Pentiment (PS5, PC, Xbox). Murder mystery in medieval Bavaria.

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The game supports 120Hz on the PS5 but only 60Hz on the Xbox.


They also mention in the video that the game Ghostwire Tokyo looks a lot worse, runs worse, and has much worse RT on the Xbox version than on the PS5, which is a better version in every regard. I have the PC version of the game and graphics wise it has some nice details with RT on.

Is it me or does Rich have a hickey or love bite in the neck? :giggle:
 
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This was already cleared up by the developer. A patch enabling 120hz mode on Series X was supposed to go live when the PS5 version launched, but a last minute bug forced them to delay the patch for Xbox.. and they decided to just release the PS5 version as planned. It will be fixed.
 
Why 120hz, why not let the game query the display and give the user the option of selecting whatever refresh rates the display supports?
 
The love the idea that some Xbox stan is sat in a basement somewhere, enraged that selecting from three conversion options isn't running at 120fps and it's ruining his experience. When the patch finally arrives, they'll lean back in relief as they're finally able to select conversation option two at a silk smooth frame rate.
 
The part John misses is that the game does not even run at locked 60fps on XSX. They themselves show drops down to 58fps and 46fps there. Unstable framerate on Xbox could be the "bug" delaying the release on that platform.
 
The part John misses is that the game does not even run at locked 60fps on XSX. They themselves show drops down to 58fps and 46fps there. Unstable framerate on Xbox could be the "bug" delaying the release on that platform.
Are you referring to when the scenes change...? Because if you are... that's quite dishonest.

Screenshot-2024-03-07-060319.png


The reason why PS5 might not dip as far in that exact moment isn't because the PS5 is stronger or a bug, it's because the PS5 version runs at the higher framerate and by the time the scene has finished changing, it recovers... thus only dropping to 69fps. Since the Xbox version runs at a lower framerate, it drops under 60.. and recovers just the same.

Cmon man.. be better than this.
 
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Are you referring to when the scenes change...? Because if you are... that's quite dishonest.

Screenshot-2024-03-07-060319.png


The reason why PS5 might not dip as far in that exact moment isn't because the PS5 is stronger or a bug, it's because the PS5 version runs at the higher framerate and by the time the scene has finished changing, it recovers... thus only dropping to 69fps. Since the Xbox version runs at a lower framerate, it drops under 60.. and recovers just the same.

Cmon man.. be better than this.
Since when the cause of a FPS drops should be viewed differently? DF are very eager to always religiously point out the frames drops during real-time cutscenes in Spider-man games during changes of scenes like actual framerate drops. Besides there seems to be different 'kind' of drops, unrelated to change of scenes, like here.

[about the PS5 version] Based on the Tom's footage, it's not a locked 120
It's not a locked 60fps either on XSX from their own (very short) footage so why should a 'failed locked 120' should be so relevant on PS5? My point being it's technically a solid 60fps on XSX and a fluctuating 120fps on PS5, right. Why talk about "not a locked 120 on PS5" like if it was a relevant failed milestone?
 
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Since when the cause of a FPS drops should be viewed differently? DF are very eager to always religiously point out the frames drops during real-time cutscenes in Spider-man games during changes of scenes like actual framerate drops. Besides there seems to be different 'kind' of drops, unrelated to change of scenes, like here.
Uh, when there's actual visuals on screen.. would be a good start. I don't get it. Are you looking for an accurate answer as to why Xbox dropped under 60fps and PS5 didn't, which I answered... or are you just looking to shit on Digital Foundry?

And no, those 1 frame drops are likely a vsync issue... many games have them.
 
Aren't they claiming a 120hz mode not a 120fps mode?
Yeah, this is exactly how I'm reading it -- 120Hz isn't necessarily the same as 120FPS. You can refresh a screen 120 times per second without actually generating any more frames, however you can't show 120 unique frames per second if the screen refresh can't keep up.

All the claims are in Hz, not in FPS.
 
Why 120hz, why not let the game query the display and give the user the option of selecting whatever refresh rates the display supports?
These are consoles connected to TVs, where games are designed generally to run at locked frame rates, and where most TVs are 60 or 120hz.
 
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