Playstation 5 & Series X:
- Quality Mode: 30 FPS target - ~1296p
- Hits its FPS target and there's some single dropped frames,
- Denser foliage
- Screen space reflections are more detailed and coherent
- Shadows are higher in resolution, less breakup and artifacting
- Uses dynamic resolution
- TSR* upsampling to 1440p
- Balanced: 60 FPS target - ~792p
- Does it hits FPS target most of the time, but there are dips in heavy action scenes with one instances going to the 30's. Lab area is denoted as a heavy FPS tanking scenario
- Balanced & performance look identical
- Uses dynamic resolution
- TSR* upsampling to 1440p
- Performance mode: Unlocked frame rate - ~720p
- Screen tearing issues are present in this mode.
In motion; quality mode delivers a more stable visual image. Motion blur helps. Series X and PS5 are
basically identical. However, if you set the output to 120Hz the refresh rate will be set to go higher than 60fps. On PS5 it will stay in a 60Hz container, meaning that there's no perceivable difference.
VRR does not seem to affect the game as there's still screen tearing, Oliver denotes that this could be an issue with his TV.
Xbox Series S:
- Quality Mode - ~900p
- 30 FPS target, same drops are experienced as the bigger console modes, but they are more noticeable and more frequent.
- Upsamples to 1080p
- No motion blur
* Oliver speculates that TSR is used and not FSR 2 as comparing to native 1440p on PC the artifact patterns on PC + FSR2 are not similair to the console output at all. Thus concluding that TSR is in use, which is UE5's own method for upsampling