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

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[00:03] Bloodborne, the game, the legend. The

[00:06] pervading sense that somehow PlayStation

[00:09] 5 users should be enjoying a massively

[00:12] upgraded experience over the original

[00:14] PS4 presentation. 1080p, 30 frames pers,

[00:19] inconsistent frame pacing. It's a

[00:21] brilliant release, ripe for improvement,

[00:24] and yet boosts over the PS4 showing on

[00:26] PS5 are minimal. A proper remaster seems

[00:29] to be off the table for some reason, but

[00:31] surely there are options. Which leads me

[00:34] to this. Bloodborne in high resolution,

[00:37] 60 frames pers, improved latency,

[00:40] meaning tighter controls, the removal of

[00:43] a heavy chromatic aberration, lens

[00:45] distortion effect, a much cleaner

[00:48] presentation. You'd perhaps think we're

[00:50] using the Shad PS4 emulator running on

[00:53] PC to achieve all of this, but that's

[00:54] not the case. though. Actually, some of

[00:56] the work that went into that definitely

[00:58] helps. But the footage you're seeing

[01:00] here, I guarantee you, is captured from

[01:02] a retail PlayStation 5 console, albeit

[01:05] one running on much older firmware,

[01:09] exploited, patched with system level

[01:11] improvements made to PlayStation 4

[01:14] support, meaning that what you're seeing

[01:16] is one interpretation of Bloodborne

[01:19] running on PlayStation 5. And the story

[01:21] of how we got here is fascinating. This

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[02:36] So, apart from the obvious interest in

[02:38] showing exactly what Bloodborne looks

[02:40] like running enhanced on PlayStation 5,

[02:43] why put this video together? Well, the

[02:45] most recent PlayStation 4 enhanced on

[02:47] PS5 game I tested was Assassin's Creed

[02:50] Unity, and it proves that older games

[02:53] still have a large role to play in the

[02:55] current generation. But, um, these

[02:57] releases have been slowing down. What

[03:00] we're showing here is a proof of concept

[03:02] for improving those legacy games with

[03:05] minimal developer input but maximum

[03:08] impact. This isn't just back compat uh

[03:11] but enhanced back compat taken to a

[03:13] level that Sony itself hasn't delivered

[03:16] but possibly could and that includes

[03:18] incorporating modern console features.

[03:21] So what do I mean by that? Well, here's

[03:23] a preview of what we're going to be

[03:24] doing in this video. Here we've got the

[03:27] PlayStation 5 running Bloodborne in 120

[03:30] Hz mode, and we're able to turn on VRR

[03:33] at the game's stock 1080p resolution.

[03:36] Bloodborne, the original PS4 code,

[03:38] remember, uh just with mere patches in

[03:41] place with no major recoding. Well, now

[03:43] it's becoming a high frame rate

[03:46] experience. Typically running in excess

[03:48] of 100 frames pers, VRR smoothing out

[03:51] the dips. Kind of seems unbelievable,

[03:54] right? Well, here we are in the

[03:55] PlayStation 5 video settings screen

[03:58] confirming the signal output before we

[04:00] drop back in game. The game in question

[04:02] being Bloodborne. This is the real deal.

[04:05] So, how is this possible? Essentially,

[04:07] the modder Christina is using an

[04:10] exploitable PlayStation 5 retail console

[04:13] and extra memory has been patched in uh

[04:16] for PlayStation 4 games to take

[04:18] advantage of. and CPU and GPU clocks are

[04:21] also being boosted to the maximum

[04:24] frequencies available. Something that

[04:26] doesn't happen with current back compat.

[04:28] So with those patches in place, first

[04:31] order of business from my perspective

[04:33] was to see what kind of experience could

[04:35] be delivered. Well, basic stuff here,

[04:37] but why not play Bloodborne at native

[04:39] 4K? Now, regular Digital Foundry viewers

[04:42] may recall a video we did way back in

[04:44] the day where Christina replaced From

[04:46] Software's 30fps cap with Sony's own

[04:50] half rate VSYNC library. This increased

[04:52] latency, but banished Bloodborne's

[04:55] juttering frame rate issues once and for

[04:57] all. The same patch is used here in

[04:59] addition to 4K resolution and light grid

[05:02] global illumination optimizations. Uh,

[05:05] initially I wasn't too happy with the

[05:07] look of the game, so another mod comes

[05:08] into play. We've removed chromatic

[05:11] aberration. Now, what we can't do is

[05:14] improve anti-aliasing. There's still a

[05:16] lot of shimmering artifacts here.

[05:18] Bloodborne comes from a time before TAA

[05:21] was a thing, so we're kind of stuck on

[05:23] that front. But removing chromatic

[05:25] aberration does deemphasize the issue a

[05:27] little. So, in effect, what we have is

[05:30] what you might call a quality mode for a

[05:32] potential Bloodborne patch with two

[05:35] visual artifacts addressed. the

[05:37] bothersome lens effects and the

[05:38] inconsistent delivery of frames. One

[05:41] other thing caught my eye during my

[05:43] testing. In-game typography seems to

[05:46] scale with resolution, presumably via

[05:49] vector-based fonts. We've boosted

[05:51] resolution here, but text actually holds

[05:54] up rather well. HUD elements though, the

[05:56] bit maps, they still seem to be 1080p.

[05:59] Still look okay though overall, though

[06:01] larger icons do stand out a touch.

[06:04] Performance-wise, we're basically

[06:06] running at a locked 30 frames per

[06:07] second, properly paced. Sounds simple

[06:10] from a modding perspective perhaps, but

[06:12] that extra memory, the extra 4 GB

[06:14] dedicated to the title is required to

[06:17] get a native 4K frame buffer running.

[06:20] Extra CPU and GPU clocks ensure the

[06:22] level of consistency that we're seeing

[06:23] here. But my guess is that many users

[06:26] may prefer a different kind of balance

[06:28] between resolution and performance. So,

[06:30] let's do something that current PS4 back

[06:32] compact can't do and factor in two

[06:35] different system level features. First

[06:37] of all, 120 Hz. Well, I guess we have

[06:40] seen 120 Hz support added to a PS4 app

[06:44] running on PS5. Call of Duty War Zone

[06:47] did it back in the day before native

[06:49] Quintupal support was forthcoming. Turns

[06:52] out that from a modding perspective, 120

[06:55] Hz is quite easy to implement as is. And

[06:59] well, crucially, we've got our second

[07:00] feature added to the mix, VRR. So, if we

[07:04] unlock Bloodborne frame rate at 1440p,

[07:07] uh, we're generally performing beyond 60

[07:10] frames pers, sometimes moving into the

[07:12] 70s. You wouldn't experience a vastly

[07:15] different experience to 1440p 60 locked

[07:17] with VSYNC in terms of visual fluidity,

[07:21] but you would gain further reductions in

[07:23] input lag. But once we start engaging

[07:25] with effects heavy boss sequences and

[07:28] basically anything that throws around a

[07:30] lot of volumetrics, even standard

[07:32] gameplay, frame rates can dip beneath 60

[07:35] frames per second. The good news at

[07:36] least is that for the vast majority of

[07:38] play, we are above 48 fps, meaning that

[07:41] we remain within the PS5's VRR window,

[07:45] even when there's some pretty crazy

[07:47] stuff playing out on screen. But let's

[07:49] finalize the 120 Hz VRR tests with a

[07:52] look at 1080p, the native resolution of

[07:55] the PS4 version, and where we almost hit

[07:57] a 4x multiplier in performance terms.

[08:00] Well, actually, the numbers suggest uh

[08:02] something closer to a 3.5x boost to

[08:05] pixel throughput with 105 frames pers.

[08:09] Dropped frames basically unnoticeable

[08:11] with adaptive sync support. Yes,

[08:14] dropping down to full HD isn't ideal, of

[08:16] course, but it's not as if full HD is

[08:18] actually a thing of the past in the

[08:19] modern era. And the frame rate benefits

[08:22] are obvious. More to the point, it's a

[08:24] PS4 game that has an associated

[08:26] expectation level. Nobody is expecting

[08:29] like a full-on PS5 experience here. Uh,

[08:32] one final point about VLR support. As

[08:34] seen here, support for low frame rate

[08:36] compensation requires bespoke developer

[08:39] input from the SDK. at 120 hertz here.

[08:42] We need to keep frame rates in a 48 to

[08:45] 120 fps window to see the benefit. And

[08:48] yeah, thankfully that's not an issue

[08:49] here at 1080p. And even when pushing

[08:52] into boss territory with all the effects

[08:55] work in play that made 1440p drop

[08:57] beneath 60fps doesn't seem to bother the

[09:00] PS5 here at full HD.

[09:03] 120 Hz VR. Now, that's a very cool

[09:06] thing, of course, but I'd bet good money

[09:07] that if the PS5 audience and Bloodborne

[09:10] fans were asked for their opinions. None

[09:13] of the options seen so far would be the

[09:15] ideal onesizefits-all solution. 4K 30,

[09:20] 120 Hz, and VRR file those under nice to

[09:23] have as opposed to having one option

[09:25] that offers a good balance of um yeah,

[09:28] pixel counts and performance. Similar to

[09:31] back compat patches we've seen in the

[09:33] past like The Last of Us Part Two and

[09:35] Days Gone. Uh just to name a couple,

[09:37] chances are there'd be one single locks

[09:40] configuration. Just to keep things

[09:41] simple, the footage we've seen so far

[09:44] suggests that 1440p is that best all

[09:47] round answer. And actually playing

[09:49] Bloodborne at 1440p with a frame rate

[09:51] cap removed basically gives users a

[09:54] highly compelling option. With chromatic

[09:56] aberration off, the visuals hold up

[09:59] 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

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[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.

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