Cyberpunk 2077: the analysis of the PS4, PS4 Pro and PS5 version

Cyberpunk 2077: the analysis of the PS4, PS4 Pro and PS5 version
It is no mystery that on PC Cyberpunk 2077 is a pleasure for the eyes and beyond, a sensory journey within an absolutely immersive Night City and ready to give us the sensations that we hoped for eight years could turn into reality. Even with its bugs, reported in the review phase, CD Projek Red's latest work remains an act of love towards the original material and the narrative universe of Pondsmith. The real blow in the back, in this particular case, has been suffered by console players: because if Cyberpunk 2077 can undoubtedly be praised on PC, the same cannot be said for PlayStation 4 and Xbox One. On the next gen it earns something more but a definitive judgment will be given when the dedicated patch will be released in the course of 2021. From any angle you can see it, the behavior of CD Projekt is not excusable in terms of communication, since on the console you really are. to have to deal with experiences ranging from broken to passable - and not in terms of graphics, important in any case, but in terms of performance due to a decidedly mediocre technical sector. After analyzing the game on PS4 base, PS4 Pro and PS5 we are finally ready to tell you ours.

PlayStation 4

As you can imagine, on PS4 based Cyberpunk 2077 is in disastrous condition especially from a technical point of view - not that the graphic one shines but, as we have just written, it could close an eye if it were supported by optimal and stable performance. Unfortunately, this is not the case and, in the face of a test of the latest version available (1.02), we have an experience that borders on the unplayable, marred by net drops in frame rates even up to 10fps and in general a discontinuity from the headache which never stabilizes on 30fps considered acceptable for a console by now rather old. This is affected above all by the most agitated situations, from fire fights to car chases with possible shootings, leading to an evident delay in the inputs that often affects the progress of the situation itself, not being able to understand when we are hit or, vice versa. , if our bullets landed. We may have even seen them hit but we are not given any immediate feedback, leaving us in doubt and then seeing the enemy collapse or suffer the wounds.

As for the resolution, we are talking about dynamic 900p which nevertheless stands a lot more often on 720p: a result that clearly clashes with TAA (Temporal Anti-Aliasing), returning a largely blurry and / or grainy experience, which very often results in a very annoying film grain effect on the whole screen . Depending on the area in which you move it is more or less evident, it is certain that it never fails. The loading of the textures can take several seconds and, in some cases, not manifest at all, leaving us to look at a detail hopefully without obtaining anything: in the wide open spaces of Night City it may happen to find literally "cuby" characters who slowly take their natural shape, while in more closed areas like a shop it was easier for us to notice pop-ups and assets in general that take their time before being seen. It also happens around the city, and it is evident, but the less space to keep under control, the greater the number of defects noticed. A comparison that we hear repeated in recent days concerns the fact that Cyberpunk 2077 on console runs like The Witcher 3> on Nintendo Switch: it totally agrees with us and you can very well draw the consequences from you.



Bug issue. It is a variable discourse, in the sense that you cannot make an exact count of how many and when they occur, being completely random, but even here there is no doubt that they are rather predominant: between more or less constant crashes, elements of interface that disappear, enemies dead and suddenly caught by the Saturday night fever, weapons that disappear from our hands or remain suspended in the void, there is a plethora of bugs that go from tolerable to absurd and go to weigh once of more on a version of which almost nothing is saved. If your only choice is to play it on the base PS4, our advice is to put the game aside and wait for resolving patches that allow you to play it as it deserves: we repeat it again, the graphic compromises we could accept if they were accompanied by stable performance. At present, however, nothing shown and kept hidden until launch is justifiable.

PlayStation 4 Pro

The question is: does something really change between the smooth and the Pro version PS4? Yes and no. From the point of view of performance, there is no doubt that 30fps are reached and maintained with greater regularity, especially with regard to the aforementioned firefights in cars (trivially the initial one with Jackie). Again, the biggest problems arise when we are free to roam Night City and especially as soon as we start driving: here the case of fps is more evident, even if it never reaches the disastrous levels of the base PS4. It may not be the completely "capped" experience one expected but overall it follows the standards of many recent open worlds we've seen running on PS4 Pro and is undoubtedly more playable than its predecessor. It suffers in moments in the car and in general in the open spaces of the city with attached shootings, however it is a tolerable alternative that allows you to play it from start to finish.

Regarding the resolution, Cyberpunk 2077 on PS4 Pro goes to Dynamic 1188p, as usual more tending to a drop on 972p when excited situations arise or in the wide spaces of Night City. On a 4K screen this is much more noticeable than on a 1080p, where the image is a little less blurry. Differences in terms of shadows or reflections we cannot say that we have seen them, at least not in a clear way: as mentioned, there is less blur but we cannot speak of a leap in quality so evident as to catch the eye. To a slight extent, the annoying film grain effect persists.

PlayStation 5

It is no surprise that the best option to play Cyberpunk 2077 falls on PS5: thanks to backwards compatibility you get the best possible experience in the PlayStation console arena, with good or bad stable 60fps (usual dips here and there between the open spaces of Night City and tight combat) at a slightly better resolution than 1080p which however is not 4K or anything like that. Curiously, right now there isn't the usual choice between two modes - performance and graphics - that we have come to know. For now we are fixed on the one that prefers fps to visual rendering, which in itself is not a bad choice but we would have appreciated being able to make direct comparisons. While performing well on PS5, this version of Cyberpunk 2077 is clearly PS4: once again we are faced with a slight blur and in itself the experience isn't as stunning as you'd expect, even more so if you don't have the Active HDR.

As far as bugs are concerned, we are on a more "standard" level and despite having had a couple of bad occasions the situation has then stabilized, giving some defects that are sometimes funny and predictable for a game of this magnitude. Throughout Night City there is a feeling of emptiness that compared to the previous versions, in particular the smooth PS4, is not so predominant but it is still felt, especially when driving our car: in these cases the inhabitants decrease in number, for a matter of performance, and also in terms of traffic we cannot say that there is who knows how much presence. Summing up, Cyberpunk 2077 on PS5 is certainly the best alternative for Sony home consoles and, thanks to the quick uploads, it allows you to enjoy the experience waiting for the next gen patch scheduled for 2021 to the fullest. br>








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