Comments 2

Re: Crimson Desert on PS5 Pro Delivers Another Big Leap Over The Base Console

Pyramus_Odet

@thomas-morgan
I think there is a mistake the review features two copies of the same paragraphs, the same YouTube video, and the same PS5 vs. PS5 Pro comparison sheet, like this:

"The performance mode frame-rates we've discussed so far account for GPU-limited situations but be prepared for CPU limitations as well. We've already talked about "Bug Hill", an area near Demeniss, that puts you in the middle of a massive battle with ludicrous enemy counts. This is where hopes of a locked 60fps go to die: all three base PS5 modes push identical sub-30fps numbers at the nadir.

Crimson Desert on PS5 Pro takes a leap forward, offering palpable upgrades in every mode - thanks in no small part to the use of the newly upgraded PSSR, which delivers radical image quality upgrades over FSR3. The 60fps mode now targets settings closer to the PS5's quality mode, while the 30fps mode itself goes further, enjoying ultra-quality RT and lighting quality, rendering at a true, native 4K. Curiously, the balanced and quality modes visibly soften, possibly due to the ultra quality post-processing setting adding a form of lens distortion. The clarity hit is a shame, as even the base PS5's 1440p/FSR3 presentation can appear cleaner in distant detail, so we'd hope for some kind of option to address this in future patches.

Performance-wise, the Pro's more powerful GPU makes the 40fps balanced mode the best pick overall, providing a much tighter lock to the frame-rate target than the other options. The 30fps quality is perhaps overly ambitious and doesn't always lock to its target, making it one to avoid."

Re: Crimson Desert: First Thoughts On The Base PS5 Version

Pyramus_Odet

@MittenFacedLass

Of course in general, a displacement map is much more memory-intensive
(and also performance-intensive) than a normal map or bump map—but the
reason isn't just the file size, it's how they're used. Displacement maps modify the geometry (vertices/polygons) and require more mesh subdivision that means more data and more memory and computation.
Video games use normal maps or bump maps for real-time rendering, instead films (CGI/VFX) use displacement maps or vector displacement maps.

Ad maiora!