With so many games powered by Unreal Engine 5 with its predictable strengths and weaknesses, developer Pearl Abyss deserves kudos for delivering something genuinely new and game-changing. Its proprietary BlackSpace Engine delivers something that's nothing short of remarkable, with an open world like no other thanks to its immense near-field detail and massive scale.
Most of the footage seen so far has been running on PC, but what about consoles? Pearl Abyss was confident enough to hand-deliver PlayStation 5 Pro with a near-final version of the game - and we are not disappointed.
The size and scale of the open world is one thing, but the systems-driven action within this world is frankly staggering. Rather than attempt to describe the experience, I think it's best to let the video do the talking. On the rendering side though, it's the ray-traced diffuse global illumination that takes centre-stage. The highlight of PC remains intact on consoles, driving a dynamic system where sunlight bounces indoors surfaces, while local lights like your character's lantern deliver dramatic real-time shadows.
RT is enabled across all three graphics modes on PS5 Pro, ensuring that the core lighting quality is consistent across the game. It's not quite perfect: the denoiser can occasionally struggle with streaking in high contrast areas, but it's far less intrusive than the boiling effect seen in the recent Resident Evil Requiem. Pearl Abyss also piles on the detail by using displacement mapping at a scale I've never seen before to simulate depth within textures, making every stone and brick explode in detail.
As revealed by Pearl Abyss' recent specs announcement, there are three modes on offer here. There's the optimal (aka performance) mode, balanced and quality, targeting 60fps, 40fps and 30fps respectively. Low base resolutions pre-upscaling has been a problem this generation, but Pearl Abyss aims for 1080p, 1440p and 4K respectively.
The optimal and balanced modes use PSSR to upscale to a 4K output and while you'll see this in action during the video, this is not the final build. We're seeing first-gen PSSR here, not the massively improved "upgraded" version. If the quality holds up per Resident Evil Requiem, the results should impress.
There's also VRR support built into the game - as seen in the public specs sheet, which describes the balanced mode as operating at 48Hz+. And that's a problem because fundamentally, there's no low frame-rate compensation (LFC) support. The game can drop out of the VRR window on the odd occasion, resulting in obvious screen-tearing. It's this element of the game I hope to see improved in future patches as there is full LFC support within the PS5 SDK which would solve this issue.
Fundamentally though, I think people are coming to this piece wondering if the high-end Crimson Desert experience scales down to consoles or not. In terms of GPU scalability, the game works. Yes, the optimal and balanced modes use upscaling, but the base resolution is high enough that even the original PSSR looks fine overall, minus some artefacts that we should expect to see gone with the upgraded PSSR.
In terms of CPU, that was a more pressing concern - today's mid-range PC CPUs are considerably more capable than the consoles. Here, the limitations can be more felt, but never enough to feel that the game is "poorly optimised".
We still need to see more, of course. For PS5 Pro, we want to see the improvements brought about by the upgraded PSSR. Right now I prefer playing the balanced mode, but if the new PSSR is as effective as we think it is, the base 1080p from the optimal mode may still deliver an impressive experience with higher frame-rates. Beyond that, we've yet to see anything on the base PS5 or Xbox Series consoles. Even so, the signs are looking good - and certainly for PS5 Pro owners, Crimson Desert delivers a phenomenal experience.





Comments 15
Not watched the video yet but from reading the article it sounds like the PS5 Pro is very good.
However, I am disappointed to read that the game has screen tearing when it drops outside of the VRR range. Since owning a VRR capable TV in 2019, I cannot remember the last time I actually saw a game with screen tearing which has been a blessing. Screen tearing is something that takes me completely out of a game if I see it as I'm very sensitive to it, unfortunately. In some cases, this issue can ruin a game for me.
Hope that the developers can address this quickly and in time for release. I see no reason why the current build cannot use the 120 Hz container and LFC seeing as it is part of the console's development kit.
Maybe this indicates that the console versions have perhaps been getting less attention than the PC build?
Looks fabulous. Looking forward to reviews but will probably pick up later this year. Too much to play right now.
Look forward to seeing "PSSR2" too.
Thanks for the great video and article, John! One question: can you comment at all on the RT differences between the performance/balanced modes, called "high", vs the quality mode, called "ultra"? Were you able to tell which features were removed/turned down on the higher FR modes?
@mombe2 Just asked John about this! He says "the RT thing - the only thing that caught my eye without a deeper dive is that reflections are pared back. RT ultra mode has better distant RT reflections."
I like how we're all so accustomed to UE5 products that a game like this truly feels like black magic 😂
@Rich_Leadbetter Many thanks to you both!
I expected results that would surpass UE5 games and especially on the PS5 Pro. Many UE5 games also run at 1080p and 60 fps on the PS5 (with dips). If those 60 fps were at 1440p, it would be a much better result than UE5 games. John didn't mention stuttering, so I assume it's not an issue. That would be the biggest advantage over UE5, as UE5 can have problems with stuttering.
The lighting is a mixed bag. It's great that you can see particle shadows from smoke, and the lighting creates a very nice contrast in sunny areas. However in dimly lit areas the lighting looked flat in some places, especially around plants. In some scenes all of the characters had a glow similar to that of raster games. Their orange clothes stood out from the scenery instead of blending in.
The RT noise is greater than the software lumen in UE5 games, though PSSR may have been contributing to that noise as well.
The map's scale and the fact that all the trees have shadows are impressive. There also seem to be more characters on screen than in the average open-world game.
The game uses displacement mapping for terrain details, which creates a nice 3D effect for stones and surfaces. However, Nanite details can achieve even better results with minimal pop-in (Crimson Desert has aggressive pop-in and I usually dont notice pop-in meaning it's really bad in this game).
The game seems to be very fun, like a mix of Zelda, The Witcher 3, and Assassin's Creed. I wasn't planning on buying the game, but after watching this video, I'm interested. I wonder how much better the PC version will look. PC versions usually offer higher-quality RT, so hopefully, the few nitpicks I saw in the PS5P video can be resolved.
@CorporalHicks - I have to agree with you about the excessive pop in and LOD issues visible in the PS5 Pro version.
If it was in the far distance then I would be fine with it but not when it occurs mid distance and even closer for foilage. It's not just pop in but also LOD transitions which are quite jarring. I found it quite distracting personally to the point where it would break immersion for me.
This is clearly how they've got the game running (relatively) well on consoles with ray-tracing. After years of Unreal Engine 5 games that use Nanite I have become used to seeing little to no pop in so this is quite a step back in my opinion. Game looks fantastic otherwise, no doubt, but there is no denying this is a weak aspect of the visuals on PS5 Pro.
I will be getting the game on PC anyway and hope that the higher settings allow the draw distance and LOD transitions to be pushed out much further.
One of the great things about the previous Unreal Engine 4 is that you could very easily tweak the games on PC using Engine INI variables to massively push out the foliage, shadow and draw distance in most games as well as basically remove LOD transitions. Maybe this is also possible with this engine too?
So will pssr2 be available for the game at launch in the 19th ?
@JamieAnderson - I expect it will be included in a Day One patch but even if it isn't then the system level PSSR 2.0 firmware update is due for release this month anyway (so anytime in the next 18 days) so you would be able to force the game to use PSSR 2.0 even if the developers have not patched the game to use it.
Great video and it looks great, It's a shame the PS5 Pro is so expensive. I'm not willing in this economy to shell out 800 dollar for a slightly upgraded console.
@Darren1967 The same happened to me. UE5 games made me forget about pop-in and that's probably why I noticed it so much in Crimson Desert on this PS5 Pro gameplay. I was just nitpicking, but considering all aspects, the game looks quite good, even on the PS5 Pro.
Will be interesting to see what 'RT Low' means for PS5 base. RE9 almost tipped me to getting Pro, maybe this will.
@JamieAnderson yeah, John actually mentioned it in the video. Looking forward to the improvements... maybe the de-noising profits as well?! We'll see...
Available this evening at 10pm (that's Thursday 19 March 2025), and I guess we'll see whether the PSSR2 was updated … as well as playing the game. Looking forward to it.
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