[0:03] Bloodborne, the game, the legend. The [0:06] pervading sense that somehow PlayStation [0:09] 5 users should be enjoying a massively [0:12] upgraded experience over the original [0:14] PS4 presentation. 1080p, 30 frames pers, [0:19] inconsistent frame pacing. It's a [0:21] brilliant release, ripe for improvement, [0:24] and yet boosts over the PS4 showing on [0:26] PS5 are minimal. A proper remaster seems [0:29] to be off the table for some reason, but [0:31] surely there are options. Which leads me [0:34] to this. Bloodborne in high resolution, [0:37] 60 frames pers, improved latency, [0:40] meaning tighter controls, the removal of [0:43] a heavy chromatic aberration, lens [0:45] distortion effect, a much cleaner [0:48] presentation. You'd perhaps think we're [0:50] using the Shad PS4 emulator running on [0:53] PC to achieve all of this, but that's [0:54] not the case. though. Actually, some of [0:56] the work that went into that definitely [0:58] helps. But the footage you're seeing [1:00] here, I guarantee you, is captured from [1:02] a retail PlayStation 5 console, albeit [1:05] one running on much older firmware, [1:09] exploited, patched with system level [1:11] improvements made to PlayStation 4 [1:14] support, meaning that what you're seeing [1:16] is one interpretation of Bloodborne [1:19] running on PlayStation 5. And the story [1:21] of how we got here is fascinating. This [1:24] video is brought to you in association [1:26] with MSI and the MSI summer kickoff sale [1:29] is here. Upgrade your setup with huge [1:31] savings across MSI products. Get up to [1:34] £500 off desktops, up to 40% off [1:37] monitors, and deals across components. [1:40] Looking for a monitor upgrade? The Mag [1:42] 341 CQP QD OLED is now £300 off, reduced [1:46] from £799 to just £499. [1:50] Plus, leave a review after purchase and [1:52] claim a £25 Steam code. 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Well, the [2:45] most recent PlayStation 4 enhanced on [2:47] PS5 game I tested was Assassin's Creed [2:50] Unity, and it proves that older games [2:53] still have a large role to play in the [2:55] current generation. But, um, these [2:57] releases have been slowing down. What [3:00] we're showing here is a proof of concept [3:02] for improving those legacy games with [3:05] minimal developer input but maximum [3:08] impact. This isn't just back compat uh [3:11] but enhanced back compat taken to a [3:13] level that Sony itself hasn't delivered [3:16] but possibly could and that includes [3:18] incorporating modern console features. [3:21] So what do I mean by that? Well, here's [3:23] a preview of what we're going to be [3:24] doing in this video. Here we've got the [3:27] PlayStation 5 running Bloodborne in 120 [3:30] Hz mode, and we're able to turn on VRR [3:33] at the game's stock 1080p resolution. [3:36] Bloodborne, the original PS4 code, [3:38] remember, uh just with mere patches in [3:41] place with no major recoding. Well, now [3:43] it's becoming a high frame rate [3:46] experience. Typically running in excess [3:48] of 100 frames pers, VRR smoothing out [3:51] the dips. Kind of seems unbelievable, [3:54] right? Well, here we are in the [3:55] PlayStation 5 video settings screen [3:58] confirming the signal output before we [4:00] drop back in game. The game in question [4:02] being Bloodborne. This is the real deal. [4:05] So, how is this possible? Essentially, [4:07] the modder Christina is using an [4:10] exploitable PlayStation 5 retail console [4:13] and extra memory has been patched in uh [4:16] for PlayStation 4 games to take [4:18] advantage of. and CPU and GPU clocks are [4:21] also being boosted to the maximum [4:24] frequencies available. Something that [4:26] doesn't happen with current back compat. [4:28] So with those patches in place, first [4:31] order of business from my perspective [4:33] was to see what kind of experience could [4:35] be delivered. Well, basic stuff here, [4:37] but why not play Bloodborne at native [4:39] 4K? Now, regular Digital Foundry viewers [4:42] may recall a video we did way back in [4:44] the day where Christina replaced From [4:46] Software's 30fps cap with Sony's own [4:50] half rate VSYNC library. This increased [4:52] latency, but banished Bloodborne's [4:55] juttering frame rate issues once and for [4:57] all. The same patch is used here in [4:59] addition to 4K resolution and light grid [5:02] global illumination optimizations. Uh, [5:05] initially I wasn't too happy with the [5:07] look of the game, so another mod comes [5:08] into play. We've removed chromatic [5:11] aberration. Now, what we can't do is [5:14] improve anti-aliasing. There's still a [5:16] lot of shimmering artifacts here. [5:18] Bloodborne comes from a time before TAA [5:21] was a thing, so we're kind of stuck on [5:23] that front. But removing chromatic [5:25] aberration does deemphasize the issue a [5:27] little. So, in effect, what we have is [5:30] what you might call a quality mode for a [5:32] potential Bloodborne patch with two [5:35] visual artifacts addressed. the [5:37] bothersome lens effects and the [5:38] inconsistent delivery of frames. One [5:41] other thing caught my eye during my [5:43] testing. In-game typography seems to [5:46] scale with resolution, presumably via [5:49] vector-based fonts. We've boosted [5:51] resolution here, but text actually holds [5:54] up rather well. HUD elements though, the [5:56] bit maps, they still seem to be 1080p. [5:59] Still look okay though overall, though [6:01] larger icons do stand out a touch. [6:04] Performance-wise, we're basically [6:06] running at a locked 30 frames per [6:07] second, properly paced. Sounds simple [6:10] from a modding perspective perhaps, but [6:12] that extra memory, the extra 4 GB [6:14] dedicated to the title is required to [6:17] get a native 4K frame buffer running. [6:20] Extra CPU and GPU clocks ensure the [6:22] level of consistency that we're seeing [6:23] here. But my guess is that many users [6:26] may prefer a different kind of balance [6:28] between resolution and performance. So, [6:30] let's do something that current PS4 back [6:32] compact can't do and factor in two [6:35] different system level features. First [6:37] of all, 120 Hz. Well, I guess we have [6:40] seen 120 Hz support added to a PS4 app [6:44] running on PS5. Call of Duty War Zone [6:47] did it back in the day before native [6:49] Quintupal support was forthcoming. Turns [6:52] out that from a modding perspective, 120 [6:55] Hz is quite easy to implement as is. And [6:59] well, crucially, we've got our second [7:00] feature added to the mix, VRR. So, if we [7:04] unlock Bloodborne frame rate at 1440p, [7:07] uh, we're generally performing beyond 60 [7:10] frames pers, sometimes moving into the [7:12] 70s. You wouldn't experience a vastly [7:15] different experience to 1440p 60 locked [7:17] with VSYNC in terms of visual fluidity, [7:21] but you would gain further reductions in [7:23] input lag. But once we start engaging [7:25] with effects heavy boss sequences and [7:28] basically anything that throws around a [7:30] lot of volumetrics, even standard [7:32] gameplay, frame rates can dip beneath 60 [7:35] frames per second. The good news at [7:36] least is that for the vast majority of [7:38] play, we are above 48 fps, meaning that [7:41] we remain within the PS5's VRR window, [7:45] even when there's some pretty crazy [7:47] stuff playing out on screen. But let's [7:49] finalize the 120 Hz VRR tests with a [7:52] look at 1080p, the native resolution of [7:55] the PS4 version, and where we almost hit [7:57] a 4x multiplier in performance terms. [8:00] Well, actually, the numbers suggest uh [8:02] something closer to a 3.5x boost to [8:05] pixel throughput with 105 frames pers. [8:09] Dropped frames basically unnoticeable [8:11] with adaptive sync support. Yes, [8:14] dropping down to full HD isn't ideal, of [8:16] course, but it's not as if full HD is [8:18] actually a thing of the past in the [8:19] modern era. And the frame rate benefits [8:22] are obvious. More to the point, it's a [8:24] PS4 game that has an associated [8:26] expectation level. Nobody is expecting [8:29] like a full-on PS5 experience here. Uh, [8:32] one final point about VLR support. As [8:34] seen here, support for low frame rate [8:36] compensation requires bespoke developer [8:39] input from the SDK. at 120 hertz here. [8:42] We need to keep frame rates in a 48 to [8:45] 120 fps window to see the benefit. And [8:48] yeah, thankfully that's not an issue [8:49] here at 1080p. And even when pushing [8:52] into boss territory with all the effects [8:55] work in play that made 1440p drop [8:57] beneath 60fps doesn't seem to bother the [9:00] PS5 here at full HD. [9:03] 120 Hz VR. Now, that's a very cool [9:06] thing, of course, but I'd bet good money [9:07] that if the PS5 audience and Bloodborne [9:10] fans were asked for their opinions. None [9:13] of the options seen so far would be the [9:15] ideal onesizefits-all solution. 4K 30, [9:20] 120 Hz, and VRR file those under nice to [9:23] have as opposed to having one option [9:25] that offers a good balance of um yeah, [9:28] pixel counts and performance. Similar to [9:31] back compat patches we've seen in the [9:33] past like The Last of Us Part Two and [9:35] Days Gone. Uh just to name a couple, [9:37] chances are there'd be one single locks [9:40] configuration. Just to keep things [9:41] simple, the footage we've seen so far [9:44] suggests that 1440p is that best all [9:47] round answer. And actually playing [9:49] Bloodborne at 1440p with a frame rate [9:51] cap removed basically gives users a [9:54] highly compelling option. With chromatic [9:56] aberration off, the visuals hold up [9:59] very, very nicely at this resolution, [10:01] while gameplay is so so smooth with [10:03] significant input lag reductions [10:05] compared to the standard 30fps. We've [10:07] shown Bloodborne running in the past at [10:10] 60, right, way back when PS5 launched [10:12] actually, but to get that alongside a [10:15] 78% increase to resolution would be a [10:17] massive crowd-pleaser. And that's kind [10:19] of what we're showing here. Now, most of [10:21] the game segments we played ran very [10:24] well indeed. locked to the required [10:26] frame rate. But yeah, those heavy [10:28] transparency elements cause problems. [10:30] And as we've already seen, performance [10:32] can drop beneath 60 frames per second, [10:35] typically within a 50 to 60 window here, [10:38] which isn't totally ideal, but again, [10:40] perhaps the best balance overall between [10:42] visual fidelity and frame rate. Yeah, [10:44] the more you look at some of these crazy [10:46] boss fights, the more dips you may see. [10:48] And uh in my testing, I just looked at [10:50] the first five or so confrontations. I [10:53] mean, there is another route forward, I [10:55] guess. Taking a page out of Assassin's [10:57] Creed Unity's recent 60fps patch, we [11:01] downsized resolution to 1296p, [11:04] and it did seem to solve pretty much all [11:06] of the frame rate drops. It still looks [11:08] presentable, of course, but maybe just a [11:11] cut too far. I mean 1440p is stable for [11:14] the majority of play and based on my [11:16] experiments with the patches here. It [11:18] looks like if 120 Hz and VR are [11:21] disabled, you get 1440p at 60 Hz anyway. [11:25] So maybe one mode can serve two [11:27] audiences there. But let's talk [11:30] viability here of all of this actually [11:32] happening cuz it's pretty exciting [11:34] stuff, right? What would actually need [11:36] to happen for a demonstration like this [11:39] to become a reality? First of all, at [11:41] the system level, PlayStation 4 titles [11:43] on PS5 would need that extra memory to [11:46] run higher resolutions. Bloodborne at [11:49] 1440p on standard PS5 memory allocation [11:52] isn't stable. Native 4K, forget it. [11:55] Optionally, access to PS5 level CPU and [11:58] GPU clocks would certainly aid and [12:01] stabilize performance. Finally, a lot of [12:03] these games aren't receiving updates [12:05] because they were developed on ancient [12:07] SDKs, while porting them to the latest [12:10] SDK just isn't viable. That being the [12:13] case, there would need to be a system [12:15] level patching system um similar to [12:18] what's being used here to produce these [12:20] impressive results. That's a fair amount [12:23] of upfront effort for Sony. But I think [12:26] we've demonstrated the win here. And [12:28] let's just say that it's not just [12:30] Bloodborne that stands to benefit. [12:32] There's a whole range of PS4 games that [12:34] could gain a new lease of life with this [12:37] sort of system in place. So, that's the [12:39] end of the video almost because we still [12:42] have some outstanding questions that [12:44] we're looking into. Do games built with [12:46] PS4 Pro support benefit from access to [12:49] extra compute units on PS5? Uh, cuz we [12:51] kind of expected more from Bloodborne [12:53] than a 4x boost to pixel throughput. [12:55] Remember, Bloodborne isn't pro enabled. [12:58] We've also noticed that the AC Unity [13:01] patch for PS5 actually adds PS4 Pro [13:04] support. It just doesn't do anything on [13:06] actual PS4 Pro hardware. So, I'd imagine [13:09] that 4 Pro functionality may add a [13:11] little extra memory. But, is anything [13:13] else going on there? We just don't know [13:15] at the moment, but we want to find out. [13:17] Meanwhile, are CPU and GPU clocks [13:20] different from standard back compat? [13:22] Maybe they are, maybe they aren't. We're [13:23] going to need to look into that as well. [13:25] I'll level with you. I'm still kind of [13:27] baffled that AC Unity on Xbox Series X [13:30] runs at a much higher resolution than [13:32] PS5 when in current gen titles the two [13:35] systems are so closely matched. These [13:38] are questions we'll hopefully answer [13:39] another time, but for now, please do [13:41] like, subscribe, share, and ring the [13:42] bell for notifications and such like. [13:45] patreon.com/digitalfoundry [13:47] to support the team. It makes [13:49] time-consuming investigations like this [13:51] actually viable. And you'll get early [13:53] access to DFDirect weekly, adree [13:56] highquality video downloads, an ad free [13:58] website, access to the team via Discord, [14:01] an amazing community, and much much [14:03] more. But that's all from me for now. [14:05] Thanks for watching and supporting [14:07] Digital Foundry.