At long last, Gran Turismo has truly returned. Leaving behind the interesting but ultimately incomplete GT Sport, Polyphony Digital's latest series entries marks perhaps the most complete Gran Turismo experience since the PlayStation 2 era. Taking centre-stage is a vast single-player component, reminiscent of the old days. Gran Turismo 7 feels both true to its roots but fresh at the same time, also delivering our first taste of what this technology-focused developer can extract from PlayStation 5 hardware. It's early days for the new generation, so we had to wonder: to what extent has Polyphony scaled beyond GT Sport's showing on PlayStation 4 Pro?
Arguably, Gran Turismo as a complete package reached its peak in the PlayStation 2 generation - with the shift to HD on PS3, there's the sense that Polyphony Digital struggled to transition the series to this new era and while the games that followed were well-made, a certain purity and joy had been lost. On a technological basis, there's the argument that the studio pushed too hard, hitting hard limits in the PS3 hardware. Nigh-on flawless performance on PS2 fell short on PS3, while the menu systems were complex, friction-filled and cumbersome.
Polyphony regrouped and pushed hard for PlayStation 4, rebuilding its technology, focusing on refining the actual driving, the multiplayer and the visuals - but this came with a cost - the traditional Gran Turismo experience was pared back. With Gran Turismo 7, however, you get the sense that everything has finally coalesced into what feels like a perfect mix of Sport's exceptional driving model combined with the content and progression the series was once known for.
GT7 seems to have been built directly on GT Sport then - which perhaps explains why it is a cross generation release, but that doesn't mean it's not a beautiful game. So, what does that mean for players then? Well, in building GT7 for PlayStation 5, I see several key areas where Polyphony took advantage of the new hardware to improve the experience. That starts with image quality, the addition of ray traced reflections and the elimination of loading times.
There's more of course, but this is a good place to start. Gran Turismo Sport's checkerboarded 1800p (or alternatively, 1080p if you set up the front end accordingly) is upgraded to full, native 4K. Beyond the pixel count, however, other aspects of the image are improved - texture filtering, shadow quality, reflection quality and more have all been enhanced. It's not perfect but it goes a long way to reducing some of the visual artefacts you could spot in GT Sport.
One of my favourite additions, however, is the inclusion of per-pixel motion blur during actual gameplay. I believe GT Sport allowed this in the lower resolution mode on the PS4 Pro but it's nice to finally see the effect used at full resolution, greatly improving the sense of speed and the feeling of motion. So, this is the first improvement then - image quality is a significant step up from GT Sport. My only complaint is that there aren't any lower resolution options that may have allowed for hardware-accelerated ray tracing to be used in-game.

Hardware-accelerated RT is a key feature, but you're offered the choice between using ray tracing or enjoying a higher frame-rate. Effectively, when using ray traced reflections, this feature is engaged in basically every scene featuring cars except actual gameplay. Replays, interludes and everything within the menu system uses this feature but the frame-rate is capped at 30fps, while turning off RT removes the performance limit. I played with RT enabled and the reason why it's desirable comes down to the nature of cars and the materials they've made from. One of the key strengths in Gran Turismo lies in its treatment of car paint - there is a real attention to detail paid to the way light interacts across a wide range of surfaces. This was already exceptionally well-handled in GT Sport and GT7 is simply a continuation of this work, using more advanced hardware.
Most cars, when painted, use a clear coat to seal the paint work and protect the body for increased durability and this clear coat has an impact on the way light is reflected back towards our eye. In GT7, the game simulates the base paint first followed by any additional layering - such as a metallic coating that can be applied - and finally the clear coat itself. It's this simulation specifically that allows for such realistic surfaces across the game's vehicles. And with ray traced reflections, the result is now more accurate as the paint reflects not just the environment but also other cars as well as inner reflections. When active, ray tracing is applied to all cars in the field - so there is no sharing of reflection textures here, everything is bespoke, and cars all reflect one another properly. The only limitation? RT reflections aren't mapped onto reflective surfaces like glass.
The approach taken in GT7 is similar to Insomniac's work in Ratchet and Clank and Marvel's Spider-Man, where rays are traced into a simplified acceleration structure to speed up the process - that is, the environment visible within the paint is simplified. Most of the budget is spent on the cars, which are presented with a high level of detail within the acceleration structure, leading to very clean, accurate reflections. This especially pays off in replays, which is precisely where you're most likely to notice reflections in the first place - but the hit to performance makes it unsuitable for gameplay, where Polyphony targets 60fps. I'd like have seen an Insomniac-style performance RT mode, assuming that the resolution alone is the limiting factor (setting up the BVH acceleration structure for RT comes with its own CPU cost).

That said, the more traditional cube and sphere-based reflections are improved and still manage to look great. This old style uses a selection of reflection probes placed around cars which capture the environment each frame. It's less physically accurate, however, and it does not capture elements like other cars or in-surface reflections but, during racing, it is still relatively effective. In most views, the reflections update at a full 60 frames per second but when using the cockpit view, reflections update at half rate. I believe this is down to the additional reflection probes likely used to simulate reflective surfaces within the cockpit itself. You can spot your driver reflected in the cockpit, for example, but this is not an RT effect.
Beyond image quality and RT, the third major pillar is loading. The reduction in loading times has been a big deal this generation but honestly, few games benefit as much as something like Gran Turismo. During the PS2 days, loading was perfectly acceptable in these games but once we moved into the HD era, the amount of waiting increased dramatically. Even the basic menu system on PlayStation 3 was sluggish to the point where it discouraged you from navigation. The mechanical hard drive has finally been eliminated from the home console and with that, PS5's SSD and decompression engines have a huge impact on accessibility and discoverability. During the game, you'll be moving around the map to many different icons, as well as jumping in and out of events and races at a regular clip. There's effectively instant loading between each area, greatly enhancing the fluidity of the experience, while jumping into a full race with a full complement of varied vehicles is so quick, no loading screens are required, just a fade out/fade in effect.
Beyond the three pillars, I also feel that cars and environments are very important. By and large, the level of detail here is derived from the already excellent work done on GT Sport but there are a wide range of new cars that have been added to GT7, which seem to benefit from the leap to PlayStation 5. Polyphony's signature strengths in model detail, materials and lighting fit together in a startlingly realistic fashion. I also love the micro-detail: you can zoom in all the way on the headlamps and the detail holds up.

As showcased by the RT, the paint simulation is so good as well - the metal flakes and different paint styles all behave very realistically. The material used on rims and even things like valve stems hold up well. The same is true of the interior work where the discreet difference between fabrics, plastic and leather can be observed. It should be noted that these high-detail interiors are used whenever you drive in the cockpit view and are visible in replays - well, at least on the target car.
Environments are also upgraded. It looks as though Polyphony has leaned into existing work for its circuits from Gran Turismo Sport, but with the welcome return of tracks like Trial Mountain, High Speed Ring and Deep Forest, we're getting to see how Polyphony shapes its environments specifically for the PS5 engine. During actual gameplay and replays, the track detail holds up very well and in fact, looking closely, many of these tracks are quite beautiful to behold. I'm still a huge fan of the Tokyo Expressway, for instance, which exhibits very realistic materials and lighting.
However, if you look closely, it's clear that the level of detail is still not quite of a 'next generation' quality - the GT Sport roots are evident here. This is an interesting point of discussion. When people talk about the visuals in GT7, the environments are generally a point of critique and it's true: if you zoom in and look closely at certain elements, the detail level falls short. However, from a more typical point of view, I think Polyphony has done a great job capturing the look of the race tracks.

Firstly, consider the nature of these courses - even in real-life, race tracks are built for racing and this comes with a very specific design and look. It's not beautiful in the same way that an open world landscape might be. Looking at Tsukuba, there's actually a good amount of detail present, showcased by the fly-by shots. The tarmac, grass and various other surfaces all exhibit a relatively natural appearance. Perhaps it's bumping up against an uncanny valley-like issue where it's close to photorealism at certain angles, causing its limitations to stand out significantly more. It's the kind of realism you might see in games like Flight Simulator which rely on real-world data - from flying distance, it can appear very realistic, but up-close, the imperfections become clear.
Still, one of the key reasons why it still looks as good as it does is tied to lighting and weather. Firstly, no matter the time of day, Polyphony has done a great job with simulating the properties of surfaces, such as tarmac, and how they interact with surrounding lighting conditions. Unlike GT Sport, the time of day can change in real-time- you'll have races that begin before sunrise and end in the early morning. Sun shadows adjust in real-time now as well. This helps create a greater sense of variety and realism as time of day is no longer static. This is combined with a new dynamic weather and cloud system - cloud formations vary based on these conditions and change over time while rain is also possible and as it rains, the ground becomes increasingly saturated, which not only creates puddles with reflections but also requires more careful driving. Wet weather racing is especially beautiful due to the way light reflects off tarmac surface when wet.
Also, when driving in rain, GT7 throws around a lot of mist particles which appear to be full resolution - a far cry from the PS3 days with its low-res particles and mountains of slowdown. Also, in the cockpit view, rain droplets splash across the windshield whereupon the wipers - complete with motion blur - wipe them away. Again, a huge improvement over older GT titles. I'm also a fan of the droplets applied to the cars - another detail that complements the excellent paint work. Still, as good as the environments look, I still see a lot of room for improvement - what Epic is doing with its Nanite technology, for instance, hints at what could be possible in a game like this in the future - at least in terms of the environmental detail. So as nice as the circuits look, I don't believe this represents the peak of what's possible this generation.

Moving on to game performance, there are essentially three individual areas to discuss: gameplay frame-rate, replays with ray tracing and replays without ray tracing. During play, the news is predominately positive. In the vast majority of cases, you'll enjoy completely stable 60 frames per second gameplay. Nearly every race runs consistently, even with a grid of 20 cars on the track.
However, there are two specific conditions which can cause drops in performance. Firstly, there's Trial Mountain. For whatever reason, there are minor dips in performance while driving around the track. It's not even impacted by the number of cars in the race - it seems to be down to the environment itself. Solving it will require some tweaking of the track. Beyond that, we need to invoke stress test conditions to make the frame-rate buckle: load up a track in the rain at dusk or dawn, fill out the grid with all 20 cars and for the most pain, set your starting position at the very back of the pack. With this, the screen is filled with reflections, particles and cars causing the frame-rate to dip. This, I've found, id the absolute worst-case scenario for GT7. It's something that could easily be cleaned up with VRR or dynamic resolution scaling but as of right now, the system and the game don't support those features.
With RT-based replays, frame-rate is capped at 30fps and this is maintained most of the time - replays run very consistently and look great with RT reflections but, as you might guess, the stress test conditions for gameplay have a similar impact in replays, causing dips beneath 30fps. But this is exceptional: space the cars out a little further into the race and the problem disappears. Non-RT replays target 60fps and again, it's the same story - mostly solid but combine a tightly packed grid with bad weather and you may see some dips.

Sony gave us a decent amount of time to spend with Gran Turismo 7 prior to review and I've really enjoyed my time with the game but I do have one major issue: the online nature of the game. Essentially, GT7 requires an internet connection, and I can't say I'm OK with this as it is effectively DRM, unless the game is patched. Years later, if you wanted to play GT7 and the servers were offline, you'd be stuck with access to the tiniest sliver of the game. I guess at least you can enjoy Music Rally with the soothing sounds of Hooked On Classics but seriously - it's not good enough. Despite being able to play GT7 with no online interactions, you absolutely have to be connected to play. It's not an issue for the time being but it could become one down the line which is where my concern lies. Either way, this is the one black mark on an otherwise fantastic game.
And beyond the online requirement, Gran Turismo 7 really is a fantastic return to form for the series. Not only that, but it might also be the best Polyphony game to date. The new GT mode is such a joy to explore - the café, for instance, now gives you goals to work towards that push you to explore all aspects of the game and get to know the different cars. There's a vast range of event types and areas to explore as well as ideas like Scapes, which places your car within photographs, basically - but it also demonstrates what a new game with pre-rendered backgrounds and 3D models might look like today, which is neat.
We've focused exclusively on PlayStation 5 for this tech review, but Digital Foundry's work with Gran Turismo 7 is not yet complete: there are the PlayStation 4 and PS4 Pro versions to cover too - and we'll be taking a look at those next. What's interesting here is that replays from one version of the game can be shared with any other, and as the replay camera angles include gameplay views, we're able to easily get matched gameplay and replay shots across all consoles - a great opportunity to see just how Polyphony Digital manages the generational divide. We'll be reporting back on this soon!
FAQs
Should I prioritize frame rate or ray tracing GT7 PS5? ›
GT7 looks undeniably stunning with Ray Tracing mode enabled. But the shinier cars are only noticeable in replays and ray-tracing is never enabled in races. With this in mind, we recommend prioritising frame rate to make GT7 run as smoothly as possible.
How do you use the power restrictor in Gran Turismo 7? ›Applying the Power Restrictor
To do so, head over to the Garage and select Car Settings. On the right of the screen, you'll see the Performance Adjustment section. Go over to Power Restrictor and select this option. You'll then be asked how much horsepower you want the engine to produce.
Instead, Gran Turismo 7 will support 60 fps on the PS5. Perhaps the best part of the game's graphics is its lighting.
Does PS5 have frame rate or ray tracing? ›PS5 and Series X's ray tracing mode lowers resolution and adjusts target frame-rate to 30fps - and similar to the effect on PC, the transformation is remarkable.
Is resolution or refresh rate more important PS5? ›The higher the refresh rate, the smoother the image – low refresh rates can make fast-paced content appear to drag, stutter and jolt. The significance of a monitor's refresh rate is demonstratable by the fact that many gamers prefer to game at 1080p/60Hz or 1080p/120Hz, rather than 4K/30Hz.
What is the best frame rate for PS5? ›The PS5 can't take full advantage of its fast 165Hz refresh rate, but with its HDMI 2.1 bandwidth, you can play 4k games up to 120 fps on the PS5 without issue. When gaming at 120Hz, this monitor delivers a fantastic gaming experience, with almost no noticeable blur in busy scenes and incredibly low input lag.
What is the difference between power restrictor and output adjustment? ›Output Adjustment allows you to reduce the max HP of the engine, which also reduces the Torque. It's easy to think that the Power Restrictor does the same thing, but it doesn't actually reduce the max HP of the engine, it just reduces how much of it you can use, which has less of an impact on Torque.
How do I adjust the downforce on my GT7? ›In order to adjust your downforce levels in GT7, you'll have to install downforce-enabled tuning parts (such as a wing or a new front bumper with a splitter.) You won't find these in the game's Tuning Shop but in GT Auto, the more 'cosmetic' location for vehicle customization..
What does ballast do in GT7? ›The higher the value, the more weight will be added. A ballast loaded onto a car can be moved backwards or forwards. Adjust this setting to alter the car's front-rear weight distribution. Negative values mean the ballast is front-loaded, while positive values mean the balance is rear-loaded.
Is GT7 better on PS5? ›I played both the PS5 and PS4 versions of GT7 on my PS5, and it's impossible to miss how much sharper the PS5 version is, as it runs at native 4K rather than the checkerboard construction the PS4 Pro implements. Of course, loading times are exponentially shorter on PS5, resulting in almost no wait for races.
Does Gran Turismo look better on PS5? ›
Expect new and exciting things from the next Polyphony Digital game, but what's clear from our testing is that GT7 on PS5 offers a vast array of improvements and enhancements over the last-gen rendition of the title - and you're getting a substantially improved experience on Sony's latest machine.
Does Gran Turismo run better PS5? ›The PlayStation 5 really stretches its legs here, with races being loaded within 4 seconds. The PS4 Pro comes in five times slower, with races loading in around 20 seconds. The gap to the PlayStation 4 is even larger – around 40 seconds of load time.
Is PS5 true 120 fps? ›PS5 games will run at a variety of framerates, including 60fps (See Also: Will PS5 Games Be 60 Frames-Per-Second?). However, Sony's new-gen system also supports 120fps, so we've compiled a list of all PS5 games running at 120fps as part of our PS5 guide.
Does ray tracing hurt FPS? ›Ray tracing has a huge impact on performance, as it requires more processing power from your system. You'll definitely see those frame rates plummet, which is a real bummer. This will happen even with the most powerful GPUs.
What is PS5 equivalent GPU? ›The closest equivalent graphics card to PS5 GPU is RTX 5700 XT. The graphics card come with 2304 GPU cores, and 9.5 teraflops of GPU performance (Real-world usage).
Is PS5 better on 4K or 1080p? ›4K is almost four times higher definition than standard (1080p HD). Though all PS5 consoles have 4K and HDR capabilities, the availability of image quality depends on your home entertainment setup.
Is 120 Hz or 4K better for PS5? ›Should I get a 4K or 120Hz monitor for PS5? A 120Hz refresh rate in games that can run at that frame rate will look far smoother than when playing on a 60Hz display, so if you can afford it, get a monitor that can handle 120Hz—even if that means sacrificing 4K resolution.
How many Hz can the human eye see? ›These studies have included both stabilized and unstablized retinal images and report the maximum observable rate as 50–90 Hz. A separate line of research has reported that fast eye movements known as saccades allow simple modulated LEDs to be observed at very high rates.
How can I improve my PS5 performance? ›- Explore your privacy settings. ...
- Choose your power settings. ...
- Experiment with HDR sliders. ...
- Use the submenu. ...
- Choose performance or resolution. ...
- Pick your default difficulty. ...
- Check your controller settings and have a tinker.
Does 120 FPS give an advantage? If you can play with 120+ frames shown on screen per second, movement will be shown updated twice as often as 60 FPS, and your game controls will also be perceived as responding twice as fast. Everything will simply feel smoother.
How do I enable 120Hz PS5 and enjoy faster frame rate? ›
Visit the "Settings" tab on your PS5. Navigate to PS Screen and Video. From there, you'll find the option to "Enable 120Hz Output," and that's basically it.
What does a restrictor do? ›The restrictor is a passive device (limiting orifice) which is sized to limit the flow of gas to a predetermined rate. Passive flow restrictors are especially attractive since their only failure mode, clogging, precludes the passage of gas, which is preferable to a catastrophic, unrestrained leak.
What does an intake restrictor do? ›A restrictor plate or air restrictor is a device installed at the intake of an engine to limit its power.
What is the difference between power and torque? ›Back to Berra's theorem, torque is the capacity to do work, while power is how quickly some strenuous task can be accomplished. In other words, power is the rate of completing work (or applying torque) in a given amount of time. Mathematically, horsepower equals torque multiplied by rpm.
Does downforce affect cornering? ›Aerodynamic downforce is downwards thrust created by the aerodynamics of the car, the purpose of which is to allow a car to corner faster by increasing the vertical force on the tyres, and thereby creating more grip.
Does downforce increase traction? ›In a car, downforce increases vertical force on the tires, increasing grip and thus allowing the car to travel faster. Downforce also applies to other vehicles — in a fixed-wing aircraft, for instance, downforce applied to the horizontal stabilizer allows for increased stability and pilot control.
What is power vs lean gt7? ›The default setting is 'Power' (1), but adjusting the number towards 'Lean' (higher numbers) will reduce engine output in exchange for improved fuel consumption. An estimate of the number of laps you can run at the current fuel setting will also be displayed below the meter.
What is the fastest tuned car in gt7? ›The fastest car in Gran Turismo 7 is the Dodge SRT Tomahawk X VGT, and it's not even close. The ultimate vision of the US concept car has an incredible 2,586hp (over 700hp more than the Jaguar!). Thanks to its low weight of just 749 kg, the acceleration and top speed of the futuristic race car are beyond comprehension.
Why does gt7 have no damage? ›Why is damage limited in Gran Turismo 7? Ultimately, GT7 is a racing simulation, not a crashing simulator. Although crashes happen in real life racing, manufacturers don't want to show their cars getting smashed up in the game.
Is PS5 more powerful than Series S? ›Out of the two consoles, the PS5 is the one to go for if performance is a priority for you. It features more storage space and a more powerful GPU, making it the better option in terms of graphics. However, the Xbox Series S should not be passed over just because it's not as powerful.
Do PS5 games run better on disc? ›
There's no difference in performance or which games can be played, as both consoles use the same custom processor and even have the same 825GB SSD. Here are the official PS5 Disc vs PS5 Digital specs, straight from Sony; 💲Price: $499 / $399.
Are PS5 graphics better than PS4? ›Verdict. The PS5 has some clear upgrades over the PS4, including a more powerful graphics performance, faster loading times and superior cooling. But it also has a few drawbacks too, with the cumbersome design and increased price likely putting many gamers off.
Does PS5 run smooth? ›Many improvements were made to the console since the PS4; games look and feel fantastic on the PlayStation 5. Many games give you a choice between looking great and feeling smooth.
Why do games look better on PS5? ›PS5 Game Boost is a feature that improves the performance of backwards compatible PlayStation 4 games on Sony's next-gen console. When enabled, you will see improved resolutions and framerates in select titles due to the increased horsepower of the PlayStation 5.
Why does PS5 have better graphics? ›Actually ps5 uses the integrated RDNA 2.0 Graphics. It's raw processing power is somewhat like an rtx 2060~2070. But optimisation of the console games enable it to perform like a 2070 super in, titles optimised for that hardware. Which devices are considered as PC?
Why does PS5 perform better than Xbox? ›The PS5's unique features create an added level of immersion. The Xbox Series X also fails to match some of the PS5's console-specific features. Sony's exclusives make special use of the PS5's DualSense controller, which has a built-in speaker and sensitive haptic feedback that's not available on Xbox.
Does the PS5 perform better than Xbox? ›If you're completely fresh to games and money is no issue, PS5 is the best console in 2023. If you have an Xbox games catalogue and / or you're looking for value for money as well as cutting edge tech, then Xbox Series X is the best option. Read more: Most anticipated games 2023.
What resolution is GT7 on PS5? ›Gran Turismo 7 runs at a resolution of 4K on PS5 and 1800p on the PS4 Pro. It drops down to 1080p on the PS4, but all three versions run the game at 60 FPS.
Does PS5 need HDMI 2.1 for 120Hz? ›The release of PS5 and Xbox Series consoles plus new graphics cards from NVIDIA and AMD made HDMI 2.1 mainstream because of the need to deliver 4K 120Hz with HDR and VRR. HDMI 2.1 represents a huge leap over HDMI 2.0, with 48Gbps in bandwidth compared to 18Gbps.
What is the difference between 120Hz and 60Hz PS5? ›Put simply, a console outputting at 60Hz means that the image refreshes 60 times per second. A 120Hz output means 120 refreshes per second, so we see clearer and smoother motion with these speedier frame rates.
Is 4K 120Hz worth it? ›
However, unless you're looking for other specifications related to new TVs such as 4K Ultra HD resolution, HDR and OLED technology, switching over to a new TV solely because it supports 120Hz won't be worth it for most people, excluding gamers with compatible consoles or gaming PCs capable of 120FPS.
Should I prioritize frame rate or ray tracing? ›With this in mind, we recommend prioritising frame rate to make GT7 run as smoothly as possible. With ray-tracing disabled, the higher frame rate creates a better sense of speed in replays and the image quality is still excellent.
Does ray tracing increase power consumption? ›As rays are traced deeper into the acceler- ation structure, more of the scene is accessed and must be loaded. This leads to extensive use of the memory subsystem and DRAM, which dramatically increases the energy consumption of the whole system.
Can PS5 do ray tracing at 60fps? ›The PS5 cannot output 60 fps on 4k resolution with ray tracing enabled. Hardly any graphics card out there can pull that off unless you're willing to spend big bucks. However, there is another way in which the PlayStation 5 enables Ray-Tracing.
Is RTX 3060 more powerful than PS5? ›The RTX 3060 is allegedly 30% faster than the PlayStation 5. While that might not make people choose a gaming laptop over a console, it's still impressive considering the RTX 3060 is the lowest-powered GPU in the stack.
How many CUDA cores does PS5 have? ›The PS5 is going to use AMD's Zen 2 CPU technology that encompasses 8 cores and 16 threads here. Sony's custom version of this CPU is capped at 3.5GHz, so this is the higher end of the CPU's availability.
Is PS5 GPU better than 3060? ›The ps5 gpu is about the same speed as a 2070 super which the 3060 Ti is a little over 10% faster. And the number of other features a 3060 Ti has. So basically the 3060 Ti beats the ps5 in everything apart from price.
Which is better prioritize frame rate or ray tracing? ›Frame Rate mode prioritizes frames per second above graphical-enhancing features (like Ray Tracing), aiming for smoother gameplay, avoiding lag or FPS dips, and adjusts for general sluggish issues. In other words, the highest possible frame rate is used throughout the game when Frame Rate mode is enabled.
Should I prioritize framerate or graphics? ›If you prioritize gameplay, speed and response, then it's better to lower your resolution and increase your frame rates. On the other hand, higher resolutions are better for those who prioritize breathtaking graphics and visuals in their gaming experience.
Is ray tracing good on PS5? ›The results are truly impressive. Now if you walk up to a window your character's reflection will appear, or if you venture into areas where there is water or puddles you'll see reflections of the objects nearby. Much like the ray tracing we've seen in Cyberpunk 2077, it makes the game feel more immersive.
Which performance setting should you do on your PS5? ›
Use the 4K capability of your TV: Though lots of new PS5 games and some remastered PS4 games can display at 4K resolution, you have to sacrifice 4K resolution in Resolution Mode most time for a higher frame rate in Performance Mode PS5. Hence, you should make use of the 4K resolution of your TV supports it.
What is the most realistic frame rate? ›“They realized at 24fps, a 180-degree shutter angle gives you the best motion blur that looks realistic,” Hara says. Shutter angle is also the reason that, when filming at a higher frame rate, creators will need to account for more lighting to achieve the same exposure as shooting at a lower frame rate.
What frame rate is most cinematic? ›For cinematic film and television (and some online video) 24fps is the standard. That's because this frame rate feels the most cinematic, and looks the most natural to the human eye. It's the standard for any feature film. It's the standard for most TV.
Why does 60fps look better than 30fps? ›They tell you how fast the image on your screen changes, so a higher frame rate means things will look smoother and more fluid. In short, 30 fps means that 30 still images will be shown every second, while 60 fps means that 60 still images will be shown every second.
Does higher FPS mean better quality? ›In streaming technology, each still image is referred to as a frame. A higher frame rate refers to more images being displayed in a second, resulting in smoother video quality. Higher FPS also results in improved video quality and reduced motion blur.
Is resolution or performance better? ›In Performance Mode, gameplay is smoother at 60 frames per second, but the resolution drops to 1440p, and you'll only experience toggled ray tracing. All in all, if you have a TV that supports a 4K resolution, you should be taking advantage of it!
What graphics card is equivalent to PS5? ›The closest equivalent graphics card to PS5 GPU is RTX 5700 XT. The graphics card come with 2304 GPU cores, and 9.5 teraflops of GPU performance (Real-world usage).
What graphics card does the PS5 have? ›Recommended Gaming Resolutions:
The Playstation 5 GPU is a high-end gaming console graphics solution by AMD, launched on November 12th, 2020. Built on the 7 nm process, and based on the Oberon graphics processor, in its CXD90044GB variant, the device does not support DirectX.
Sony has been granted a patent for accelerated ray tracing, which will remove some pressure from the graphics chip, while reducing the rendering time on shaded visuals. If you're unfamiliar, ray tracing offers a more realistic reproduction of the way light behaves in terms of reflections and shadows in video games.
How do I optimize my PS5 graphics? ›- Get the right television. ...
- Make sure you use the right input on your TV. ...
- Use the provided PS5 HDMI cable (or pick a replacement carefully) ...
- Make sure your TV HDMI port is set up for high data rates. ...
- Set your TV to Game mode. ...
- Check your PS5's Video Output screen. ...
- Setting up your PS5. ...
- Choose the right audio options.
What are the power settings on PS5? ›
If you didn't already know, the PlayStation 5 console has three power modes: On, Rest, and Off. On and Off are self-explanatory, but Rest Mode will reduce power consumption while maintaining certain functions, such as charging connected devices or downloading updates.