Comments 262

Re: How Difficult Is Phantom Blade Zero?

Fatewalker

@KundaliniRising333 while I can agree in some titles RT or PT can be BS or not worthy, on some titles it really makes a big difference, comes to mind Cyberpunk 2077, Indiana Jones, Doom and recent titles like RE9, 007, Pragmata, etc

In this particular game it seems there is a big leap compared to regular RT: https://x.com/BMKing23/status/2115146131109802449?a=xvxOY-fNCsRE1DQJSBI&s=20

unfortunately to enjoy Path tracing is much more viable for Nvidia users simply because they are significant ahead in terms of tech specially on PT performance, Denoiser, FG & MFG and neural rendering. AMD just close up the gap on the upscaling side of things

Re: Tech Experts Call GTA 6 'the Most Impressive Example of Real-Time Rendering We've Ever Seen'

Fatewalker

If there is anything to blame here, it isn’t Rockstar’s ambition, pushing massive simulation complexity is exactly what forces a true generational leap and sets a new bar for the industry.

Developers shouldn't have to limit their creative scope to aging console hardware when much faster CPUs exist today in the wider tech market. Instead, the blame falls in two specific things imo: 1st, Rockstar’s greedy release strategy of withholding the PC version on day one just to force the crowd to double-dip later down the line.

2nd, Sony’s architectural design choices for the PS5 Pro. Forcing a premium mid-gen refresh at that extreme asking price while only focusing on the graphical side and image quality, while completely ignoring the core CPU architecture, was a terrible move. They built a machine that simply cannot process complex game logic, AI systems, or physics any faster than any other current gen console (yes, even the Series S).

We are basically at the point where sacrifices must be made, and we can't expect to see highly ambitious large-scale games targeting 60fps on this hardware. If developers were forced to guarantee 60fps across the board on all active current-gen platforms, the technical scope of gaming would be severely held back by mobile (like the Switch 2)

Re: The Blood of Dawnwalker Won't Have 60FPS Mode on PS5 or Even PS5 Pro

Fatewalker

@Rich33
No offence intended to your friends, but that experience sounds like a group of people who are just clueless in some things or having bad habits, rather than an inherent flaw with PC gaming. If you treat a PC like an appliance and don't know what you are doing, sure, you can break things. Also happens some PC gamers just push every single setting to the absolute maximum going beyond the capability of the HW they actually own. Then coming complaining that a game is unoptimized or stuttering, without having a clue what is going on, for example even running out of VRAM in some cases and choking their GPU.

If you take basic care of your system, and specially if you are an enthusiast who likes technology, go into the details, you simply don’t run into these catastrophic issues. Personally, across many years, I have only had to format my drive one single time and it was entirely my fault because I was messing around with the Windows Registry trying to do something not related to gaming.

You mentioned stuttering, but that isn't a exclusive to PC. That is almost entirely down to the shader compilation struggles of Unreal Engine 5, and it happens across all platforms, consoles included. Like I mentioned previously on PC you have means to actually mitigate it sometimes.

I see the platform the exact opposite way, the biggest strength of PC is that it gives you complete freedom to alleviate issues to yourself. You choose your exact settings to achieve your specific target and you decide what to sacrifice (graphic settings) to get the framerate you want, rather than being forced to play exactly how a developer dictates.

The Community totally saves the day really, it's insane, when games launch broken or lack basic settings. As an example, in UE5 you can use a basic config template to all games to force settings on the engine and strip out in seconds all of those post processing processes stuff if you don't like, like motion blur, film grain, CAbrr, DoF etc.. On a console, you have to pray the devs eventually patch in a toggle. You can inject missing features like upscalers (DLSS/FSR/XeSS), FG or even force presets of unreleased tech or which are not supported in the game to drastically improve image quality.

You also don't need to arbitrarily limit yourself to a single platform or "migrate" away entirely. The best combo is simply owning a high-end PC and your favourite console of choice. That way, you get the absolute best experience, freedom, and fidelity for multiplatform games, while still keeping a PS5 handy in the lounge to play Sony's 1st-party exclusives like Demon's Souls.

Anyway I don't need or want to convince anything here, just sharing my experience and exposing facts.

Re: The Blood of Dawnwalker Won't Have 60FPS Mode on PS5 or Even PS5 Pro

Fatewalker

@Rich33
I believe the type of panel also plays a role how frames are displayed if you are an oled tv vs your friends in a lcd monitor for example, things can be perceived very differently. Also on PC typically at much higher frame rates it's hard noticeable any difference.

The case of demon souls specifically i read it has one of the best per object motion blur and when PSSR enabled cleaning all the blur let the engine render this tech very well.

Back on PS4 era I was ok with 30fps, but I build my own PC even before PS5 was released and started to get used to high frame rates and since then, there is now way I could go back to lower frame rates, all the games I usually achieve a base frame rate of mid 100s and then use FG to max my monitor refresh rate - 240hz.

On pc i can choose what I want to sacrifice for perf increases, choose the res I want, how aggressive the level of upscaler, and can cap the frames to whatever number I want which is some games can alleviate frame pacing issues etc.. I can look at the frametime graph realtime and see also both utilization of HW and understand very easy when I'm gpu limited or cpu limited and play around with settings to achieve the desired frame rate. But the best thing is the modding community that steps in and fixes many issues, add lacking features or give QoL improvements that devs fail to deliver and what is more impressive these mods are available often since day 1.

For enthusiastics or hypersensitive to motion and frame rates like yourself is the best place to be
I know you have some prejudices and negative things about the PC but no, it is not a rocket science beast in 2026 and I could numerate a tons of other benefits. I bet if I would borrow my setup to you for a week, afterwards you would feel like to throw you console through the window and get a PC.. jocking

Personally I have both, I use the pro which is paired with an LG G4 mainly for some local coop games and exclusives, for everything else im on the PC.

Re: The Blood of Dawnwalker Won't Have 60FPS Mode on PS5 or Even PS5 Pro

Fatewalker

@Rich33 I believe I know what you mean, basically seeing the image dragging / jumping (slide show) specially when panning the camera around right? This is amplified even more with a mouse. Being is a 1:1 precision input with no speed limit, you can pan the camera infinitely faster than you can with a controller joystick. That rapid movement makes even a tiny drop or a slight hitch instantly visible.

Also whats is very noticeable is when playing specially a fast pacing game at high 3 digits fps and the drop to 60fps or even a higer like a racing game for example.

Regarding PSSR I believe I know why you perceive what you described.
Machine-learning reconstruction eliminates a lot of the fizzle and ghosting artifacts around moving objects and in motion. When an image stays perfectly clean during a camera pan without visual noise, our brain naturally interprets that stability as a smoother, higher frame rate.

Frame pacing ofc is very important, uneven delivery of frames even at higher frame rates can make the game look very choppy

Re: The Blood of Dawnwalker Won't Have 60FPS Mode on PS5 or Even PS5 Pro

Fatewalker

@Rich33 Cyberpunk was a cross-gen game built designed to run on the base PS4.

In terms of logic complexity, AI systems, and world state, it doesn't compare to KDC2, which is why it had more CPU headroom to hit 60fps on modern machines.

The point is towards the end of a console generation, forcing a large-scale game with highly complex systems to shrink into an aging CPU means the sacrifices on that department will actually destroy the core game mechanics.

Regarding UE5, Epic can claim devs are using "too many features," but things like Virtual Shadow Maps, Lumen, and Nanite are the exact features that make it a next-gen engine. If developers scale all of those back just to hit 60fps on a 2019 console CPU, they are essentially like making a Unreal Engine 4 game.

But at the end of the day, that's the ultimate console dilema: developers have to choose between making a compromised 60fps game that "doesn't raise any bars", or an ambitious 30fps game that pushes boundaries but isolates players who need smooth performance.

I also completely validate your point about the physical impact of 30fps. Personally I'm not even considering ok 60fps when playing on my PC specially with a mouse and keyboard, got too spoiled to high frame rates so I totally agree that you don't need to be a tech expert to feel the sluggishness, input delay, or even motion sickness from 30fps. It's a completely fair reason to hard pass on a game.

Re: The Blood of Dawnwalker Won't Have 60FPS Mode on PS5 or Even PS5 Pro

Fatewalker

@Rich33 I completely agree with the frustration regarding developers revealing performance modes at the last minute, that definitely deserves criticism.However, looking at the technical examples provided, they actually prove my point about hardware limits..

Games like Dynasty Warriors can put hundreds of soldiers on screen because they use incredibly basic scripts. They are not dynamically simulated NPCs with complex logic, they are essentially a visually dense herd that takes very little CPU overhead.

Plague Tale: Requiem, that is a great example of a customized engine, but it highlights the exact compromise I am talking about. When they patched the 60fps mode into consoles, analysis showed they had to force cut the simulation rate of the rats and background NPCs down to 30Hz. Even though your camera moves at 60fps, the animation of the swarms looks noticeably choppy and stuttery while the rest of the game runs smoothly. It's far from ideal, but it's a very visible example of the compromises devs have to make to force 60fps, and keep in mind that is a highly linear game.

For large-scale open-world games, and especially if we talk about Unreal Engine 5, it's a losing battle. UE5 is notoriously heavy on the CPU due to its traversal streaming requirements and complex physics engines. Running a massive, large-scale world on UE5 is a completely different technical challenge than a linear game or a simple crowd game. You simply cannot optimize around a physical hardware wall without cutting the game's actual systems down severely. This turns out is difficult to achieve a very transformative game in terms of complex logics with an aging cpu.

I actually have a much better example that favors your argument, specifically teams working with specialized proprietary engines. A great example of a massive achievement here is KDC2. Warhorse Studios heavily optimized their tech for current-gen multi-threading, and proved that massive structural complexity can hit 60fps. But notice how they did it, they skipped heavy performance-hogging tech like hardware Ray Tracing. They focused purely on maximizing simulation efficiency rather than chasing visual trends.

While there could be rare exceptions with studios using proprietary engines, overall for most studios building giant, transformative worlds on standard commercial pipelines, a 2019 CPU forces a harsh reality check. We are basically at the point where sacrifices must be made. We simply can't expect to see highly ambitious games in terms of both visuals and system complexity targeting 60fps in large-scale games on this hardware.

Re: The Blood of Dawnwalker Won't Have 60FPS Mode on PS5 or Even PS5 Pro

Fatewalker

@Rich33 You are fundamentally confusing graphical optimization with core game architecture. You can use "cleverness" to optimize graphics (like dropping resolution, using upscalers, or nerfing distant objects and other details), but you cannot "cleverly optimize" a fundamental design choice.

If a director's vision requires a massive, living city with hundreds of fully simulated NPCs interacting dynamically, that is a core game mechanic. It requires a specific mathematical baseline of CPU calculations per second. If that simulation takes 25 milliseconds for a 2019 CPU to calculate, it is physically impossible to run at 60fps (which requires the entire frame, graphics included, to process in 16.6ms).

According to your logic, developers should just delete those NPCs, ruin the simulation, and shrink their game design just to force 60fps. But that isn't "poor work" or lack of optimization, that is intentionally sabotaging a game's scope.This leaves developers with two choices: either they lower their ambitions to fit console constraints (meaning we get stagnant design for 8 straight years), or they build the game they actually want to make and target 30/40fps on consoles while letting modern PCs scale up.

This is not about defending or not 30fps but simply the reality of the limitation of HW vs ambitions of the devs / engines and tech evolution. In fact I refuse playing any game at 30fps and even 60 tolerate only on consoles, on PC going 3 digit figures at all times, otherwise alf+f4 - shift+delete. (",)

Re: The Blood of Dawnwalker Won't Have 60FPS Mode on PS5 or Even PS5 Pro

Fatewalker

@Rich33 Im also sorry but you are essentially saying that the entire gaming industry should be forced to hold back its ambitions and freeze game logic innovation just to fit inside a 2019 CPU bottleneck. If developers followed this, we would never get leaps in AI, physics, or world complexity, we would just get shinier, prettier versions of older games.

We can't have a leap in game mechanics without a CPU capable of processing it. The age of the CPU is highly relevant, a console being "current-gen" doesn't stop the engines and other technologies to evolve. The Zen 2 chip inside the PS5 is structurally locked to 2019 tech. Believing that the hardware "has much more to give" on the CPU side is a complete misconception.

Optimization cannot break the physical speed limits of a mid-2010s architecture. I'm the 1st one defending 60fps or higher fps targets, but we can't ignore the reality of HW limitations or expect big innovations on large scale games at 60fps on this CPU

Re: The Blood of Dawnwalker Won't Have 60FPS Mode on PS5 or Even PS5 Pro

Fatewalker

@ritch33
Just to be clear, I'm not talking about this particular game or defending any specific studio, more talking strictly about the hardware limitations of consoles as we approach the end of a generation.

The "60fps standard" early in this generation was an illusion. It started very slow with many cross-gen titles and remasters. The PS5 CPU had massive headroom then. Now that devs are building true current-gen games, that headroom is starting to fade out.

That's exactly why if someone wants the ultimate, no-compromise experience, they play on PC. Consoles are meant to be the affordable, standardized way to access games (well, they used to be affordable anyway).

Because of that, your PC analogy doesn't work here. The PS5 CPU isn't the "best CPU you can buy", it performs like a budget PC chip from 2019. Developers are building for a massive PC market with modern CPUs that are leaps ahead of the PS5. Devs absolutely have the right to have higher ambitions for game logic and then scale things back for consoles.

As mentioned before we can't just "turn down settings" to fix a CPU bottleneck, because you cannot easily scale down core game logic, physics, and NPC scripting without fundamentally breaking the game's design. Mark Cerny didn't leave out a CPU upgrade because devs "don't need it." Sony kept the Zen 2 architecture in the Pro to ensure perfect backward compatibility and to keep manufacturing costs low.

As for what games will look like on PS5 in 7 years during the cross-gen PS6 era, especially for large-scale games, we could start to see more and more 30fps games deeper into the end of the lifecycle and during the cross-gen period, and honestly, some games won't be released at all on the PS5 by then. That is a historic trend, by the end of any gen, the limitations of the hardware start to hit a wall.

As for a future handheld, it will likely rely heavily on cloud streaming or heavy upscaling (PSSR) and much lower resolutions and with a much modern CPU.

Despite this gen of consoles getting closer to a PC-like hardware architecture than ever before along with much faster storage, a 30fps baseline is still prone to happen in some games. A 7-8+ year old CPU just isn't realistic to expect to push 60fps in some large scale games by the end of the lifecycle, no matter how many millions of units are sitting in living rooms.

Re: The Blood of Dawnwalker Won't Have 60FPS Mode on PS5 or Even PS5 Pro

Fatewalker

@Sweetz I agree that this particular game might not look like it's pushing boundaries visually, but the core point remains that we have to be realistic about hardware. Even a "generic" open-world AAA game requires massive CPU overhead just to manage asset streaming, world state, and logic across a large map.

We simply can't always expect a 2019 era CPU to easily deliver high frame rates in 2026, in modern, large-scale open worlds.

Re: The Blood of Dawnwalker Won't Have 60FPS Mode on PS5 or Even PS5 Pro

Fatewalker

@Rich33
I get the frustration of wanting 60fps as a standard. Personally, I play at high 3-digit frame rates up to 240 on my PC (help with upscalers and FG 2x), so 60fps is already far from ideal for me. However, I can tolerate a bare minimum of 60fps on consoles because the screen distance and controller inputs smooth things out much more than mouse inputs.

Still, blaming lower frame rates purely on poor developers ignores the hardware reality. Ppl often complains that this console generation lacks a true generational leap. But when developers attempt a true leap by building highly complex, systemic worlds, they are forced to target 30fps or 40fps because the 2019 era CPU simply cannot process the logic at 60 times per second.

We have to be realistic about CPU limitations. There are also so many better, more modern CPUs out there today compared to the aging cpu tech inside the PS5/pro.

This isn't to say this specific game couldn't be poorly optimized, you can optimize graphics easily dropping resolutions and using upscalers for example, but you can't optimize heavy simulation, physics, and complex AI systems and NPCs behaviours, the same way. If we want devs to take risks and build truly living worlds, we have to accept the limitations of the hardware. The CPU inside the PS5 pro is tech from 2019, it's a shame that PS5 pro didn't receive a more modern CPU.

Re: Halo Fares a Hair Better on PS5 Than Xbox, with PS5 Pro the Best Place to Play

Fatewalker

Best *console not best place. (",) Fortunately on PC you can mod easily by editing a .txt file with some commands to remove the forced post processing stuff, film grain, chromatic aberration and others to improve overall image clarity. Also a mod that fixes cutscenes when using FG, rendering them at 60fps. All available since early access btw..

In fact I use this below template with these commands on all UE5 games:
U5 settings - engine.ini

[SystemSettings]
r.Tonemapper.Sharpen=3
r.Tonemapper.GrainQuantization=0
r.FilmGrain=0
r.MotionBlurQuality=0
r.MotionBlur.Max=0
r.DefaultFeature.MotionBlur=0
r.DepthOfFieldQuality=0
r.DefaultFeature.DepthOfField=False
r.NT.Lens.ChromaticAberration.Intensity=0
r.SceneColorFringe.Max=0
r.SceneColorFringeQuality=0
r.MaxAnisotropy=16

And ofc FPS flying on the high 3 digits with DLSS 4.5 + FG

Re: Poll: Are You Considering Leaving PlayStation for PC?

Fatewalker

Physical media aside, for enthusiasts that value latest tech, high frames rates and so on, PC is the only answer! Apart from that, there are numerous advantages - simply the freedom, the ability to decide how you play the game and not how the devs want you to play the game..!

The mods alone are insane. The community constantly implement features or fixes stuff that devs fail to deliver in the game, and they even unlock settings that vendors like Nvidia and AMD restrict on older HW. In the current state of gaming industry this modding community is probably the biggest advantage of the PC.

Only disadvantage is the upfront cost, however it's totally worth it, and you get a lot back during the course of the generation from spending much less in games and no online pay ripoff!

Consoles in other hand are also nice to have for the exclusives and coop and social stuff with family / friends. But for 3rd party and most of the stuff PC delivers by far the best experience and again freedom!

All this talks about PC being a nightmare, with issues here and there, is straight BS in 2026.

Re: Talking Point: Is GTA 6's Dodgy Ultimate Edition a Deal-Breaker?

Fatewalker

@PercyChuggs Thanks for validating my point about blind loyalty, though! Just because it's Rockstar doesn't mean consumers should just bow down and hand over cash without seeing actual gameplay or performance.

No matter their history, giving money to rockstart without even seeing a single frame of gameplay is wild. Plus, digital copies are not going to run out! Talk about the "pretzel"..

Re: Poll: What's Your PS5 Game of the Year for 2026 So Far?

Fatewalker

@KundaliniRising333 Encountered few bugs specially on the last boss, it got freezed also had few crashes during some tutorials popups, but overall all good. They have been also updating the demo fixing this and adding some missing features like DLSS / XeSS.. give it a go.

Re: Poll: What's Your PS5 Game of the Year for 2026 So Far?

Fatewalker

RE9 and Crimson, other games I enjoyed a lot were Pragmata, Saros and 007

@Northern_munkey offtopic here but wanted to ask, how was your experience with wheel on FH5? I've tried FH6 with my T248 but unfortunately can't really drive without spinning and losing control of the car in pretty much all turns with some speed.. (Just some cars with very good handling and tuned from the community was able to drive ok)

I see many ppl with same problem and also comments stating the game is more designed for controllers, etc.. but there are some ppl without issues as well.. (Didn't have this problem with GT7 for example and even managed with AC rally which is very hardcore)

I've tried many settings from some content creators and stuff online but still no luck and ended up giving up and play with controller through completion, just following now the weekly stuff (playlist).

Anyway for future FH games they have to change the formula otherwise is more of the same and getting old

@KundaliniRising333 Mortal Shell 2 is indeed very nice, really excellent demo and very long, UE5 game in a beta much more polished than AAA final releases.. Btw Valor Mortis (demo also available - two chapters) is also cool, these are probably the only upcoming soulslike games I would play, too much of them and this genre is getting way too saturated..

Re: This Viral App Turns Your PlayStation History into a Scrollable Timeline

Fatewalker

Very cool stuff indeed! Got back screen on the phone but worked straight on PC. For me started only on July 2018 since I was absent entire PS3 and more than half of PS4 gen. My 1st plat was Bloodborne and 5th was Sekiro

The Chronology bar between years became shorter and shorter from 2020 when started gaming on PC.. still with this summed so far 7536h

I should have double of this hours in a single game - World of Warcraft between 2004 - 2011

Re: 'PS5 Is for the Payers': Just 18% Think PS Plus Essential Is Good Value for Money in 2026

Fatewalker

One of the best decisions I made this generation was cancelling and not renewing my PS+ subscription exactly one month after the 3-tier system rolled out.

Looking at the value of PS+ today in 2026, it is clearer than ever that charging a monthly premium just to access online multiplayer and basic cloud saves is anti-consumer. Frankly, pay-to-play online shouldn't even be legal.

Everyone talks about the "hardware gap" and raw horsepower, but that isn't the real issue holding consoles back. The real disadvantage is their "walled garden" ecosystem.

Re: Forza Horizon 6 Is Likely a Substantial Download for Your PS5

Fatewalker

@Northern_munkey It's a T248, didn't go all in because I'm also playing many other different games got it end of last year, so far just tried it a bit with GT7 on the Pro and Assetto Rally on PC, it's too hardcore this one, very difficult, at least for me

I meant it will be a 1st time with FH, but overall I'm still very new to these setups. But I can say the experience playing these racing games is a total different thing =)