![]() We recommend shifting between full-screen views to best appreciate the difference. PlayStation 5 PlayStation 4 Pro PlayStation 4 The same Forbidden West content compared across three PlayStation consoles. Foliage rendering is also reduced in quality, with the PS4 consoles using software-based variable rate shading up against full resolution on PS5. The PS4 consoles reduce this density significantly, with many objects reduced or removed (an impressive moss layer completely vanishes, for example). Horizon Forbidden West on PS5 is remarkably dense to an extent where YouTube video compression actually sells the game short. The screenshots embedded on this page will likely generate much debate, but the bottom line is that the PS4 tier essentially cuts back almost every aspect of the presentation: the biggest differences are a massive reduction in geometric density, pared with substantial cuts in asset quality. Overall, how the generational divide is handled is intriguing and while we'll be running a much more detailed video on this when the game is available (Sony embargo limitations limit us to just 30 minutes of Forbidden West footage pre-launch), we can run through the main changes today. There are still some stutters from one cut to the next. The most obvious performance issue concerns cutscene transitions between camera angles. The same can be said for PlayStation 5 in both performance and resolution modes: 60fps and 30fps are essentially a lock (cutscenes in performance mode aren't quite so solid). Finding frame-drops in gameplay is challenging. PlayStation 4 and Pro consoles lock to 30fps more effectively than the first game did, perhaps owing to the implementation of dynamic resolution scaling. Performance? It's actually rather uninteresting - which is a good thing. Horizon Forbidden West - the Digital Foundry tech review in video format. Some graphical effects may change in their rendering according to the core resolution, but ultimately, it's two tiers in total with two implementations per tier. Meanwhile, for PS5, 30fps and 60fps also have the same features, with resolution and frame-rate targets dividing them. Both of the last-gen machines deliver much the same visual experience, with resolution the only key difference between them. So, we have two graphical feature sets: one for PS4 and Pro, another for PlayStation 5. Meanwhile, the PS5 feature-set is run at native 4K in its 30fps favour resolution mode, dropping to checkerboarded 1800p at 60fps in the favour performance mode (DRS is also implemented on PS5, but quite difficult to pick up on). Each of these tiers is deployed in two different scenarios: base PS4 and Pro feature a substantially pared back visual experience, running at dynamic 1080p on the standard PS4 and a dynamic 1800p checkerboard on Pro, both operating at 30fps. ![]() There are two distinct tiers of features, one for PS4 consoles, the other for PlayStation 5. How Sony tackles the generation divide is intriguing and similar in some respects to Playground Games' approach to another cross-gen masterpiece - Forza Horizon 5. ![]() It looked phenomenal, it possessed detail beyond anything we'd seen in the prior generation, but a key question had to be asked: how could Guerrilla Games deliver something this good with a title that also had to run on the standard PlayStation 4? With final code in hand, we finally have answers. We first saw Horizon Forbidden West at the climax of the PlayStation 5 games reveal showcase, a fitting 'just one more thing' to an effectively debut for Sony's vision for the new console's launch window. ![]()
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