the next-gen patch for PS5 and Xbox Series X / S compared, the analysis of DF

One month after the arrival of Ghostrunner’s next-gen patch on PlayStation 5 and Xbox Series X / S, the inevitable comparative analysis of Digital Foundry arrives, which compares the various versions of the cyberpunk production.

In addition to the introduction of HDR and general effects enhancements, Ghostrunner’s next-gen patch brings new graphics modes to all platforms. In particular, on PlayStation 5 and Xbox Series X, the first-person action of One More Level can count on three different settings: Ray Tracing, performance at 60 fps and performance at 120 fps (in the latter case with a flexion of the dynamic resolution ). Xbox Series S is limited to 60 fps performance mode only.

In the case of the PlayStation 5, Ghostrunner seems to perfectly hold a native resolution at 2160p in the case of the Ray Tracing mode and in that performance at 60 fps, while when it is pushed to 120 fps the average dynamic resolution is lowered to 1296p (2304×1296). On Xbox Series X the Ray Tracing mode is anchored once again at 2160p and 60fps and like the rival, when you switch to 120fps the dynamic resolution averages 1296p. Xbox Series S instead offers a resolution of 1440p at 60 fps. The impact of Ray tracing lighting on consoles, although good, is not exceptional and differs in terms of quality and resolution from what was seen on the PC version.

According to the analysis, to activate the 120 fps mode on PlayStation 5 it is mandatory to set the relative “performance” setting directly from the menus of the Sony console. Once done Ghostrunner seems to hold up the framerate well, with some small drops only in the most excited moments. Xbox Series X suffers the most: the Ray Tracing mode in fact remains constantly below 60 fps and stands at an average of 50 fps. Even in performance mode the Redmond console encounters some problems: although it often reaches 120 fps, in the most excited moments the framerate drops to around 90 fps. Finally, the Xbox Series S seems to be suffering from problems of fluidity due to the management of the frames. For Microsoft consoles, the problems may still be resolved with subsequent corrective patches.

Before leaving you to the movie, we remind you that on the pages of Everyeye you can find our review of Ghostrunner.