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Saros - PS5 and PS5 Pro features detailed

Draugoth

Gold Member


Updated PSSR for PS5 Pro

Our fantastic rendering team has upgraded the PSSR support in Saros to the new version of the PSSR upscaler that was released in March. This update provides an even sharper image; you can barely tell it apart from native 4K as you explore Carcosa. Since 1995, our goal at Housemarque has been to push the hardware, and with Saros we continue this drive thanks to this PSSR update.

Increased Base Render Resolution on PS5 Pro

Seppo Halonen, our technical director at Housemarque, wanted to share more specificity on how we have increased our base render resolution for Saros on PS5 Pro.

"On PlayStation 5 Pro we also increased our base render resolution, which is the resolution before upscaling. This means on PS5 Pro, you will have an even clearer higher resolution image at 60 fps. While we use dynamic resolution to ensure stable frame rate even in the middle of hectic combat, PS5 Pro always delivers a sharper image in a scene-to-scene comparison.

Saros on PS5 already looks incredible and runs at rock solid 60fps, but for PS5 Pro we push our graphics even further. Furthermore, there are many small adjustments in reflections and overall quality, ensuring that the increase is not only more pixels, but also the content we render scales up to match. The only place where we switch to 30fps is in key story cinematics where we go quality over quantity and render the high quality characters, lighting and postprocessing at peak resolution – which again is higher on PS5 Pro."


Precision 3D Audio evolved

Building on our success from Returnal, we have evolved our 3D audio to allow an even more immersive experience on PlayStation 5 with its Tempest 3D AudioTech. You can hear the lost Carcosa, hostiles and even our music all around you when playing with 3D Audio enabled headphones or a 3D audio sound setup. Our amazing sound and music team from PlayStation Creative Arts have created a phenomenal sounding experience. I can't wait for you to experience it.

Advanced weaponry with adaptive triggers

Similarly we wanted to take things to the next level with how we use the DualSense wireless controller's adaptive triggers in Saros. When using the adaptive trigger on L2, if you pull it half way down you will activate your main weapon's alt fire. This allows for alternative attacks, ranging from grenade launchers, slower-firing heavy rounds, ricochet projectiles and much more. If you pull the L2 adaptive trigger all the way down, you will activate your Eclipse driven Power Weapon. This allows you to hit back hard using collected projectiles from your Soltari Shield. These options elevate the rhythm and flow of combat, making the action of Saros even more thrilling.


Immersion driven haptic feedback

We love the DualSense wireless controller's haptic feedback and how it brings you closer to a physical experience in our games. For Saros, we have once again put so much detail, thought and nuance into our haptics. We want you to feel every bit of action, worldbuilding and our haunting story to pull you into our world. If you loved what we did in Returnal, I feel we've evolved this even further. I don't want to spoil it, but there's very special haptics for you to experience during your time in Saros.

Near instant fast loading

With Saros we also make the most of the PS5's ultra high-speed SSD, letting you quickly return to the action after death, or escalate the gameplay, audio and visuals when you activate an eclipse, which creates a new experience.


Pre-order Digital Deluxe for 48-hour early access

Those who want the deluxe Saros experience: you will be able to play Saros 48 hours before the launch on April 30, 2026 with our Digital Deluxe Edition and PlayStation Studios celebration suits, featuring Returnal, God of War and Ghost of Yotei.

Players who pre-order Saros or Saros Digital Deluxe before launch can unlock the Hands of Shore Armour too. The Digital Deluxe version upgrade can also be purchased separately for players who buy the physical edition of Saros.
 
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That's... pretty bare bones.

Increased rendering resolution and PSSR is all that's advertised.

And I think it's enough. Game has software RT on both platforms.

I wonder if they will be able to achieve good image quality on base console, they totally weren't able to do that with Returnal.
 
And I think it's enough. Game has software RT on both platforms.

I wonder if they will be able to achieve good image quality on base console, they totally weren't able to do that with Returnal.
I don't remember Returnal looking terrible on console 🤔 was it really that bad?
 
And I think it's enough. Game has software RT on both platforms.

I wonder if they will be able to achieve good image quality on base console, they totally weren't able to do that with Returnal.
What was happening with the resolution on the base PlayStation 5?

I played it on it and the resolution was perfect:

"Returnal runs at a dynamic or fixed 1080p internal resolution, which is then upscaled to 1440p and ultimately checkerboarded to 4K output"
 
I don't remember Returnal looking terrible on console 🤔 was it really that bad?

What was happening with the resolution on the base PlayStation 5?

I played it on it and the resolution was perfect:

"Returnal runs at a dynamic or fixed 1080p internal resolution, which is then upscaled to 1440p and ultimately checkerboarded to 4K output"

Base PS5 version always looked quite shitty

HwgBkyFoLEoyfRGj.jpg
pxiZI9B8oDkR0FCL.jpg


Pro version fixed this few months ago.
 
Offtopic, but do we know if Saros is already out of the PS5-exclusives-ported-to-PC wave? Will it be a 100% console exclusive?
 
That's... pretty bare bones.

Increased rendering resolution and PSSR is all that's advertised.
"Furthermore, there are many small adjustments in reflections and overall quality, ensuring that the increase is not only more pixels, but also the content we render scales up to match. The only place where we switch to 30fps is in key story cinematics where we go quality over quantity and render the high quality characters, lighting and postprocessing at peak resolution – which again is higher on PS5 Pro."
 
Let me guess.

Better perf mode
Dildo hand vibration
Revolutionary* 3d audio
Resistant triggers for people who like to have hand cramps while playing
 
Meh, kinda disappointing that Pro hardware RT is being neglected by Housemarque. Still day one of course.

I don't remember Returnal looking terrible on console 🤔 was it really that bad?

It could get pretty grainy looking often. Strangely enough, even the resolution bump on PS5 Pro looked only marginally better to me.
 
You guys must have missed this part.

"but for PS5 Pro we push our graphics even further. Furthermore, there are many small adjustments in reflections and overall quality, ensuring that the increase is not only more pixels, but also the content we render scales up to match."
 
Knowing is GOAT Housemarque, never cared a bit about graphics, I just want the gameplay they always deliver on point and not leaning to much on being a roguelike
 
And I think it's enough. Game has software RT on both platforms.

I wonder if they will be able to achieve good image quality on base console, they totally weren't able to do that with Returnal.
this game has software lumen? where was this confirmed?
 
I really can't wait to experience the game with the Dualsense features too. Returnal was amazing in that regard and housemarquee delivers!
 
Base PS5 version always looked quite shitty

HwgBkyFoLEoyfRGj.jpg
pxiZI9B8oDkR0FCL.jpg


Pro version fixed this few months ago.

The best part of playing 400 hours of Returnal is seeing "comparisons" from people who haven't even played it, and it's obvious that those who are obsessed with comparison graphs don't even play video games, they just "play" benchmarks.

That screenshot of the ground, for example, is irrelevant. Of all the "ground in the game" that part is 0.00001% of the game, and most importantly, nobody looks at the ground while playing.

 
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Tell me more about what the Pro version did months ago to Returnal.....

Most (vast majority) Soros players will play base PS5 version, same was true with Returnal.

this game has software lumen? where was this confirmed?

UE5 so I think it's a given. Baking lighting with this engine in hand would be quite stupid (but who knows).

The best part of playing 400 hours of Returnal is seeing "comparisons" from people who haven't even played it, and it's obvious that those who are obsessed with comparison graphs don't even play video games, they just "play" benchmarks.

That screenshot of the ground, for example, is irrelevant. Of all the "ground in the game" that part is 0.00001% of the game, and most importantly, nobody looks at the ground while playing.



I played all versions of Returnal, and PS5 version looks like crap.
 
What was happening with the resolution on the base PlayStation 5?

I played it on it and the resolution was perfect:

"Returnal runs at a dynamic or fixed 1080p internal resolution, which is then upscaled to 1440p and ultimately checkerboarded to 4K output"
It was awful. Static 1080p resolution + 2 nasty upscalings after that to reach 4K. They should have use DRS + UE4 TAAU and it would have been much better.
 
And I think it's enough. Game has software RT on both platforms.

I wonder if they will be able to achieve good image quality on base console, they totally weren't able to do that with base

Returnal looks great on base PS5 when you consider it was an earlier title, it had locked performance, and crazy partial effects.
 
Returnal looks great on base PS5 when you consider it was an earlier title, it had locked performance, and crazy partial effects.

That poor image quality was always a topic for conversations.

But yeah, they nailed performance and I guess that's the most important metric.
 
30fps cinematics, why? The extra fidelity is never worth the fps drop.
Because they are cutscenes – the equivalent to film. What would you even gain from a "superior performance" in that scenario?

It's like arguing that the main menu of a game should, for some reason, be rendered at 120fps.
 
Most (vast majority) Soros players will play base PS5 version, same was true with Returnal.



UE5 so I think it's a given. Baking lighting with this engine in hand would be quite stupid (but who knows).



I played all versions of Returnal, and PS5 version looks like crap.
Phantom Blade Zero isnt using it either. I dont think its required per se. Split Fiction also skipped it.
 
Because they are cutscenes – the equivalent to film. What would you even gain from a "superior performance" in that scenario?

It's like arguing that the main menu of a game should, for some reason, be rendered at 120fps.
Have you never played a game with 60fps gameplay and 30fps cutscenes before? It's always annoying to see the stutter whenever a cutscene starts.
 
This looks like a more mature version of ratchet and clank! I wish this game was M rated dark violent like dead space or hell raiser hell bound!
 
A solid 60fps with minimal smearing, minimal stuttering and 4K-like sharpness would be a rather nice turnout compared to other UE5 efforts.
 
Phantom Blade Zero isnt using it either. I dont think its required per se. Split Fiction also skipped it.

Yeah, they can not use it. But having access to UE5 and not using feature that saves a lot of time is... inefficient.

Pro version of Returnal is very sharp - very nice

HRvPD3MEA5Gixwxv.jpg
KBNm5p7k2s9CWHnt.jpeg
 
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wish they use HW lumen on the pro especially for cut scenes. Still wish they would leave a uncapped fps for cut scenes so it runs even better on PS6

Guess FG adoption is not happening this gen with Sony until PS6. Returnal is amazing at HFR
 
Fast action with as little latency as possible is the goal. RT would fuck that hard.
 
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