The Callisto Protocol just received a PS5 Pro Patch | 8K@30fps and 4k@60fps | Ray Tracing on Both

It's actually mindblowing that people buy 8k displays. You can't sit close enough to see a difference compared to 4k. Hell, I can barely, BARELY see a difference between 4k and 1080p with video content.
 
The update is 21.5GB, btw.

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Do we have patch notes? 23 GB for a Pro patch? I don't get it.
 
I should sell my Sony handhelds to someone who uses them before they become corrupted beyond repair.

I was stupid to sell it few years later (and not for a high price...), mint condition. 2011 tech that was like something from the future, Nintendo exceeded it 6 years later.
 
I was stupid to sell it few years later (and not for a high price...), mint condition. 2011 tech that was like something from the future, Nintendo exceeded it 6 years later.
I take it out for the nephews to play when they fight too much. That's the size that a handheld should have and not the overgrown Game Gears of today's ridiculous future. It looks premium AF, and my white PSP as well. Sony is whatever but when it comes to designing and engineering portable stuff they are world class.
 
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I played this last fall on base PS5 and its great, highly recommended.

I'd say its as good as Dead Space quality wise, but I enjoyed this one more.
I don't know what went into reviewers to be honest.
 
It's actually mindblowing that people buy 8k displays. You can't sit close enough to see a difference compared to 4k. Hell, I can barely, BARELY see a difference between 4k and 1080p with video content.

You cant see a difference between 4k and 1080p? My man you need glasses
 
You know what, I actually thought the collar looked better on PC originally, but now...I don't even think it's a higher resolution version, it looks pretty bad here.
Sure the PS5 looks softer but it looks like what it's supposed to be, on PC it looks like some over sharpened flat Xbox 360 texture.
Collar now has different material being used. Previously it was just a normal map and that's why it looks so harsh (well like most models with simple materials). Now they've added subsurface scattering (so similar to skin or some cloth materials) and that's why it looks softer, as it should.

I remember that when I was playing this game back in the day I was baffled by the quality of Jacobs jacket. Sure, it's only there for first 10 minutes but still, for a game looking this good it was a shame. Here it seams they've added detail maps (normal and roughness I assume) so old texture is still there but now it's covered by detail map.

It's great that dev's did this for this game, even though it wasn't a successful launch of the new (now probably dead) IP. Other dev's should learn from that.
 
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It would've been better if the game just focused on regular Survival Horror Shooting instead of Trial and Error-like melee combat. The mechanics weren't polished enough, sometimes the dodge didn't connect when I used it, or you dodge and somehow the mutants still hit you. The combat also wasn't made with the enemies in mind resulting in cheap deaths in fast paced mutants compared to your wonky slower melee character. The game has what I call artificially increased difficulty. Before people say Dark Souls/Elden Ring etc, in those games you have nigh flawless control of your character and they do exactly what you prompt them to do.
The game was quite easy once I learned the dodge mechanic. I was able to dodge attacks without taking any hits. Most enemies will try to hit you twice, and then you can hit the enemy safely. If you try to hit an enemy after dodging an single attack, they might sometimes hit you. Only when I was overrun by the enemies did I take damage, but in those situations I realised that the game wanted me to use traps and the gravity projector to quickly kill them. There was also one situation where I had to use stealth.

For people who have problems with the combat / dodging in this game I recommend to watch this video.

 
The game was quite easy once I learned the dodge mechanic. I was able to dodge attacks without taking any hits. Most enemies will try to hit you twice, and then you can hit the enemy safely. If you try to hit an enemy after dodging an single attack, they might sometimes hit you. Only when I was overrun by the enemies did I take damage, but in those situations I realised that the game wanted me to use traps and the gravity projector to quickly kill them. There was also one situation where I had to use stealth.

For people who have problems with the combat / dodging in this game I recommend to watch this video.


I will give the game another try. Honestly you can actually see the potential in the game I admit. The sections I played were melee heavy, but once I got the first range weapon, it felt good actually. But yeah most of my frustrations of the game are strictly combat focused. Played for 7 hours until I rage quitted due to being over run by 3 mutants+ melee combat section. Haven't touched it again since.
 
Game was fantastic, but I highly suggest you don't play it on hard or whatever. It's intentionally frustrating at times but lowering the difficulty eases it...says the guy who did it on the hardest originally for trophies yet my other runs at lower were way way more enjoyable.
 
Game was fantastic, but I highly suggest you don't play it on hard or whatever. It's intentionally frustrating at times but lowering the difficulty eases it...says the guy who did it on the hardest originally for trophies yet my other runs at lower were way way more enjoyable.
I agree. I recommend that people play at minimum security first and master the dodge mechanics, because at higher difficulties the game will not give you many opportunities to practice because the enemies will kill you quickly.

This game becomes easy once you learn how to dodge (always hold dodge button before enemy attack to guarante a succesfull block, dont wait with pressing dodge button just before they hit you). If you find yourself overwhelmed by enemies, simply hold down the analogue stick instead of the side, and use this tip to position enemies in front of you. When there are a lot of enemies, there's usualy a trap nearby, so you just need to find it and use the gravity projector to quickly grab and insta-kill them.

The blocking mechanic is simple, but if people still have problems blocking enemy attacks, there's Auto Dodge function in the accessibility settings.
 
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I thought the studio for this game was dead?

The studio released a new game less than a month ago. It even got a PS5 Pro patch that makes [REDACTED] run at 8k 60FP on PS5 Pro.



 
….Are you having fun playing it?

Jesus fucking christ 😑

The actual passion of playing games and discussing THAT drains out of this place like a fucking pus filled fat zit every fucking hour here I swear.
Certainly from a technical perspective, yes very positive as I posted - this is a thread focused on the technical aspects after all. But I think once through will be enough.

As for the rest of your post, I'm going to put that down to you missing your meds.
 
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I thought the studio for this game was dead?
Schofield left and I think they were downsized but I think they're still alive.

Edit: yeah still there.

 
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I will give the game another try. Honestly you can actually see the potential in the game I admit. The sections I played were melee heavy, but once I got the first range weapon, it felt good actually. But yeah most of my frustrations of the game are strictly combat focused. Played for 7 hours until I rage quitted due to being over run by 3 mutants+ melee combat section. Haven't touched it again since.
Power up the Grip and not the guns.
 


According to this youtuber's pixel count, the game is mostly rendering at a native 1080p in all 3 modes. These are the results of his 4K60 testing.


VQZIvwz.png


Bottoms out at 864p and tops out at 1662p. Those results are certainly surprising as the original according to DF varies between 1440 to 1728p in Performance Mode. 8K rendering at a 25% scale is also highly unlikely. That's lower than DLSS Ultra Performance, but then again, this is 8K.

I don't think I fully trust this guy as he hasn't built a following, nor does he seem to be especially versed in technology. I'd wait for a more credible and thorough analysis, but for now, that's all I could find.
 
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According to this youtuber's pixel count, the game is mostly rendering at a native 1080p in all 3 modes. These are the results of his 4K60 testing.


VQZIvwz.png


Bottoms out at 864p and tops out at 1662p. Those results are certainly surprising as the original according to DF varies between 1440 to 1728p in Performance Mode. 8K rendering at a 25% scale is also highly unlikely.

I don't think I fully trust this guy as he hasn't built a following, nor does he seem to be especially versed in technology. I'd wait for a more credible and thorough analysis, but for now, that's all I could find.

Please do not do this i left this topic due to that most of Sony fanboy because i fear of massive meltdown. Let them be with 8K dreams.
 
While I was hanging on this to look at the Pro details I remembered that we won't get a sequel, it's so depressing feel. No matter what, I love this game. The dev team's whole emphasis on visuals and cinematic intensity appeals to my tastes.
 
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According to this youtuber's pixel count, the game is mostly rendering at a native 1080p in all 3 modes. These are the results of his 4K60 testing.


VQZIvwz.png


Bottoms out at 864p and tops out at 1662p. Those results are certainly surprising as the original according to DF varies between 1440 to 1728p in Performance Mode. 8K rendering at a 25% scale is also highly unlikely. That's lower than DLSS Ultra Performance, but then again, this is 8K.

I don't think I fully trust this guy as he hasn't built a following, nor does he seem to be especially versed in technology. I'd wait for a more credible and thorough analysis, but for now, that's all I could find.

The original game on PS5 didn't have RT. At 60fps RT is very costly.
 


According to this youtuber's pixel count, the game is mostly rendering at a native 1080p in all 3 modes. These are the results of his 4K60 testing.


VQZIvwz.png


Bottoms out at 864p and tops out at 1662p. Those results are certainly surprising as the original according to DF varies between 1440 to 1728p in Performance Mode. 8K rendering at a 25% scale is also highly unlikely. That's lower than DLSS Ultra Performance, but then again, this is 8K.

I don't think I fully trust this guy as he hasn't built a following, nor does he seem to be especially versed in technology. I'd wait for a more credible and thorough analysis, but for now, that's all I could find.



Yep, let's wait for DF, it will take some time...

They updated textures 100% (they are better than on PC) so decent work from developers.
 
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No need it looks amazing I don't need a weird analytics guy to tell me it looks good because numbers 😆
Agreed. Game looks ridiculous, which is usually what you want. Although I appreciate when games are analyzed, in this case, there is no real need. Both Pro modes leave a picture that blows away any previous look on base PS5!
 


According to this youtuber's pixel count, the game is mostly rendering at a native 1080p in all 3 modes. These are the results of his 4K60 testing.


VQZIvwz.png


Bottoms out at 864p and tops out at 1662p. Those results are certainly surprising as the original according to DF varies between 1440 to 1728p in Performance Mode. 8K rendering at a 25% scale is also highly unlikely. That's lower than DLSS Ultra Performance, but then again, this is 8K.

I don't think I fully trust this guy as he hasn't built a following, nor does he seem to be especially versed in technology. I'd wait for a more credible and thorough analysis, but for now, that's all I could find.

That guy doesn't know anything.
 


According to this youtuber's pixel count, the game is mostly rendering at a native 1080p in all 3 modes. These are the results of his 4K60 testing.


VQZIvwz.png


Bottoms out at 864p and tops out at 1662p. Those results are certainly surprising as the original according to DF varies between 1440 to 1728p in Performance Mode. 8K rendering at a 25% scale is also highly unlikely. That's lower than DLSS Ultra Performance, but then again, this is 8K.

I don't think I fully trust this guy as he hasn't built a following, nor does he seem to be especially versed in technology. I'd wait for a more credible and thorough analysis, but for now, that's all I could find.

So much for comparisons to high-end PC cards that can run the game at 4K native instead of 1080p, but I have to say the image quality on the PS5Pro looks solid based on the screenshots I've seen in this thread, and that's the most important thing. DLSS can also produce a 4K-like image from 1080p internal resolution. Maybe the PSSR implementation in this game is just as good.
 
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According to this youtuber's pixel count, the game is mostly rendering at a native 1080p in all 3 modes. These are the results of his 4K60 testing.


VQZIvwz.png


Bottoms out at 864p and tops out at 1662p. Those results are certainly surprising as the original according to DF varies between 1440 to 1728p in Performance Mode. 8K rendering at a 25% scale is also highly unlikely. That's lower than DLSS Ultra Performance, but then again, this is 8K.

I don't think I fully trust this guy as he hasn't built a following, nor does he seem to be especially versed in technology. I'd wait for a more credible and thorough analysis, but for now, that's all I could find.



Never heard of this channel before, but yes should be obvious that it would be reconstructing from lower native resolutions.
 
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That guy doesn't know anything.
Yeah, not sure how he got his count, but they don't pass the smell test. Still, only thing I've found online.

So much for comparisons to high-end PC cards that can run the game at 4K native instead of 1080p, but I have to say the image quality on the PS5Pro looks solid based on the screenshots I've seen in this thread, and that's the most important thing. DLSS can also produce a 4K-like image from 1080p internal resolution. Maybe the PSSR implementation in this game is just as good.
I think what matters is the end result. According to the guys here who have it, the game runs and looks amazing. If it upscales from 1080p but looks suitably 4K, it doesn't matter. I'm only interested in the academic parts as I want to know the performance profile and how PSSR does with such aggressive reconstruction if it's in use at all.
 
the image quality on the PS5Pro looks solid
This is what matters. It could be 420p internally for all I care, if the final result looks just as great as 4k native. I don't get some people downplaying great final results due to lower internal res. I guess most don't know how DLSS works as well.
 
So much for comparisons to high-end PC cards that can run the game at 4K native instead of 1080p,
Irrelevant when the game looks as good as it does. Outside of raytracing, which definitely looks better on PC, my two playthroughs between the platforms yields a crisper result on the Pro and comparable detail everywhere else (with stuff like Jacob's coat looking better on the Pro).

So, my high-end 3090Ti easily has a competitor in regard to this game.
 
This guy Brazil pixel created an infrared tool that calculates the pixels on each axis during gameplay. It seemed to be pretty accurate in other games.

In this game he measured the performance mode before the patch came out and it was mostly 4k 60 fps without ray tracing. Even in cutscenes where they push the fidelity even more i saw an increase of 50% in pixel count in one instance. Maybe it was 60%. I posted about it a few days ago.

 
This guy Brazil pixel created an infrared tool that calculates the pixels on each axis during gameplay. It seemed to be pretty accurate in other games.

In this game he measured the performance mode before the patch came out and it was mostly 4k 60 fps without ray tracing. Even in cutscenes where they push the fidelity even more i saw an increase of 50% in pixel count in one instance. Maybe it was 60%. I posted about it a few days ago.


Hopefully, he does it again for the patch.

Edit: His tool only counts output resolution I think, not internal.
 
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I said this before. If Callisto Protocol was a PS5 launch title, it would have fared far better in terms of criticism.

I played it last night. Definitely a graphical showcase.
 


According to this youtuber's pixel count, the game is mostly rendering at a native 1080p in all 3 modes. These are the results of his 4K60 testing.


VQZIvwz.png


Bottoms out at 864p and tops out at 1662p. Those results are certainly surprising as the original according to DF varies between 1440 to 1728p in Performance Mode. 8K rendering at a 25% scale is also highly unlikely. That's lower than DLSS Ultra Performance, but then again, this is 8K.

I don't think I fully trust this guy as he hasn't built a following, nor does he seem to be especially versed in technology. I'd wait for a more credible and thorough analysis, but for now, that's all I could find.

I never really trusted pixel counts, not even from DF.
 
I never really trusted pixel counts, not even from DF.
Pixel count with DRS definitely isn't an exact science and can vary widely. They take individual shots and count, but an accurate count would likely require hundreds, if not thousands of shots.
 
Irrelevant when the game looks as good as it does. Outside of raytracing, which definitely looks better on PC, my two playthroughs between the platforms yields a crisper result on the Pro and comparable detail everywhere else (with stuff like Jacob's coat looking better on the Pro).

So, my high-end 3090Ti easily has a competitor in regard to this game.
You need a high-end PC to run Callisto Protocol with RT at 60fps, as the game is CPU limited with RT on (my 7800X3D sometimes dips to 58-65fps), so it's very impressive how well the PS5Pro runs this game regardless of the resolution.
 
I will give the game another try. Honestly you can actually see the potential in the game I admit. The sections I played were melee heavy, but once I got the first range weapon, it felt good actually. But yeah most of my frustrations of the game are strictly combat focused. Played for 7 hours until I rage quitted due to being over run by 3 mutants+ melee combat section. Haven't touched it again since.
there are no melee sections. If you are 7 hours in you should have maxed out force abilities plus a wide variety of weapons to switch between. Melee should be the last resort.

You can literally grab and throw enemies into spikes for a one hit kill until you run out of your force abiltiies. At which point you can switch to your guns and then finish off the rest with your melee attacks.
 
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