![]() ![]() Series X is in much the same boat - the difference being that while running the Xbox One X version is technically possible on the new console, realistically it is not recommended as this process locks you out of patch updates and online features. You're effectively trading performance stability against image quality and visual features. It places PlayStation owners in a difficult spot: using PS4 Pro code means that the dynamic 4K on PS5 changes to checkerboarded 1800p, while grass draw distance takes a hit. 60fps remains unattainable on the actual PS5 game, which ranges from 45-60fps in its frame-rate mode, occasionally dropping still further in effects-heavy scenes. A fixed 30fps cap with consistent frame-pacing would have made this mode worth a look, in fairness, but based on last-gen consoles tests, it seems that From Software's 30fps implementation is still lacklustre and frame-pacing problems remain.īut what of the 60fps dream? One of the bigger surprises of the network test was that running the PlayStation 4 Pro version of the game on PS5 yielded a far more consistent frame-rate than using the the native PS5 app - and sadly, that remains the case. Typically, PlayStation 5 offers a lead over Series X in quality mode, while Series S languishes behind the three with the worst frame-rate reading. It's clear none of the current-gen consoles work well in targeting a fixed, high resolution: the result being a wavering 30-60fps range for all three machines, occasionally dropping into the 20s. Ultimately, it's hard to recommend the quality mode owing to its uneven performance and in our opinion, it's best avoided. In Series S's case shadows are always one preset lower than PS5 and Series X equivalents (which in turn share the same setting regardless of mode), resulting in an especially blurry, low resolution shadow in its frame-rate mode. Shadow rendering however is the one big difference between the modes, with an improved turn-out in the quality mode. ![]() Even Series S holds its own against PS5 and Series X in rendering Limgrave's beautiful opening vistas. Grass draw distance and density are identical between all consoles, and all modes. What's the difference? Curiously, if we factor out resolution, it's surprising to see just how close the two modes are in settings. Here's our video breakdown of Elden Ring, as it presents on PlayStation 5 and Xbox Series consoles. Hence, the performance isn't wildly different to quality mode. So, for example, PS5 and Series X run at a fixed 4K while first meeting Margit the Fell - even in frame-rate mode. It's worth noting that cutscenes are fixed to the max resolution in both cases. Series S is similar, albeit with a 1792x1008 to 2560x1440 dynamic range. On the PS5 and Series X this changes image quality, where the range varies from 2688x1512 at lowest to full 4K at peak. DRS is possible though: it's integrated into the alternative frame-rate mode for every current-gen console. ![]() There's no dynamic resolution scaling in quality mode, meaning that performance adjusts constantly in order to keep resolutions rigidly fixed at these targets. Kicking off with the quality mode, PS5 and Series X run at a fixed 4K - 3840x2160 - while Series S renders at 2560x1440. In summary, both quality and performance options run with a fully unlocked frame-rate. Whichever way you play, it's a challenge to get a stable 60fps level of performance on even new consoles, despite a choice of two rendering modes. However, in terms of technology, while there are changes to how the game presents on PlayStation 5 and Xbox Series consoles, the basic headlines remain in place. Every inch of its map is ripe for exploration, rewarding players for going off the beaten path - for making discoveries at their own pace. First of all, the quality of the game is beyond doubt - From Software deftly blending its unique Souls formula with an open-world to surprising success. In a sense, the core takeaways have not changed since we first looked at the Elden Ring network test last year.
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