarity of 4k but at 60FPS or higher. There is no denying that FW is an iteration above the previous game and not a generational leap like people assumed.
So despite geometry, vegetation density/quality, water, characters, clouds and lighting being a generation ahead (according to DF), Horizon Zero Dawn on PC still offers a "better graphical experience" because it's 4K and 60fps..

giphy.gif
 
How about things like vegetation (which yes was improved on the PC port, but may not be of same fidelity as here), or the deformation of snow and sand (which was present only as an alpha version in the DLC)? Don't they factor at all in the presentation? Or the water, and that you can be under it?
PC version has deformation. I think the vegetation is the same quality just different assets. I can install the game and try doing comparisons. I think they took a lot from the PC version of HZD and applied it to the PS5 version of HFW.
 
I don't know man, I tried playing FH5 on Series X in 30FPS (so called "quality" mode) and motion blur at that framerate reduced the game to pixelated soup every time I moved the camera. I switched to 60FPS and even with graphical downgrades it was a much more pleasant to the eye image.
A racing game in 30fps no thanks.
 
He's talking about clarity, due to the massive difference in IQ.

No differences in LOD.
"the difference is much more pronounced than we typically see, it`s NOT just about the pixel count"
Sounds like Lod-differences to me.
Gotta find another analysis that goes a bit more into the details between the modes.
 
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So despite geometry, vegetation density/quality, water, characters, clouds and lighting being a generation ahead (according to DF), Horizon Zero Dawn on PC still offers a "better graphical experience" because it's 4K and 60fps..
I never said that. The only thing you mention here that is clearly a better implementation is the.water. Geometry? Clouds? The lighting has a light rig around the character's face. The PC version solves that GI light probe problem with a better form of AO. A lot of these enhancements are from the PC version of HZD. Can we at least admit that?
 
Rendering quality is usually evaluated as having high samples everywhere. So high resolution, high AA samples, high RT samples, high texture filtering samples (i.e. 16x), etc..

Saying the PC doesn't come close is a little hyperbolic. Many people here don't see such a massive difference as you do. Texture quality is probably as high as the PC version of HZD. I'd say 4k textures. PS5 implements 16x texture filtering but so does the PC version.

Your argument is a little difficult since this game also runs on a PS4. It would be totally in your favor if this was a PS5-only game but it isn't.
Wait...so you do not include geometrical complexity in 'rendering quality' despite being a core bottle-neck and one of the things everyone and their mother is trying to push? That was one core aspect that made the UE5 demo look so good. It is one of the core aspects that make HFW on the PS5 look so good. And it is one of the core differences between the PS4 version of HFW and the PS5 version.

I am completely confused by your argument. Geometrical complexity is way more important than rendering resolution to increase visual quality once you hit 1440p or so.
 
I don't know man, I tried playing FH5 on Series X in 30FPS (so called "quality" mode) and motion blur at that framerate reduced the game to pixelated soup every time I moved the camera. I switched to 60FPS and even with graphical downgrades it was a much more pleasant to the eye image.
Bad implemented motion blur is really bad.
Needs to understand if your issue was really the 30fps or the motion blur.

While I did not like DriveClub for others reasons the 30fps was fine there... and it is a racing game... arcade but still racing.
 
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But isn't 30FPS is a visual compromise? You're literally compromising the ability to see half the frames each and every second.
No. Higher resolution and added effects, it looks better objectively at 30.

However, curiously, similar to Forza Horizon 5, the choice between gaming at 30fps and 60fps may not be as straightforward as it sounds. While 60fps may seem like the obvious choice bearing in mind the 2160p vs 1800p checkerboard difference, it's actually the case that the graphical quality is far richer in the 30fps mode as a result of this clarity. Both myself and Rich Leadbetter (who also played the game) opted to play at 30fps. Double the frame-rate is nice, but you're missing out on a decently-sized chunk of the next-gen (current-gen?) experience. Whichever way you choose to play, however, we highly recommend that you buy this game.
 
coming off of Dying Light 2 on PC I feel like i've been spoiled by its ray tracing. The lighting in Forbidden West looks good but its definitely not as natural or realistic looking as I had hoped it would be.
 
Action adventure game that requires quick inputs and precision aiming at 30FPS? No, thanks.

I played TLOU 1 in ps3 at 30fps it was fine. Horizon in ps4 at 30fps it was fine. Bloodborne and other games too. It's worse on racing games. So you played on PC last gen i suppose?
 
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Wait...so you do not include geometrical complexity in 'rendering quality' despite being a core bottle-neck and one of the things everyone and their mother is trying to push? That was one core aspect that made the UE5 demo look so good. It is one of the core aspects that make HFW on the PS5 look so good. And it is one of the core differences between the PS4 version of HFW and the PS5 version.

I am completely confused by your argument. Geometrical complexity is way more important than rendering resolution to increase visual quality once you hit 1440p or so.
Rendering quality usually means samples. Geometry is just geometry. But yes, I do consider geometric detail as important.
 
🤷‍♂️

Who knew moss would be one of the defining features of our age. All these years I looked down on moss, but little did I know how impressive it really is.
It's not just the moss, even the single leaves are more detailed, in the ps4 they are just a grean leaf shaped object with zero details.

Sure not night and day difference but pretty noticeable.
 
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coming off of Dying Light 2 on PC I feel like i've been spoiled by its ray tracing. The lighting in Forbidden West looks good but its definitely not as natural or realistic looking as I had hoped it would be.
Whatever graphical showcase in there il choose having this


Over anything there in DL2 anyday of the week
 
"the difference is much more pronounced than we typically see, it`s NOT just about the pixel count"
There are many Hi-Res comparisons in the written Digital Foundry article. Draw Distance are the same.

I never said that. The only thing you mention here that is clearly a better implementation is the.water. Geometry? Clouds?
image-horizon-forbidden-west-44153-4519-0020.jpg


Go ahead and post an equal screenshot of Zero Dawn in said parameters.
There's a whole comparison made in the DF video about Geometry and asset quality differences.

The lighting has a light rig around the character's face.
So outside of better characters models and textures, also nothing about the 12 pre-baked GI passes vs 6 on HZD. Got it.

The PC version solves that GI light probe problem with a better form of AO.
Any source for this?

A lot of these enhancements are from the PC version of HZD. Can we at least admit that?
Well, no. Guerilla never made that awful deformation present in the PC version, they did it here and it's in fact much better looking. What enhancements exactly are from the PC version of HZD?
 
It is a framerate compromise.
Games can have the same visual running in 30 or 60fps... the framerate doesn't change directly the visuals.
It changes it indirectly like with 30fps you have more RAW power to spare on visuals.

BTW your eyes will easily adapt to whatever framerate you throw at it.

You're wrong. 60fps looks much better than 30, other things being equal.

And it's not just a matter of adaptation, otherwise we'd still have 15fps games.
 
The df video with decent 4k quality (waiting for the gamersyde footage in ture 4k) really shows how good the game looks, yt compression really killed this game details in past showings, it looks fucking pristine.
 
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This one is gameplay btw. Credit to imapioneer from the other side.

FLiy9lEX0AA3l2O


Score one for rim lighting. This level of detail and character lighting during gameplay is a step up not only from the first game but other games as well.

Who would have thought Aloy would give R&C a run for it's money in regard to "best fur in gaming"....
 
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