---
title: 'Bloodborne PS5: Big Resolution Boosts, 120Hz, VRR - Today''s Mod, Tomorrow''s New Feature?'
source: 'https://youtube.com/watch?v=DPZRFNpfdcE'
video_id: 'DPZRFNpfdcE'
date: 2026-06-16
duration_sec: 0
---

# Bloodborne PS5: Big Resolution Boosts, 120Hz, VRR - Today's Mod, Tomorrow's New Feature?

> Source: [Bloodborne PS5: Big Resolution Boosts, 120Hz, VRR - Today's Mod, Tomorrow's New Feature?](https://youtube.com/watch?v=DPZRFNpfdcE)

## Summary



## Transcript

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