• Get ready, gamers! The wait is almost over as Nintendo brings us the highly anticipated Donkey Kong Bananza! This exclusive for the Switch 2 is going to elevate our gaming experience to new heights with an exhilarating 60FPS!

    Imagine diving into a vibrant world where every jump and every move is smoother than ever! This is not just a game; it’s a chance to unleash your inner adventurer and destroy everything in your path! Let’s make some unforgettable memories and enjoy this binge-worthy journey together!

    Stay tuned, friends!

    #DonkeyKongBananza #Nintendo #GamingCommunity #Switch2 #60FPS
    🎉 Get ready, gamers! The wait is almost over as Nintendo brings us the highly anticipated Donkey Kong Bananza! 🌟 This exclusive for the Switch 2 is going to elevate our gaming experience to new heights with an exhilarating 60FPS! 🐒💨 Imagine diving into a vibrant world where every jump and every move is smoother than ever! This is not just a game; it’s a chance to unleash your inner adventurer and destroy everything in your path! 🚀✨ Let’s make some unforgettable memories and enjoy this binge-worthy journey together! Stay tuned, friends! 🎮❤️ #DonkeyKongBananza #Nintendo #GamingCommunity #Switch2 #60FPS
    KOTAKU.COM
    Getting Donkey Kong Bananza To Run At 60FPS Was Important For Nintendo
    Nintendo’s next big Switch 2 exclusive, Donkey Kong Bananza, launches later this week and will finally deliver that big single-player binge-worthy game that the hybrid console currently lacks. When you finally get your hands on the new game, you’ll b
    Like
    Love
    Wow
    Sad
    Angry
    131
    1 Комментарии 0 Поделились
  • CD Projekt RED: TW4 has console first development with a 60fps target; 60fps on Series S will be "extremely challenging"

    DriftingSpirit
    Member

    Oct 25, 2017

    18,563

    They note how they usually start with PC and scale down, but they will be doing it the other way around this time to avoid issues with the console versions.

    4:15 for console focus and 60fps
    38:50 for the Series S comment 

    bsigg
    Member

    Oct 25, 2017

    25,153Inside The Witcher 4 Unreal Engine 5 Tech Demo: CD Projekt RED + Epic Deep Dive Interview



    www.resetera.com

     

    Skot
    Member

    Oct 30, 2017

    645

    720p on Series S incoming
     

    Bulby
    Prophet of Truth
    Member

    Oct 29, 2017

    6,006

    Berlin

    I think think any series s user will be happy with a beautiful 900p 30fps
     

    Chronos
    Member

    Oct 27, 2017

    1,249

    This better not be a Cyberpunk situation all over again. If they can't get it to work on S, then they may just need to abandon that console. Work out a deal with MS or wait for their next generation.
     

    HellofaMouse
    Member

    Oct 27, 2017

    8,551

    i wonder if this'll come out before the gen is over?

    good chance itll be a 2077 situation, cross-gen release with a broken ps6 version 

    logash
    Member

    Oct 27, 2017

    6,526

    This makes sense since they want to have good performance on lower end machines and they mentioned that it was easier to scale up than to scale down. They also mentioned their legacy on PC and how they plan on scaling it up high like they usually do on PC.
     

    KRT
    Member

    Aug 7, 2020

    247

    Series S was a mistake
     

    chris 1515
    Member

    Oct 27, 2017

    7,116

    Barcelona Spain

    The game have raytracing GI and reflection it will probably be 30 fps 600p-720p on Xbox Series S.
     

    bitcloudrzr
    Member

    May 31, 2018

    21,044

    Bulby said:

    I think think any series s user will be happy with a beautiful 900p 30fps

    Click to expand...
    Click to shrink...

     

    Yuuber
    Member

    Oct 28, 2017

    4,540

    KRT said:

    Series S was a mistake

    Click to expand...
    Click to shrink...

    Can we stop with these stupid takes? For all we know it sold as much as Series X, helped several games have better optimization on bigger consoles and it will definitely help optimizing newer games to the Nintendo Switch 2. 

    MANTRA
    Member

    Feb 21, 2024

    1,198

    No one who cares about 60fps should be buying a Series S, just make it 30fps.
     

    Roytheone
    Member

    Oct 25, 2017

    6,185

    Chronos said:

    This better not be a Cyberpunk situation all over again. If they can't get it to work on S, then they may just need to abandon that console. Work out a deal with MS or wait for their next generation.

    Click to expand...
    Click to shrink...

    They can just go for 30 fps instead on the Series S. No need for a special deal for that, that's allowed. 

    Matterhorn
    Member

    Feb 6, 2019

    254

    United States

    Hoping for a very nice looking 30fps Switch 2 version.
     

    Universal Acclaim
    Member

    Oct 5, 2024

    2,617

    Maybe off topic, but is 30fps target not so important anymore for 2027 industry-leading graphics? GTA is mainly doing it for design/physics/etc. whch is why the game can't be scaled down to 720-900p/60fps?
     

    chris 1515
    Member

    Oct 27, 2017

    7,116

    Barcelona Spain

    Matterhorn said:

    Hoping for a very nice looking 30fps Switch 2 version.

    Click to expand...
    Click to shrink...

    It will be a full port a few years after like The Witcher 3., they don't use software lumen here. I doubt the Switch 2 Raytracing capaclity is high enough to use the same pipeline to produce the Switch 2 version.

    EDIT: And they probably need to redo all the assets.

    /

    Fortnite doesn't use Nanite and Lumen on Switch 2. 

    Last edited: Yesterday at 4:18 PM

    bitcloudrzr
    Member

    May 31, 2018

    21,044

    Universal Acclaim said:

    Maybe off topic, but is 30fps target not so important anymore for 2027 industry-leading graphics? GTA is mainly doing it for design/physics/etc. whch is why the graphics can't be scaled down to 720p/60fps?

    Click to expand...
    Click to shrink...

    Graphics are the part of the game that can be scaled, it is CPU load that is the more difficult part, although devs have actually made cuts in the latter to increase performance mode fps viability. Even with this focus on 60fps performance modes, they are always going to have room to make a higher fidelity 30fps mode. Specifically with UE5 though, performance has been such a disaster all around and Epic seems to be taking it seriously now.
     

    Greywaren
    Member

    Jul 16, 2019

    13,530

    Spain

    60 fps target is fantastic, I wish it was the norm.
     

    julia crawford
    Took the red AND the blue pills
    Member

    Oct 27, 2017

    40,709

    i am very ok with lower fps on the series s, it is far more palatable than severe resolution drops with upscaling artifacts.
     

    Spoit
    Member

    Oct 28, 2017

    5,599

    Chronos said:

    This better not be a Cyberpunk situation all over again. If they can't get it to work on S, then they may just need to abandon that console. Work out a deal with MS or wait for their next generation.

    Click to expand...
    Click to shrink...

    And yet people keep talking about somehow getting PS6 games to work on the sony portable, which is probably going to be like half as powerful as a PS5, like that won't hold games back
     

    PLASTICA-MAN
    Member

    Oct 26, 2017

    29,563

    chris 1515 said:

    The game have raytracing GI and reflection it will probably be 30 fps 600p-720p on Xbox Series S.

    Click to expand...
    Click to shrink...

    There is kinda a misconception of how Lumen and the hybrid RT is handled in UE5 titles. AO is also part of the ray traced pipeline through the HW Lumen too.
    Just shadows are handled separately from the RT system by using VSM which in final look behvae quite like RT shadows in shape, same how FF16 handled the shadows looking like RT ones while it isn't traced.
    UE5 can still trace shadows if they want to push things even further. 

    overthewaves
    Member

    Sep 30, 2020

    1,203

    What about the PS5 handheld?
     

    nullpotential
    Member

    Jun 24, 2024

    87

    KRT said:

    Series S was a mistake

    Click to expand...
    Click to shrink...

    Consoles were a mistake. 

    GPU
    Member

    Oct 10, 2024

    1,075

    I really dont think Series S/X will be much of a factor by the time this game comes out.
     

    Lashley
    <<Tag Here>>
    Member

    Oct 25, 2017

    65,679

    Just make series s 480p 30fps
     

    pappacone
    Member

    Jan 10, 2020

    4,076

    Greywaren said:

    60 fps target is fantastic, I wish it was the norm.

    Click to expand...
    Click to shrink...

    It pretty much is
     

    Super
    Studied the Buster Sword
    Member

    Jan 29, 2022

    13,601

    I hope they can pull 60 FPS off in the full game.
     

    Theorry
    Member

    Oct 27, 2017

    69,045

    "target"

    Uh huh. We know how that is gonna go. 

    Jakartalado
    Member

    Oct 27, 2017

    2,818

    São Paulo, Brazil

    Skot said:

    720p on Series S incoming

    Click to expand...
    Click to shrink...

    If the PS5 is internally at 720p up to 900p, I seriously doubt that. 

    Revoltoftheunique
    Member

    Jan 23, 2022

    2,312

    It will be unstable 60fps with lots of stuttering.
     

    defaltoption
    Plug in a controller and enter the Konami code
    The Fallen

    Oct 27, 2017

    12,485

    Austin

    KRT said:

    Series S was a mistake

    Click to expand...
    Click to shrink...

    With that same attitude in this case you could say consoles are the mistake. You on your Series X or PS5 Pro are holding my 5090 back. Not so fun of a take anymore. Thats why its stupid.
     

    Horns
    Member

    Dec 7, 2018

    3,423

    I hope Microsoft drops the requirement for Series S by the time this comes out.
     

    chris 1515
    Member

    Oct 27, 2017

    7,116

    Barcelona Spain

    PLASTICA-MAN said:

    There is kinda a misconception of how Lumen and the hybrid RT is handled in UE5 titles. AO is also part of the ray traced pipeline through the HW Lumen too.

    Just shadows are handled separately from the RT system by using VSM which in final look behvae quite like RT shadows in shape, same how FF16 handled the shadows looking like RT ones while it isn't traced.
    UE5 can still trace shadows if they want to push things even further.
    Click to expand...
    Click to shrink...

    Yes indirect shadows are handled by hardware lumen. But at the end ot doesn¡t change my comment. i think the game will be 600´720p at 30 fps on Series S. 

    bitcloudrzr
    Member

    May 31, 2018

    21,044

    Spoit said:

    And yet people keep talking about somehow getting PS6 games to work on the sony portable, which is probably going to be like half as powerful as a PS5, like that won't hold games back

    Click to expand...
    Click to shrink...

    Has it been confirmed that Sony is going to have release requirements like the XS?
     

    Commander Shepherd
    Member

    Jan 27, 2023

    173

    Anyone remember when no load screens was talked about for Witcher 3?
     

    chris 1515
    Member

    Oct 27, 2017

    7,116

    Barcelona Spain

    No this is probably different than most game are doing it here the main focus is the 60 fps mode and after they can create a balancedand 30 fps mode.

    This is not the other way around. 

    stanman
    Member

    Feb 13, 2025

    235

    defaltoption said:

    With that same attitude in this case you could say consoles are the mistake. You on your Series X or PS5 Pro are holding my 5090 back. Not so fun of a take anymore. Thats why its stupid.

    Click to expand...
    Click to shrink...

    And your mistake is comparing a PC graphics card to a console. 

    PLASTICA-MAN
    Member

    Oct 26, 2017

    29,563

    chris 1515 said:

    Yes indirect shadows are handled by hardware lumen. But at the end ot doesn¡t change my comment. i think the game will be 600´720p at 30 fps on Series S.

    Click to expand...
    Click to shrink...

    Yes. I am sure Series S will have HW solution but probably at 30 FPS. that would be a miracle if they achieve 60 FPS. 

    ArchedThunder
    Uncle Beerus
    Member

    Oct 25, 2017

    21,278

    chris 1515 said:

    It will be a full port a few years after like The Witcher 3., they don't use software lumen here. I doubt the Switch 2 Raytracing capaclity is high enough to use the same pipeline to produce the Switch 2 version.

    EDIT: And they probably need to redo all the assets.

    /

    Fortnite doesn't use Nanite and Lumen on Switch 2.
    Click to expand...
    Click to shrink...

    Fortnite not using Lumen or Nanite at launch doesn't mean they can't run well on Switch 2. It's a launch port and they prioritized clean IQ and 60fps. I wouldn't be surprised to see them added later. Also it's not like the ray tracing in a Witcher 3 port has to match PS5, there's a lot of scaling back that can be done with ray tracing without ripping out the kitchen sink. Software lumen is also likely to be an option on P.
     

    jroc74
    Member

    Oct 27, 2017

    34,465

    Interesting times ahead....

    bitcloudrzr said:

    Has it been confirmed that Sony is going to have release requirements like the XS?

    Click to expand...
    Click to shrink...

    Your know good n well everything about this rumor has been confirmed.

    /S 

    Derbel McDillet
    ▲ Legend ▲
    Member

    Nov 23, 2022

    25,250

    Chronos said:

    This better not be a Cyberpunk situation all over again. If they can't get it to work on S, then they may just need to abandon that console. Work out a deal with MS or wait for their next generation.

    Click to expand...
    Click to shrink...

    How does this sound like a Cyberpunk issue? They didn't say they can't get it to work on the S.
     

    defaltoption
    Plug in a controller and enter the Konami code
    The Fallen

    Oct 27, 2017

    12,485

    Austin

    stanman said:

    And your mistake is comparing a PC graphics card to a console.

    Click to expand...
    Click to shrink...

     

    reksveks
    Member

    May 17, 2022

    7,628

    Horns said:

    I hope Microsoft drops the requirement for Series S by the time this comes out.

    Click to expand...
    Click to shrink...

    why? dev can make it 30 fps on series s and 60 fps on series x if needed.

    if they aren't or don't have to drop it for gta vi, they probably ain't dropping it for tw4. 

    chris 1515
    Member

    Oct 27, 2017

    7,116

    Barcelona Spain

    defaltoption said:

    With that same attitude in this case you could say consoles are the mistake. You on your Series X or PS5 Pro are holding my 5090 back. Not so fun of a take anymore. Thats why its stupid.

    Click to expand...
    Click to shrink...

    No the consoles won't hold back your 5090 because the game is created with hardware lumen, RT reflection, virtual shadows maps and Nanite plus Nanite vegetation in minds. Maybe Nanite character too in final version?

    If the game was made with software lumen as the base it would have holding back your 5090...

    Your PC will have much better IQ, framerate and better raytracing with Megalightand better raytracing settings in general. 

    bitcloudrzr
    Member

    May 31, 2018

    21,044

    jroc74 said:

    Interesting times ahead....

    Your know good n well everything about this rumor has been confirmed.

    /S
    Click to expand...
    Click to shrink...

    Sony is like the opposite of a platform holder "forcing" adoption, for better or worse.
     

    defaltoption
    Plug in a controller and enter the Konami code
    The Fallen

    Oct 27, 2017

    12,485

    Austin

    chris 1515 said:

    No the consoles won't hold back yout 5090 because the game is created with hardware lumen, RT reflection, virtual shadows maps and Nanite plus Nanite vegetation in minds. Maybe Nanite character too in final version?

    If the game was made with software lumen as the base it would have holding back your 5090...

    Your PC will have much better IQ, framerate and better raytracing with Megalightand better raytracing settings in general.
    Click to expand...
    Click to shrink...

    Exactly, the series s is not a "mistake" or holding any version of the game on console or even PC back, that's what I'm saying to the person I replied to, its stupid to say that.
     

    cursed beef
    Member

    Jan 3, 2021

    998

    Have to imagine MS will lift the Series S parity clause when the next consoles launch. Which will be before/around the time W4 hits, right?
     

    Alvis
    Saw the truth behind the copied door
    Member

    Oct 25, 2017

    12,270

    EU

    Chronos said:

    This better not be a Cyberpunk situation all over again. If they can't get it to work on S, then they may just need to abandon that console. Work out a deal with MS or wait for their next generation.

    Click to expand...
    Click to shrink...

    ? they said that 60 FPS on Series S is challenging, not the act of releasing the game there at all. The game can simply run at 30 FPS on Series S if they can't pull off 60 FPS. Or have a 40 FPS mode in lieu of 60 FPS.

    The CPU and storage speed differences between last gen and current gen were gigantic. This isn't even remotely close to a comparable situation. 

    defaltoption
    Plug in a controller and enter the Konami code
    The Fallen

    Oct 27, 2017

    12,485

    Austin

    misqoute post
     

    jroc74
    Member

    Oct 27, 2017

    34,465

    defaltoption said:

    With that same attitude in this case you could say consoles are the mistake. You on your Series X or PS5 Pro are holding my 5090 back. Not so fun of a take anymore. Thats why its stupid.

    Click to expand...
    Click to shrink...

    Ah yes, clearly 5090 cards are the vast majority of the minimum requirements for PC games.

    How can anyone say this with a straight face anymore when there are now PC games running on a Steam Deck.

    At least ppl saying that about the Series S are comparing it to other consoles.

    That said, it is interesting they are focusing on consoles first, then PC. 
    #projekt #red #tw4 #has #console
    CD Projekt RED: TW4 has console first development with a 60fps target; 60fps on Series S will be "extremely challenging"
    DriftingSpirit Member Oct 25, 2017 18,563 They note how they usually start with PC and scale down, but they will be doing it the other way around this time to avoid issues with the console versions. 4:15 for console focus and 60fps 38:50 for the Series S comment  bsigg Member Oct 25, 2017 25,153Inside The Witcher 4 Unreal Engine 5 Tech Demo: CD Projekt RED + Epic Deep Dive Interview www.resetera.com   Skot Member Oct 30, 2017 645 720p on Series S incoming   Bulby Prophet of Truth Member Oct 29, 2017 6,006 Berlin I think think any series s user will be happy with a beautiful 900p 30fps   Chronos Member Oct 27, 2017 1,249 This better not be a Cyberpunk situation all over again. If they can't get it to work on S, then they may just need to abandon that console. Work out a deal with MS or wait for their next generation.   HellofaMouse Member Oct 27, 2017 8,551 i wonder if this'll come out before the gen is over? good chance itll be a 2077 situation, cross-gen release with a broken ps6 version  logash Member Oct 27, 2017 6,526 This makes sense since they want to have good performance on lower end machines and they mentioned that it was easier to scale up than to scale down. They also mentioned their legacy on PC and how they plan on scaling it up high like they usually do on PC.   KRT Member Aug 7, 2020 247 Series S was a mistake   chris 1515 Member Oct 27, 2017 7,116 Barcelona Spain The game have raytracing GI and reflection it will probably be 30 fps 600p-720p on Xbox Series S.   bitcloudrzr Member May 31, 2018 21,044 Bulby said: I think think any series s user will be happy with a beautiful 900p 30fps Click to expand... Click to shrink...   Yuuber Member Oct 28, 2017 4,540 KRT said: Series S was a mistake Click to expand... Click to shrink... Can we stop with these stupid takes? For all we know it sold as much as Series X, helped several games have better optimization on bigger consoles and it will definitely help optimizing newer games to the Nintendo Switch 2.  MANTRA Member Feb 21, 2024 1,198 No one who cares about 60fps should be buying a Series S, just make it 30fps.   Roytheone Member Oct 25, 2017 6,185 Chronos said: This better not be a Cyberpunk situation all over again. If they can't get it to work on S, then they may just need to abandon that console. Work out a deal with MS or wait for their next generation. Click to expand... Click to shrink... They can just go for 30 fps instead on the Series S. No need for a special deal for that, that's allowed.  Matterhorn Member Feb 6, 2019 254 United States Hoping for a very nice looking 30fps Switch 2 version.   Universal Acclaim Member Oct 5, 2024 2,617 Maybe off topic, but is 30fps target not so important anymore for 2027 industry-leading graphics? GTA is mainly doing it for design/physics/etc. whch is why the game can't be scaled down to 720-900p/60fps?   chris 1515 Member Oct 27, 2017 7,116 Barcelona Spain Matterhorn said: Hoping for a very nice looking 30fps Switch 2 version. Click to expand... Click to shrink... It will be a full port a few years after like The Witcher 3., they don't use software lumen here. I doubt the Switch 2 Raytracing capaclity is high enough to use the same pipeline to produce the Switch 2 version. EDIT: And they probably need to redo all the assets. / Fortnite doesn't use Nanite and Lumen on Switch 2.  Last edited: Yesterday at 4:18 PM bitcloudrzr Member May 31, 2018 21,044 Universal Acclaim said: Maybe off topic, but is 30fps target not so important anymore for 2027 industry-leading graphics? GTA is mainly doing it for design/physics/etc. whch is why the graphics can't be scaled down to 720p/60fps? Click to expand... Click to shrink... Graphics are the part of the game that can be scaled, it is CPU load that is the more difficult part, although devs have actually made cuts in the latter to increase performance mode fps viability. Even with this focus on 60fps performance modes, they are always going to have room to make a higher fidelity 30fps mode. Specifically with UE5 though, performance has been such a disaster all around and Epic seems to be taking it seriously now.   Greywaren Member Jul 16, 2019 13,530 Spain 60 fps target is fantastic, I wish it was the norm.   julia crawford Took the red AND the blue pills Member Oct 27, 2017 40,709 i am very ok with lower fps on the series s, it is far more palatable than severe resolution drops with upscaling artifacts.   Spoit Member Oct 28, 2017 5,599 Chronos said: This better not be a Cyberpunk situation all over again. If they can't get it to work on S, then they may just need to abandon that console. Work out a deal with MS or wait for their next generation. Click to expand... Click to shrink... And yet people keep talking about somehow getting PS6 games to work on the sony portable, which is probably going to be like half as powerful as a PS5, like that won't hold games back   PLASTICA-MAN Member Oct 26, 2017 29,563 chris 1515 said: The game have raytracing GI and reflection it will probably be 30 fps 600p-720p on Xbox Series S. Click to expand... Click to shrink... There is kinda a misconception of how Lumen and the hybrid RT is handled in UE5 titles. AO is also part of the ray traced pipeline through the HW Lumen too. Just shadows are handled separately from the RT system by using VSM which in final look behvae quite like RT shadows in shape, same how FF16 handled the shadows looking like RT ones while it isn't traced. UE5 can still trace shadows if they want to push things even further.  overthewaves Member Sep 30, 2020 1,203 What about the PS5 handheld?   nullpotential Member Jun 24, 2024 87 KRT said: Series S was a mistake Click to expand... Click to shrink... Consoles were a mistake.  GPU Member Oct 10, 2024 1,075 I really dont think Series S/X will be much of a factor by the time this game comes out.   Lashley <<Tag Here>> Member Oct 25, 2017 65,679 Just make series s 480p 30fps   pappacone Member Jan 10, 2020 4,076 Greywaren said: 60 fps target is fantastic, I wish it was the norm. Click to expand... Click to shrink... It pretty much is   Super Studied the Buster Sword Member Jan 29, 2022 13,601 I hope they can pull 60 FPS off in the full game.   Theorry Member Oct 27, 2017 69,045 "target" Uh huh. We know how that is gonna go.  Jakartalado Member Oct 27, 2017 2,818 São Paulo, Brazil Skot said: 720p on Series S incoming Click to expand... Click to shrink... If the PS5 is internally at 720p up to 900p, I seriously doubt that.  Revoltoftheunique Member Jan 23, 2022 2,312 It will be unstable 60fps with lots of stuttering.   defaltoption Plug in a controller and enter the Konami code The Fallen Oct 27, 2017 12,485 Austin KRT said: Series S was a mistake Click to expand... Click to shrink... With that same attitude in this case you could say consoles are the mistake. You on your Series X or PS5 Pro are holding my 5090 back. Not so fun of a take anymore. Thats why its stupid.   Horns Member Dec 7, 2018 3,423 I hope Microsoft drops the requirement for Series S by the time this comes out.   chris 1515 Member Oct 27, 2017 7,116 Barcelona Spain PLASTICA-MAN said: There is kinda a misconception of how Lumen and the hybrid RT is handled in UE5 titles. AO is also part of the ray traced pipeline through the HW Lumen too. Just shadows are handled separately from the RT system by using VSM which in final look behvae quite like RT shadows in shape, same how FF16 handled the shadows looking like RT ones while it isn't traced. UE5 can still trace shadows if they want to push things even further. Click to expand... Click to shrink... Yes indirect shadows are handled by hardware lumen. But at the end ot doesn¡t change my comment. i think the game will be 600´720p at 30 fps on Series S.  bitcloudrzr Member May 31, 2018 21,044 Spoit said: And yet people keep talking about somehow getting PS6 games to work on the sony portable, which is probably going to be like half as powerful as a PS5, like that won't hold games back Click to expand... Click to shrink... Has it been confirmed that Sony is going to have release requirements like the XS?   Commander Shepherd Member Jan 27, 2023 173 Anyone remember when no load screens was talked about for Witcher 3?   chris 1515 Member Oct 27, 2017 7,116 Barcelona Spain No this is probably different than most game are doing it here the main focus is the 60 fps mode and after they can create a balancedand 30 fps mode. This is not the other way around.  stanman Member Feb 13, 2025 235 defaltoption said: With that same attitude in this case you could say consoles are the mistake. You on your Series X or PS5 Pro are holding my 5090 back. Not so fun of a take anymore. Thats why its stupid. Click to expand... Click to shrink... And your mistake is comparing a PC graphics card to a console.  PLASTICA-MAN Member Oct 26, 2017 29,563 chris 1515 said: Yes indirect shadows are handled by hardware lumen. But at the end ot doesn¡t change my comment. i think the game will be 600´720p at 30 fps on Series S. Click to expand... Click to shrink... Yes. I am sure Series S will have HW solution but probably at 30 FPS. that would be a miracle if they achieve 60 FPS.  ArchedThunder Uncle Beerus Member Oct 25, 2017 21,278 chris 1515 said: It will be a full port a few years after like The Witcher 3., they don't use software lumen here. I doubt the Switch 2 Raytracing capaclity is high enough to use the same pipeline to produce the Switch 2 version. EDIT: And they probably need to redo all the assets. / Fortnite doesn't use Nanite and Lumen on Switch 2. Click to expand... Click to shrink... Fortnite not using Lumen or Nanite at launch doesn't mean they can't run well on Switch 2. It's a launch port and they prioritized clean IQ and 60fps. I wouldn't be surprised to see them added later. Also it's not like the ray tracing in a Witcher 3 port has to match PS5, there's a lot of scaling back that can be done with ray tracing without ripping out the kitchen sink. Software lumen is also likely to be an option on P.   jroc74 Member Oct 27, 2017 34,465 Interesting times ahead.... bitcloudrzr said: Has it been confirmed that Sony is going to have release requirements like the XS? Click to expand... Click to shrink... Your know good n well everything about this rumor has been confirmed. /S  Derbel McDillet ▲ Legend ▲ Member Nov 23, 2022 25,250 Chronos said: This better not be a Cyberpunk situation all over again. If they can't get it to work on S, then they may just need to abandon that console. Work out a deal with MS or wait for their next generation. Click to expand... Click to shrink... How does this sound like a Cyberpunk issue? They didn't say they can't get it to work on the S.   defaltoption Plug in a controller and enter the Konami code The Fallen Oct 27, 2017 12,485 Austin stanman said: And your mistake is comparing a PC graphics card to a console. Click to expand... Click to shrink...   reksveks Member May 17, 2022 7,628 Horns said: I hope Microsoft drops the requirement for Series S by the time this comes out. Click to expand... Click to shrink... why? dev can make it 30 fps on series s and 60 fps on series x if needed. if they aren't or don't have to drop it for gta vi, they probably ain't dropping it for tw4.  chris 1515 Member Oct 27, 2017 7,116 Barcelona Spain defaltoption said: With that same attitude in this case you could say consoles are the mistake. You on your Series X or PS5 Pro are holding my 5090 back. Not so fun of a take anymore. Thats why its stupid. Click to expand... Click to shrink... No the consoles won't hold back your 5090 because the game is created with hardware lumen, RT reflection, virtual shadows maps and Nanite plus Nanite vegetation in minds. Maybe Nanite character too in final version? If the game was made with software lumen as the base it would have holding back your 5090... Your PC will have much better IQ, framerate and better raytracing with Megalightand better raytracing settings in general.  bitcloudrzr Member May 31, 2018 21,044 jroc74 said: Interesting times ahead.... Your know good n well everything about this rumor has been confirmed. /S Click to expand... Click to shrink... Sony is like the opposite of a platform holder "forcing" adoption, for better or worse.   defaltoption Plug in a controller and enter the Konami code The Fallen Oct 27, 2017 12,485 Austin chris 1515 said: No the consoles won't hold back yout 5090 because the game is created with hardware lumen, RT reflection, virtual shadows maps and Nanite plus Nanite vegetation in minds. Maybe Nanite character too in final version? If the game was made with software lumen as the base it would have holding back your 5090... Your PC will have much better IQ, framerate and better raytracing with Megalightand better raytracing settings in general. Click to expand... Click to shrink... Exactly, the series s is not a "mistake" or holding any version of the game on console or even PC back, that's what I'm saying to the person I replied to, its stupid to say that.   cursed beef Member Jan 3, 2021 998 Have to imagine MS will lift the Series S parity clause when the next consoles launch. Which will be before/around the time W4 hits, right?   Alvis Saw the truth behind the copied door Member Oct 25, 2017 12,270 EU Chronos said: This better not be a Cyberpunk situation all over again. If they can't get it to work on S, then they may just need to abandon that console. Work out a deal with MS or wait for their next generation. Click to expand... Click to shrink... ? they said that 60 FPS on Series S is challenging, not the act of releasing the game there at all. The game can simply run at 30 FPS on Series S if they can't pull off 60 FPS. Or have a 40 FPS mode in lieu of 60 FPS. The CPU and storage speed differences between last gen and current gen were gigantic. This isn't even remotely close to a comparable situation.  defaltoption Plug in a controller and enter the Konami code The Fallen Oct 27, 2017 12,485 Austin misqoute post   jroc74 Member Oct 27, 2017 34,465 defaltoption said: With that same attitude in this case you could say consoles are the mistake. You on your Series X or PS5 Pro are holding my 5090 back. Not so fun of a take anymore. Thats why its stupid. Click to expand... Click to shrink... Ah yes, clearly 5090 cards are the vast majority of the minimum requirements for PC games. How can anyone say this with a straight face anymore when there are now PC games running on a Steam Deck. At least ppl saying that about the Series S are comparing it to other consoles. That said, it is interesting they are focusing on consoles first, then PC.  #projekt #red #tw4 #has #console
    WWW.RESETERA.COM
    CD Projekt RED: TW4 has console first development with a 60fps target; 60fps on Series S will be "extremely challenging"
    DriftingSpirit Member Oct 25, 2017 18,563 They note how they usually start with PC and scale down, but they will be doing it the other way around this time to avoid issues with the console versions. 4:15 for console focus and 60fps 38:50 for the Series S comment  bsigg Member Oct 25, 2017 25,153 [DF] Inside The Witcher 4 Unreal Engine 5 Tech Demo: CD Projekt RED + Epic Deep Dive Interview https://www.youtube.com/watch?v=OplYN2MMI4Q www.resetera.com   Skot Member Oct 30, 2017 645 720p on Series S incoming   Bulby Prophet of Truth Member Oct 29, 2017 6,006 Berlin I think think any series s user will be happy with a beautiful 900p 30fps   Chronos Member Oct 27, 2017 1,249 This better not be a Cyberpunk situation all over again. If they can't get it to work on S, then they may just need to abandon that console. Work out a deal with MS or wait for their next generation.   HellofaMouse Member Oct 27, 2017 8,551 i wonder if this'll come out before the gen is over? good chance itll be a 2077 situation, cross-gen release with a broken ps6 version  logash Member Oct 27, 2017 6,526 This makes sense since they want to have good performance on lower end machines and they mentioned that it was easier to scale up than to scale down. They also mentioned their legacy on PC and how they plan on scaling it up high like they usually do on PC.   KRT Member Aug 7, 2020 247 Series S was a mistake   chris 1515 Member Oct 27, 2017 7,116 Barcelona Spain The game have raytracing GI and reflection it will probably be 30 fps 600p-720p on Xbox Series S.   bitcloudrzr Member May 31, 2018 21,044 Bulby said: I think think any series s user will be happy with a beautiful 900p 30fps Click to expand... Click to shrink...   Yuuber Member Oct 28, 2017 4,540 KRT said: Series S was a mistake Click to expand... Click to shrink... Can we stop with these stupid takes? For all we know it sold as much as Series X, helped several games have better optimization on bigger consoles and it will definitely help optimizing newer games to the Nintendo Switch 2.  MANTRA Member Feb 21, 2024 1,198 No one who cares about 60fps should be buying a Series S, just make it 30fps.   Roytheone Member Oct 25, 2017 6,185 Chronos said: This better not be a Cyberpunk situation all over again. If they can't get it to work on S, then they may just need to abandon that console. Work out a deal with MS or wait for their next generation. Click to expand... Click to shrink... They can just go for 30 fps instead on the Series S. No need for a special deal for that, that's allowed.  Matterhorn Member Feb 6, 2019 254 United States Hoping for a very nice looking 30fps Switch 2 version.   Universal Acclaim Member Oct 5, 2024 2,617 Maybe off topic, but is 30fps target not so important anymore for 2027 industry-leading graphics? GTA is mainly doing it for design/physics/etc. whch is why the game can't be scaled down to 720-900p/60fps?   chris 1515 Member Oct 27, 2017 7,116 Barcelona Spain Matterhorn said: Hoping for a very nice looking 30fps Switch 2 version. Click to expand... Click to shrink... It will be a full port a few years after like The Witcher 3., they don't use software lumen here. I doubt the Switch 2 Raytracing capaclity is high enough to use the same pipeline to produce the Switch 2 version. EDIT: And they probably need to redo all the assets. https://www.reddit.com/r/FortNiteBR/comments/1l4a1o4/fortnite_on_the_switch_2_looks_great_these_low/ Fortnite doesn't use Nanite and Lumen on Switch 2.  Last edited: Yesterday at 4:18 PM bitcloudrzr Member May 31, 2018 21,044 Universal Acclaim said: Maybe off topic, but is 30fps target not so important anymore for 2027 industry-leading graphics? GTA is mainly doing it for design/physics/etc. whch is why the graphics can't be scaled down to 720p/60fps? Click to expand... Click to shrink... Graphics are the part of the game that can be scaled, it is CPU load that is the more difficult part, although devs have actually made cuts in the latter to increase performance mode fps viability. Even with this focus on 60fps performance modes, they are always going to have room to make a higher fidelity 30fps mode. Specifically with UE5 though, performance has been such a disaster all around and Epic seems to be taking it seriously now.   Greywaren Member Jul 16, 2019 13,530 Spain 60 fps target is fantastic, I wish it was the norm.   julia crawford Took the red AND the blue pills Member Oct 27, 2017 40,709 i am very ok with lower fps on the series s, it is far more palatable than severe resolution drops with upscaling artifacts.   Spoit Member Oct 28, 2017 5,599 Chronos said: This better not be a Cyberpunk situation all over again. If they can't get it to work on S, then they may just need to abandon that console. Work out a deal with MS or wait for their next generation. Click to expand... Click to shrink... And yet people keep talking about somehow getting PS6 games to work on the sony portable, which is probably going to be like half as powerful as a PS5, like that won't hold games back   PLASTICA-MAN Member Oct 26, 2017 29,563 chris 1515 said: The game have raytracing GI and reflection it will probably be 30 fps 600p-720p on Xbox Series S. Click to expand... Click to shrink... There is kinda a misconception of how Lumen and the hybrid RT is handled in UE5 titles. AO is also part of the ray traced pipeline through the HW Lumen too. Just shadows are handled separately from the RT system by using VSM which in final look behvae quite like RT shadows in shape, same how FF16 handled the shadows looking like RT ones while it isn't traced. UE5 can still trace shadows if they want to push things even further.  overthewaves Member Sep 30, 2020 1,203 What about the PS5 handheld?   nullpotential Member Jun 24, 2024 87 KRT said: Series S was a mistake Click to expand... Click to shrink... Consoles were a mistake.  GPU Member Oct 10, 2024 1,075 I really dont think Series S/X will be much of a factor by the time this game comes out.   Lashley <<Tag Here>> Member Oct 25, 2017 65,679 Just make series s 480p 30fps   pappacone Member Jan 10, 2020 4,076 Greywaren said: 60 fps target is fantastic, I wish it was the norm. Click to expand... Click to shrink... It pretty much is   Super Studied the Buster Sword Member Jan 29, 2022 13,601 I hope they can pull 60 FPS off in the full game.   Theorry Member Oct 27, 2017 69,045 "target" Uh huh. We know how that is gonna go.  Jakartalado Member Oct 27, 2017 2,818 São Paulo, Brazil Skot said: 720p on Series S incoming Click to expand... Click to shrink... If the PS5 is internally at 720p up to 900p, I seriously doubt that.  Revoltoftheunique Member Jan 23, 2022 2,312 It will be unstable 60fps with lots of stuttering.   defaltoption Plug in a controller and enter the Konami code The Fallen Oct 27, 2017 12,485 Austin KRT said: Series S was a mistake Click to expand... Click to shrink... With that same attitude in this case you could say consoles are the mistake. You on your Series X or PS5 Pro are holding my 5090 back. Not so fun of a take anymore. Thats why its stupid.   Horns Member Dec 7, 2018 3,423 I hope Microsoft drops the requirement for Series S by the time this comes out.   chris 1515 Member Oct 27, 2017 7,116 Barcelona Spain PLASTICA-MAN said: There is kinda a misconception of how Lumen and the hybrid RT is handled in UE5 titles. AO is also part of the ray traced pipeline through the HW Lumen too. Just shadows are handled separately from the RT system by using VSM which in final look behvae quite like RT shadows in shape, same how FF16 handled the shadows looking like RT ones while it isn't traced. UE5 can still trace shadows if they want to push things even further. Click to expand... Click to shrink... Yes indirect shadows are handled by hardware lumen. But at the end ot doesn¡t change my comment. i think the game will be 600´720p at 30 fps on Series S.  bitcloudrzr Member May 31, 2018 21,044 Spoit said: And yet people keep talking about somehow getting PS6 games to work on the sony portable, which is probably going to be like half as powerful as a PS5, like that won't hold games back Click to expand... Click to shrink... Has it been confirmed that Sony is going to have release requirements like the XS?   Commander Shepherd Member Jan 27, 2023 173 Anyone remember when no load screens was talked about for Witcher 3?   chris 1515 Member Oct 27, 2017 7,116 Barcelona Spain No this is probably different than most game are doing it here the main focus is the 60 fps mode and after they can create a balanced(40 fps) and 30 fps mode. This is not the other way around.  stanman Member Feb 13, 2025 235 defaltoption said: With that same attitude in this case you could say consoles are the mistake. You on your Series X or PS5 Pro are holding my 5090 back. Not so fun of a take anymore. Thats why its stupid. Click to expand... Click to shrink... And your mistake is comparing a PC graphics card to a console.  PLASTICA-MAN Member Oct 26, 2017 29,563 chris 1515 said: Yes indirect shadows are handled by hardware lumen. But at the end ot doesn¡t change my comment. i think the game will be 600´720p at 30 fps on Series S. Click to expand... Click to shrink... Yes. I am sure Series S will have HW solution but probably at 30 FPS. that would be a miracle if they achieve 60 FPS.  ArchedThunder Uncle Beerus Member Oct 25, 2017 21,278 chris 1515 said: It will be a full port a few years after like The Witcher 3., they don't use software lumen here. I doubt the Switch 2 Raytracing capaclity is high enough to use the same pipeline to produce the Switch 2 version. EDIT: And they probably need to redo all the assets. https://www.reddit.com/r/FortNiteBR/comments/1l4a1o4/fortnite_on_the_switch_2_looks_great_these_low/ Fortnite doesn't use Nanite and Lumen on Switch 2. Click to expand... Click to shrink... Fortnite not using Lumen or Nanite at launch doesn't mean they can't run well on Switch 2. It's a launch port and they prioritized clean IQ and 60fps. I wouldn't be surprised to see them added later. Also it's not like the ray tracing in a Witcher 3 port has to match PS5, there's a lot of scaling back that can be done with ray tracing without ripping out the kitchen sink. Software lumen is also likely to be an option on P.   jroc74 Member Oct 27, 2017 34,465 Interesting times ahead.... bitcloudrzr said: Has it been confirmed that Sony is going to have release requirements like the XS? Click to expand... Click to shrink... Your know good n well everything about this rumor has been confirmed. /S  Derbel McDillet ▲ Legend ▲ Member Nov 23, 2022 25,250 Chronos said: This better not be a Cyberpunk situation all over again. If they can't get it to work on S, then they may just need to abandon that console. Work out a deal with MS or wait for their next generation. Click to expand... Click to shrink... How does this sound like a Cyberpunk issue? They didn't say they can't get it to work on the S.   defaltoption Plug in a controller and enter the Konami code The Fallen Oct 27, 2017 12,485 Austin stanman said: And your mistake is comparing a PC graphics card to a console. Click to expand... Click to shrink...   reksveks Member May 17, 2022 7,628 Horns said: I hope Microsoft drops the requirement for Series S by the time this comes out. Click to expand... Click to shrink... why? dev can make it 30 fps on series s and 60 fps on series x if needed. if they aren't or don't have to drop it for gta vi, they probably ain't dropping it for tw4.  chris 1515 Member Oct 27, 2017 7,116 Barcelona Spain defaltoption said: With that same attitude in this case you could say consoles are the mistake. You on your Series X or PS5 Pro are holding my 5090 back. Not so fun of a take anymore. Thats why its stupid. Click to expand... Click to shrink... No the consoles won't hold back your 5090 because the game is created with hardware lumen, RT reflection, virtual shadows maps and Nanite plus Nanite vegetation in minds. Maybe Nanite character too in final version? If the game was made with software lumen as the base it would have holding back your 5090... Your PC will have much better IQ, framerate and better raytracing with Megalight(direct raytraced shadows with tons of lighe source) and better raytracing settings in general.  bitcloudrzr Member May 31, 2018 21,044 jroc74 said: Interesting times ahead.... Your know good n well everything about this rumor has been confirmed. /S Click to expand... Click to shrink... Sony is like the opposite of a platform holder "forcing" adoption, for better or worse.   defaltoption Plug in a controller and enter the Konami code The Fallen Oct 27, 2017 12,485 Austin chris 1515 said: No the consoles won't hold back yout 5090 because the game is created with hardware lumen, RT reflection, virtual shadows maps and Nanite plus Nanite vegetation in minds. Maybe Nanite character too in final version? If the game was made with software lumen as the base it would have holding back your 5090... Your PC will have much better IQ, framerate and better raytracing with Megalight(direct raytraced shadows) and better raytracing settings in general. Click to expand... Click to shrink... Exactly, the series s is not a "mistake" or holding any version of the game on console or even PC back, that's what I'm saying to the person I replied to, its stupid to say that.   cursed beef Member Jan 3, 2021 998 Have to imagine MS will lift the Series S parity clause when the next consoles launch. Which will be before/around the time W4 hits, right?   Alvis Saw the truth behind the copied door Member Oct 25, 2017 12,270 EU Chronos said: This better not be a Cyberpunk situation all over again. If they can't get it to work on S, then they may just need to abandon that console. Work out a deal with MS or wait for their next generation. Click to expand... Click to shrink... ? they said that 60 FPS on Series S is challenging, not the act of releasing the game there at all. The game can simply run at 30 FPS on Series S if they can't pull off 60 FPS. Or have a 40 FPS mode in lieu of 60 FPS. The CPU and storage speed differences between last gen and current gen were gigantic. This isn't even remotely close to a comparable situation.  defaltoption Plug in a controller and enter the Konami code The Fallen Oct 27, 2017 12,485 Austin misqoute post   jroc74 Member Oct 27, 2017 34,465 defaltoption said: With that same attitude in this case you could say consoles are the mistake. You on your Series X or PS5 Pro are holding my 5090 back. Not so fun of a take anymore. Thats why its stupid. Click to expand... Click to shrink... Ah yes, clearly 5090 cards are the vast majority of the minimum requirements for PC games. How can anyone say this with a straight face anymore when there are now PC games running on a Steam Deck. At least ppl saying that about the Series S are comparing it to other consoles. That said, it is interesting they are focusing on consoles first, then PC. 
    0 Комментарии 0 Поделились
  • Do you think Sony will make support for their rumored new handheld mandatory for developers?

    Red Kong XIX
    Member

    Oct 11, 2020

    13,560

    This is assuming that the handheld can play PS4 games natively without any issues, so they are not included in the poll.
    Hardware leaker Kepler said it should be able to run PS5 games, even without a patch, but with a performance impact potentially. 

    Hero_of_the_Day
    Avenger

    Oct 27, 2017

    19,958

    Isn't the rumor that games don't require patches to run on it? That would imply that support isn't mandatory, but automatic.
     

    Homura
    ▲ Legend ▲
    Member

    Aug 20, 2019

    7,232

    As the post above said, the rumor is the PS5 portable will be able to run natively any and all PS4/PS5 games.

    Of course, some games might not work properly or require specific patches, but the idea is automatic compatibility. 

    shadowman16
    Member

    Oct 25, 2017

    42,292

    Ideally you'd want stuff to pretty much work out of the box. The more you ask devs to do, the less I imagine will want to support it... Or suddenly games get parred down so that they can run on handhelds.

    I personally would just prefer a solution where its automatic. I dont really care about a Sony handheld, dont really want devs to be forced to support the thing 

    Modest_Modsoul
    Living the Dreams
    Member

    Oct 29, 2017

    28,418


     

    setmymindforopensky
    Member

    Apr 20, 2025

    67

    a lot of games have performance modes. it should run a lot of the library even without any patching. if there's multiplat im sure itll default to the PS4 ver. im not sure what theyd do for something like GTA6 but itll have a series S version so its clearly scalable enough.

    im guessing PSTV situation. support it or not we dont care. 

    reksveks
    Member

    May 17, 2022

    7,628

    Think Kepler is personally assuming the goal of running without patches is a goal and one that won't happen just cause it's too late to force it.

    It's going to be an interesting solution to an interesting problem 

    Servbot24
    The Fallen

    Oct 25, 2017

    47,826

    Obviously not. Pretty absurd question tbh.
     

    RivalGT
    Member

    Dec 13, 2017

    7,616

    This one sounds like it requires a lot of work on Sony's end, I dont think developers will need to do much for games to work.

    Granted moving forward Sony is likely to make it easier for devs to have a more input on this portable mode.

    Things working out of the box is likely the goal, and thats what Sony needs if they want this to work, but devs having more input on this mode would be a plus I think. 

    Callibretto
    Member

    Oct 25, 2017

    10,445

    Indonesia

    shadowman16 said:

    Ideally you'd want stuff to pretty much work out of the box. The more you ask devs to do, the less I imagine will want to support it... Or suddenly games get parred down so that they can run on handhelds.

    I personally would just prefer a solution where its automatic. I dont really care about a Sony handheld, dont really want devs to be forced to support the thingClick to expand...
    Click to shrink...

    depend on the game imo, asking CD Project to somehow make Witcher 4 playable on handheld might be unreasonable. but any game that can run on Switch 2 should be playable on PSPortable without much issue
     

    Pheonix1
    Member

    Jun 22, 2024

    716

    Absolutely they will. Not sure why people think it would be hard, if they hand them.the right tools most ports won't take long anyhow.
     

    skeezx
    Member

    Oct 27, 2017

    23,994

    guessing there will be a "portable approved" label with the respective games going forward, regardless whether it's a PS5 or PS6 game. and when the thing is released popular past titles will be retroactively approved by sony, and up to developers if they want to patch the bigger games to be portable friendly.

    i guess where things could get tricky/laborious for developers is whether every game going forward is required to screen for portable performance, as it's not a PC so the portable will likely disallow for running "non-approved" games at all 

    AmFreak
    Member

    Oct 26, 2017

    3,245

    They need to give people some form of guarantee that it will get games, otherwise they greatly diminish their potential success.

    The best way to do this is to make it another SKU of the contemporary console. And witheverything already running at 60fps and progression slowing to a crawl it's far easier than it had been in the past. 

    Ruck
    Member

    Oct 25, 2017

    3,105

    I mean, what is the handheld? PS6? Or an actual second console? If the former, then yes, if the latter then no
     

    TitanicFall
    Member

    Nov 12, 2017

    9,340

    Nah. It might be incentivized though. There's not much in it for devs if it's a cross buy situation.
     

    Callibretto
    Member

    Oct 25, 2017

    10,445

    Indonesia

    imo, PS6 will remain their main console, focusing on high fidelity visuals that Switch 2 and portable PC won't be able to run without huge compromise.

    PSPortable will be secondary console, something like PSPortal, but this time able to play any games that Switch2 can reasonably run. and for the high end games that it can't run, it will use streaming, either from PS6 you own, or PS+ Premium subs 

    bleits
    Member

    Oct 14, 2023

    373

    They have to if they want to be taken seriously
     

    Vic Damone Jr.
    Member

    Oct 27, 2017

    20,534

    Nope Sony doesn't mandate this stuff and it's why their second product always dies.
     

    fiendcode
    Member

    Oct 26, 2017

    26,514

    I think it depends on what the device really is, if it's more of a "Portal 2" or a "Series SP" or something else entirely. Streaming might be enough for PS6 games along with incentivized PS5/4 patches but whatever SIE does they need to make sure their inhouse teams are ALL on board this time. That was a big part of PSP/Vita's downfall, that the biggest or most important PS Studios snubbed them and the teams that did show up with support are mostly closed and gone now.
     

    Callibretto
    Member

    Oct 25, 2017

    10,445

    Indonesia

    bleits said:

    They have to if they want to be taken seriously

    Click to expand...
    Click to shrink...

    from the last interview with PS exec about Switch 2 spec, it seems clear that PS have no plan to abandon high end console spec to switch to mobile hardware like Switch 2 and Xbox Ally.

    PS consider their high fidelity visual as advantage and differentiator from Nintendo.

    so with PS6, their top studio will eventuall make games that just won't realistically run on handheld devices.

    so having a mandate where all PS6 games is playable on handheld is simply unrealistic imo 

    danm999
    Member

    Oct 29, 2017

    19,929

    Sydney

    Incentives, not mandates.
     

    NSESN
    ▲ Legend ▲
    Member

    Oct 25, 2017

    27,729

    I think people are setting themselves for disappointment in regards for how powerful this thing will be
     

    defaltoption
    Plug in a controller and enter the Konami code
    The Fallen

    Oct 27, 2017

    12,485

    Austin

    Depends on what they call it.

    If they call it anything related to ps6, expect very bad performance, and mandates

    If they call it ps5 portable, expect bad performance and no mandates as it will be handled on their end

    If they call it a ps portable expect it to have no support from Sony and get whatever it gets just be happy it functions till they abandon it. 

    Metnut
    Member

    Apr 7, 2025

    30

    Good question OP.

    I voted the middle one. I think anything that ships for PS5 will need to work for the handheld. Question is whether that works automatically or will need patches. 

    mute
    ▲ Legend ▲
    Member

    Oct 25, 2017

    29,807

    I think that would require a level of commitment to a secondary piece of hardware that Sony hasn't shown in a long time.
     

    Patison
    Member

    Oct 27, 2017

    761

    It's difficult to say without knowing what they're planning with this device exactly. If they're fully going Switch routeor more like a Steam Deck, which will run launch games perfectly and then, as time goes on, some titles might start looking less than ideal or be unplayable at all.

    Or Series S/X, just the Series S being portable — that would be preferable but also limiting but also diminishing returns between generations so might be worth it etc.

    And if that device happens at all and its development won't be dropped soon is another question. Lots of unknowns, but I'm interested to see what Sony comes up with, as long as they'll have games to support it this time around. 

    Jammerz
    Member

    Apr 29, 2023

    1,579

    I think it will be optional support.

    However sony needs to support it with their first parties to set an example and making it as easy as possible for other devs to scale down. For sony first party games maybe use nixxes to scale down so their studios aren't bogged down. 

    Hamchan
    The Fallen

    Oct 25, 2017

    6,000

    I think 99.9% of games will be crossgen between PS5 and PS6 for the entire generation, just based on how this industry is going, so it might not be much of an issue for Sony to mandate.
     

    Advance.Wars.Sgt.
    Member

    Jun 10, 2018

    10,456

    Honestly, I'd worry more about Sony's 1st party teams than 3rd party developers since they were notoriously adverse making software with a handheld power profile in mind.
     

    overthewaves
    Member

    Sep 30, 2020

    1,203

    Wouldn't that hamstring the games for ps6? That's PlayStation players biggest fear they don't want a series S type situation right? They treat series S like a punching bag.
     

    Neonvisions
    Member

    Oct 27, 2017

    707

    overthewaves said:

    Wouldn't that hamstring the games for ps6? That's PlayStation players biggest fear they don't want a series S type situation right? They treat series S like a punching bag.

    Click to expand...
    Click to shrink...

    How would that effect PS6? Are you suggesting that the Series S hamstrings games for the X? 

    Gwarm
    Member

    Nov 13, 2017

    2,902

    I'd be shocked if Sony released a device that let's you play games that haven't been patched or confirmed to run acceptably. Imagine if certain games just hard crashed the console? This is the company that wouldn't let you play certain Vita games on the PSTV even if they actually worked.
     

    bloopland33
    Member

    Mar 4, 2020

    3,845

    I wonder if they'll just do the Steam Deck thing and do a compatibility badge. You can boot whatever software you want, but it might run at 5 fps and drain your battery.

    This would be in addition to whatever efforts they're doing to make things work out of the box, of course.

    But it's hard to imagine them mandating developers ship a PS6 profile and a PS6P profile for those heavier games 5-7 years from now…

    ….but it's also hard to imagine them shipping this PS6-gen device that doesn't play everything. So maybe they Steam Deck it 

    vivftp
    Member

    Oct 29, 2017

    23,016

    My guess, every PS6 game will be mandated to support it. PS5 games will support it natively for the simpler games and will require a patch as has been rumored to run on lesser specs

    I think next gen we get PS3 and Vita emulation so the PS6 and portable will be able to play games from PSN from every past PlayStation 

    Mocha Joe
    Member

    Jun 2, 2021

    13,636

    Really need to take the Steam Deck approach and don't make it a requirement. Just make it a complementary device where it is possible to play majority of the games available on PSN.
     

    overthewaves
    Member

    Sep 30, 2020

    1,203

    Neonvisions said:

    How would that effect PS6? Are you suggesting that the Series S hamstrings games for the X?

    Click to expand...
    Click to shrink...

    I mean did you see the reaction here to the series S announcement lol. Everyone was saying it's gonna "hold back the generation".
     

    reksveks
    Member

    May 17, 2022

    7,628

    Neonvisions said:

    How would that effect PS6? Are you suggesting that the Series S hamstrings games for the X?

    Click to expand...
    Click to shrink...

    Or the perception is that it does but the truth is that there is a lot of factors
     

    Fabs
    Member

    Aug 22, 2019

    2,827

    I can't see the forcing handheld and pro support next gen.
     

    level
    Member

    May 25, 2023

    1,427

    Definitely not

    Games already take too long to make. Extra time isn't something they'll want to reinforce to their developers. 

    gofreak
    Member

    Oct 26, 2017

    8,411

    I don't think support will be mandatory. I think they're bringing it into a reality where a growing portion of games can, or could, run without much change or effort on the developer's part on a next gen handheld. They'll lean on that natural trend rather than a policy - anything that is outside of that will just be streamable as now with the Portal.
     

    Caiusto
    Member

    Oct 25, 2017

    7,086

    If they don't want to end up with another Vita yes they will.
     

    mute
    ▲ Legend ▲
    Member

    Oct 25, 2017

    29,807

    Advance.Wars.Sgt. said:

    Honestly, I'd worry more about Sony's 1st party teams than 3rd party developers since they were notoriously adverse making software with a handheld power profile in mind.

    Click to expand...
    Click to shrink...

    It does seem kinda unthinkable that Intergalactic would be made with a handheld in mind, for example.
     

    AmFreak
    Member

    Oct 26, 2017

    3,245

    mute said:

    It does seem kinda unthinkable that Intergalactic would be made with a handheld in mind, for example.

    Click to expand...
    Click to shrink...

    Ratchet, Returnal, Cyberpunk, etc. also weren't made "with a handheld in mind".
     

    Spoit
    Member

    Oct 28, 2017

    5,599

    Given how much of a pain the series S mandate has been, I don't see them binding even first party studios to it, especially ones that are trying to go for the cutting edge of tech. Since given AMDs timelines, is not going to be anywhere near a base PS5.

    I'm also skeptical of the claim that'll be able to play ps5 games without extensive patching. 

    Jawmuncher
    Crisis Dino
    Moderator

    Oct 25, 2017

    45,166

    Ibis Island

    No, I think the portable will handle portable stuff "automatically" for what it converts
     

    knightmawk
    Member

    Dec 12, 2018

    8,900

    I expect they'll do everything they can to make sure no one has to think about it and it's as automatic as possible. It'll technically still be part of cert, but the goal will be for it to be rare that a game fails that part of cert and has to be sent back.

    That being said, I imagine there will be some games that still don't work and developers will be able to submit for that exception. 

    RivalGT
    Member

    Dec 13, 2017

    7,616

    I think the concept here is similar to how PS4 games play on PS5, the ones with patches I mean, the game will run with a different graphics preset then it would on PS4/ PS4 Pro, so in some cases this means higher resolution or higher frame rate cap.

    What Sony needs to work on their end is getting this to work without any patches from developers. Its the only way this can work. 

    Vexii
    Member

    Oct 31, 2017

    3,103

    UK

    if they don't mandate support, it'll just be a death knell for the format. I don't think they could get away with a dedicated handheld platform now when the Switch and Steam Deck exists
     

    Mobius and Pet Octopus
    Member

    Oct 25, 2017

    17,065

    Just because a game can run on a handheld, doesn't mean that's all required for support. The UI alone likely requires changes for an optimal experience, sometimes necessary to be "playable". Small screen sizes usually needs changes.
     

    SeanMN
    Member

    Oct 28, 2017

    2,437

    If PS6 games support is optional, that will create fragmentation of the platform and uncertain software support.

    If it's part of the PS6 family and support is mandatory, I can see there being concern that if would hold the generation back with a low capability sku.

    My thoughts are this should be a PS6 and support the same as the primary console. 
    #you #think #sony #will #make
    Do you think Sony will make support for their rumored new handheld mandatory for developers?
    Red Kong XIX Member Oct 11, 2020 13,560 This is assuming that the handheld can play PS4 games natively without any issues, so they are not included in the poll. Hardware leaker Kepler said it should be able to run PS5 games, even without a patch, but with a performance impact potentially.  Hero_of_the_Day Avenger Oct 27, 2017 19,958 Isn't the rumor that games don't require patches to run on it? That would imply that support isn't mandatory, but automatic.   Homura ▲ Legend ▲ Member Aug 20, 2019 7,232 As the post above said, the rumor is the PS5 portable will be able to run natively any and all PS4/PS5 games. Of course, some games might not work properly or require specific patches, but the idea is automatic compatibility.  shadowman16 Member Oct 25, 2017 42,292 Ideally you'd want stuff to pretty much work out of the box. The more you ask devs to do, the less I imagine will want to support it... Or suddenly games get parred down so that they can run on handhelds. I personally would just prefer a solution where its automatic. I dont really care about a Sony handheld, dont really want devs to be forced to support the thing  Modest_Modsoul Living the Dreams Member Oct 29, 2017 28,418 🤷‍♂️   setmymindforopensky Member Apr 20, 2025 67 a lot of games have performance modes. it should run a lot of the library even without any patching. if there's multiplat im sure itll default to the PS4 ver. im not sure what theyd do for something like GTA6 but itll have a series S version so its clearly scalable enough. im guessing PSTV situation. support it or not we dont care.  reksveks Member May 17, 2022 7,628 Think Kepler is personally assuming the goal of running without patches is a goal and one that won't happen just cause it's too late to force it. It's going to be an interesting solution to an interesting problem  Servbot24 The Fallen Oct 25, 2017 47,826 Obviously not. Pretty absurd question tbh.   RivalGT Member Dec 13, 2017 7,616 This one sounds like it requires a lot of work on Sony's end, I dont think developers will need to do much for games to work. Granted moving forward Sony is likely to make it easier for devs to have a more input on this portable mode. Things working out of the box is likely the goal, and thats what Sony needs if they want this to work, but devs having more input on this mode would be a plus I think.  Callibretto Member Oct 25, 2017 10,445 Indonesia shadowman16 said: Ideally you'd want stuff to pretty much work out of the box. The more you ask devs to do, the less I imagine will want to support it... Or suddenly games get parred down so that they can run on handhelds. I personally would just prefer a solution where its automatic. I dont really care about a Sony handheld, dont really want devs to be forced to support the thingClick to expand... Click to shrink... depend on the game imo, asking CD Project to somehow make Witcher 4 playable on handheld might be unreasonable. but any game that can run on Switch 2 should be playable on PSPortable without much issue   Pheonix1 Member Jun 22, 2024 716 Absolutely they will. Not sure why people think it would be hard, if they hand them.the right tools most ports won't take long anyhow.   skeezx Member Oct 27, 2017 23,994 guessing there will be a "portable approved" label with the respective games going forward, regardless whether it's a PS5 or PS6 game. and when the thing is released popular past titles will be retroactively approved by sony, and up to developers if they want to patch the bigger games to be portable friendly. i guess where things could get tricky/laborious for developers is whether every game going forward is required to screen for portable performance, as it's not a PC so the portable will likely disallow for running "non-approved" games at all  AmFreak Member Oct 26, 2017 3,245 They need to give people some form of guarantee that it will get games, otherwise they greatly diminish their potential success. The best way to do this is to make it another SKU of the contemporary console. And witheverything already running at 60fps and progression slowing to a crawl it's far easier than it had been in the past.  Ruck Member Oct 25, 2017 3,105 I mean, what is the handheld? PS6? Or an actual second console? If the former, then yes, if the latter then no   TitanicFall Member Nov 12, 2017 9,340 Nah. It might be incentivized though. There's not much in it for devs if it's a cross buy situation.   Callibretto Member Oct 25, 2017 10,445 Indonesia imo, PS6 will remain their main console, focusing on high fidelity visuals that Switch 2 and portable PC won't be able to run without huge compromise. PSPortable will be secondary console, something like PSPortal, but this time able to play any games that Switch2 can reasonably run. and for the high end games that it can't run, it will use streaming, either from PS6 you own, or PS+ Premium subs  bleits Member Oct 14, 2023 373 They have to if they want to be taken seriously   Vic Damone Jr. Member Oct 27, 2017 20,534 Nope Sony doesn't mandate this stuff and it's why their second product always dies.   fiendcode Member Oct 26, 2017 26,514 I think it depends on what the device really is, if it's more of a "Portal 2" or a "Series SP" or something else entirely. Streaming might be enough for PS6 games along with incentivized PS5/4 patches but whatever SIE does they need to make sure their inhouse teams are ALL on board this time. That was a big part of PSP/Vita's downfall, that the biggest or most important PS Studios snubbed them and the teams that did show up with support are mostly closed and gone now.   Callibretto Member Oct 25, 2017 10,445 Indonesia bleits said: They have to if they want to be taken seriously Click to expand... Click to shrink... from the last interview with PS exec about Switch 2 spec, it seems clear that PS have no plan to abandon high end console spec to switch to mobile hardware like Switch 2 and Xbox Ally. PS consider their high fidelity visual as advantage and differentiator from Nintendo. so with PS6, their top studio will eventuall make games that just won't realistically run on handheld devices. so having a mandate where all PS6 games is playable on handheld is simply unrealistic imo  danm999 Member Oct 29, 2017 19,929 Sydney Incentives, not mandates.   NSESN ▲ Legend ▲ Member Oct 25, 2017 27,729 I think people are setting themselves for disappointment in regards for how powerful this thing will be   defaltoption Plug in a controller and enter the Konami code The Fallen Oct 27, 2017 12,485 Austin Depends on what they call it. If they call it anything related to ps6, expect very bad performance, and mandates If they call it ps5 portable, expect bad performance and no mandates as it will be handled on their end If they call it a ps portable expect it to have no support from Sony and get whatever it gets just be happy it functions till they abandon it.  Metnut Member Apr 7, 2025 30 Good question OP. I voted the middle one. I think anything that ships for PS5 will need to work for the handheld. Question is whether that works automatically or will need patches.  mute ▲ Legend ▲ Member Oct 25, 2017 29,807 I think that would require a level of commitment to a secondary piece of hardware that Sony hasn't shown in a long time.   Patison Member Oct 27, 2017 761 It's difficult to say without knowing what they're planning with this device exactly. If they're fully going Switch routeor more like a Steam Deck, which will run launch games perfectly and then, as time goes on, some titles might start looking less than ideal or be unplayable at all. Or Series S/X, just the Series S being portable — that would be preferable but also limiting but also diminishing returns between generations so might be worth it etc. And if that device happens at all and its development won't be dropped soon is another question. Lots of unknowns, but I'm interested to see what Sony comes up with, as long as they'll have games to support it this time around.  Jammerz Member Apr 29, 2023 1,579 I think it will be optional support. However sony needs to support it with their first parties to set an example and making it as easy as possible for other devs to scale down. For sony first party games maybe use nixxes to scale down so their studios aren't bogged down.  Hamchan The Fallen Oct 25, 2017 6,000 I think 99.9% of games will be crossgen between PS5 and PS6 for the entire generation, just based on how this industry is going, so it might not be much of an issue for Sony to mandate.   Advance.Wars.Sgt. Member Jun 10, 2018 10,456 Honestly, I'd worry more about Sony's 1st party teams than 3rd party developers since they were notoriously adverse making software with a handheld power profile in mind.   overthewaves Member Sep 30, 2020 1,203 Wouldn't that hamstring the games for ps6? That's PlayStation players biggest fear they don't want a series S type situation right? They treat series S like a punching bag.   Neonvisions Member Oct 27, 2017 707 overthewaves said: Wouldn't that hamstring the games for ps6? That's PlayStation players biggest fear they don't want a series S type situation right? They treat series S like a punching bag. Click to expand... Click to shrink... How would that effect PS6? Are you suggesting that the Series S hamstrings games for the X?  Gwarm Member Nov 13, 2017 2,902 I'd be shocked if Sony released a device that let's you play games that haven't been patched or confirmed to run acceptably. Imagine if certain games just hard crashed the console? This is the company that wouldn't let you play certain Vita games on the PSTV even if they actually worked.   bloopland33 Member Mar 4, 2020 3,845 I wonder if they'll just do the Steam Deck thing and do a compatibility badge. You can boot whatever software you want, but it might run at 5 fps and drain your battery. This would be in addition to whatever efforts they're doing to make things work out of the box, of course. But it's hard to imagine them mandating developers ship a PS6 profile and a PS6P profile for those heavier games 5-7 years from now… ….but it's also hard to imagine them shipping this PS6-gen device that doesn't play everything. So maybe they Steam Deck it  vivftp Member Oct 29, 2017 23,016 My guess, every PS6 game will be mandated to support it. PS5 games will support it natively for the simpler games and will require a patch as has been rumored to run on lesser specs I think next gen we get PS3 and Vita emulation so the PS6 and portable will be able to play games from PSN from every past PlayStation  Mocha Joe Member Jun 2, 2021 13,636 Really need to take the Steam Deck approach and don't make it a requirement. Just make it a complementary device where it is possible to play majority of the games available on PSN.   overthewaves Member Sep 30, 2020 1,203 Neonvisions said: How would that effect PS6? Are you suggesting that the Series S hamstrings games for the X? Click to expand... Click to shrink... I mean did you see the reaction here to the series S announcement lol. Everyone was saying it's gonna "hold back the generation".   reksveks Member May 17, 2022 7,628 Neonvisions said: How would that effect PS6? Are you suggesting that the Series S hamstrings games for the X? Click to expand... Click to shrink... Or the perception is that it does but the truth is that there is a lot of factors   Fabs Member Aug 22, 2019 2,827 I can't see the forcing handheld and pro support next gen.   level Member May 25, 2023 1,427 Definitely not Games already take too long to make. Extra time isn't something they'll want to reinforce to their developers.  gofreak Member Oct 26, 2017 8,411 I don't think support will be mandatory. I think they're bringing it into a reality where a growing portion of games can, or could, run without much change or effort on the developer's part on a next gen handheld. They'll lean on that natural trend rather than a policy - anything that is outside of that will just be streamable as now with the Portal.   Caiusto Member Oct 25, 2017 7,086 If they don't want to end up with another Vita yes they will.   mute ▲ Legend ▲ Member Oct 25, 2017 29,807 Advance.Wars.Sgt. said: Honestly, I'd worry more about Sony's 1st party teams than 3rd party developers since they were notoriously adverse making software with a handheld power profile in mind. Click to expand... Click to shrink... It does seem kinda unthinkable that Intergalactic would be made with a handheld in mind, for example.   AmFreak Member Oct 26, 2017 3,245 mute said: It does seem kinda unthinkable that Intergalactic would be made with a handheld in mind, for example. Click to expand... Click to shrink... Ratchet, Returnal, Cyberpunk, etc. also weren't made "with a handheld in mind".   Spoit Member Oct 28, 2017 5,599 Given how much of a pain the series S mandate has been, I don't see them binding even first party studios to it, especially ones that are trying to go for the cutting edge of tech. Since given AMDs timelines, is not going to be anywhere near a base PS5. I'm also skeptical of the claim that'll be able to play ps5 games without extensive patching.  Jawmuncher Crisis Dino Moderator Oct 25, 2017 45,166 Ibis Island No, I think the portable will handle portable stuff "automatically" for what it converts   knightmawk Member Dec 12, 2018 8,900 I expect they'll do everything they can to make sure no one has to think about it and it's as automatic as possible. It'll technically still be part of cert, but the goal will be for it to be rare that a game fails that part of cert and has to be sent back. That being said, I imagine there will be some games that still don't work and developers will be able to submit for that exception.  RivalGT Member Dec 13, 2017 7,616 I think the concept here is similar to how PS4 games play on PS5, the ones with patches I mean, the game will run with a different graphics preset then it would on PS4/ PS4 Pro, so in some cases this means higher resolution or higher frame rate cap. What Sony needs to work on their end is getting this to work without any patches from developers. Its the only way this can work.  Vexii Member Oct 31, 2017 3,103 UK if they don't mandate support, it'll just be a death knell for the format. I don't think they could get away with a dedicated handheld platform now when the Switch and Steam Deck exists   Mobius and Pet Octopus Member Oct 25, 2017 17,065 Just because a game can run on a handheld, doesn't mean that's all required for support. The UI alone likely requires changes for an optimal experience, sometimes necessary to be "playable". Small screen sizes usually needs changes.   SeanMN Member Oct 28, 2017 2,437 If PS6 games support is optional, that will create fragmentation of the platform and uncertain software support. If it's part of the PS6 family and support is mandatory, I can see there being concern that if would hold the generation back with a low capability sku. My thoughts are this should be a PS6 and support the same as the primary console.  #you #think #sony #will #make
    WWW.RESETERA.COM
    Do you think Sony will make support for their rumored new handheld mandatory for developers?
    Red Kong XIX Member Oct 11, 2020 13,560 This is assuming that the handheld can play PS4 games natively without any issues, so they are not included in the poll. Hardware leaker Kepler said it should be able to run PS5 games, even without a patch, but with a performance impact potentially.  Hero_of_the_Day Avenger Oct 27, 2017 19,958 Isn't the rumor that games don't require patches to run on it? That would imply that support isn't mandatory, but automatic.   Homura ▲ Legend ▲ Member Aug 20, 2019 7,232 As the post above said, the rumor is the PS5 portable will be able to run natively any and all PS4/PS5 games. Of course, some games might not work properly or require specific patches, but the idea is automatic compatibility.  shadowman16 Member Oct 25, 2017 42,292 Ideally you'd want stuff to pretty much work out of the box. The more you ask devs to do, the less I imagine will want to support it... Or suddenly games get parred down so that they can run on handhelds (which considering how people hated cross gen for that reason, they'd hate it here as well). I personally would just prefer a solution where its automatic. I dont really care about a Sony handheld, dont really want devs to be forced to support the thing (considering how shit Sony is at supporting its peripherals - like the Vita or PSVR2)  Modest_Modsoul Living the Dreams Member Oct 29, 2017 28,418 🤷‍♂️   setmymindforopensky Member Apr 20, 2025 67 a lot of games have performance modes. it should run a lot of the library even without any patching. if there's multiplat im sure itll default to the PS4 ver. im not sure what theyd do for something like GTA6 but itll have a series S version so its clearly scalable enough. im guessing PSTV situation. support it or not we dont care.  reksveks Member May 17, 2022 7,628 Think Kepler is personally assuming the goal of running without patches is a goal and one that won't happen just cause it's too late to force it. It's going to be an interesting solution to an interesting problem  Servbot24 The Fallen Oct 25, 2017 47,826 Obviously not. Pretty absurd question tbh.   RivalGT Member Dec 13, 2017 7,616 This one sounds like it requires a lot of work on Sony's end, I dont think developers will need to do much for games to work. Granted moving forward Sony is likely to make it easier for devs to have a more input on this portable mode. Things working out of the box is likely the goal, and thats what Sony needs if they want this to work, but devs having more input on this mode would be a plus I think.  Callibretto Member Oct 25, 2017 10,445 Indonesia shadowman16 said: Ideally you'd want stuff to pretty much work out of the box. The more you ask devs to do, the less I imagine will want to support it... Or suddenly games get parred down so that they can run on handhelds (which considering how people hated cross gen for that reason, they'd hate it here as well). I personally would just prefer a solution where its automatic. I dont really care about a Sony handheld, dont really want devs to be forced to support the thing (considering how shit Sony is at supporting its peripherals - like the Vita or PSVR2) Click to expand... Click to shrink... depend on the game imo, asking CD Project to somehow make Witcher 4 playable on handheld might be unreasonable. but any game that can run on Switch 2 should be playable on PSPortable without much issue   Pheonix1 Member Jun 22, 2024 716 Absolutely they will. Not sure why people think it would be hard, if they hand them.the right tools most ports won't take long anyhow.   skeezx Member Oct 27, 2017 23,994 guessing there will be a "portable approved" label with the respective games going forward, regardless whether it's a PS5 or PS6 game. and when the thing is released popular past titles will be retroactively approved by sony, and up to developers if they want to patch the bigger games to be portable friendly. i guess where things could get tricky/laborious for developers is whether every game going forward is required to screen for portable performance, as it's not a PC so the portable will likely disallow for running "non-approved" games at all  AmFreak Member Oct 26, 2017 3,245 They need to give people some form of guarantee that it will get games, otherwise they greatly diminish their potential success. The best way to do this is to make it another SKU of the contemporary console. And with (close to) everything already running at 60fps and progression slowing to a crawl it's far easier than it had been in the past.  Ruck Member Oct 25, 2017 3,105 I mean, what is the handheld? PS6? Or an actual second console? If the former, then yes, if the latter then no   TitanicFall Member Nov 12, 2017 9,340 Nah. It might be incentivized though. There's not much in it for devs if it's a cross buy situation.   Callibretto Member Oct 25, 2017 10,445 Indonesia imo, PS6 will remain their main console, focusing on high fidelity visuals that Switch 2 and portable PC won't be able to run without huge compromise. PSPortable will be secondary console, something like PSPortal, but this time able to play any games that Switch2 can reasonably run. and for the high end games that it can't run, it will use streaming, either from PS6 you own, or PS+ Premium subs  bleits Member Oct 14, 2023 373 They have to if they want to be taken seriously   Vic Damone Jr. Member Oct 27, 2017 20,534 Nope Sony doesn't mandate this stuff and it's why their second product always dies.   fiendcode Member Oct 26, 2017 26,514 I think it depends on what the device really is, if it's more of a "Portal 2" or a "Series SP" or something else entirely (PSP3?). Streaming might be enough for PS6 games along with incentivized PS5/4 patches but whatever SIE does they need to make sure their inhouse teams are ALL on board this time. That was a big part of PSP/Vita's downfall, that the biggest or most important PS Studios snubbed them and the teams that did show up with support are mostly closed and gone now.   Callibretto Member Oct 25, 2017 10,445 Indonesia bleits said: They have to if they want to be taken seriously Click to expand... Click to shrink... from the last interview with PS exec about Switch 2 spec, it seems clear that PS have no plan to abandon high end console spec to switch to mobile hardware like Switch 2 and Xbox Ally. PS consider their high fidelity visual as advantage and differentiator from Nintendo. so with PS6, their top studio will eventuall make games that just won't realistically run on handheld devices. so having a mandate where all PS6 games is playable on handheld is simply unrealistic imo  danm999 Member Oct 29, 2017 19,929 Sydney Incentives, not mandates.   NSESN ▲ Legend ▲ Member Oct 25, 2017 27,729 I think people are setting themselves for disappointment in regards for how powerful this thing will be   defaltoption Plug in a controller and enter the Konami code The Fallen Oct 27, 2017 12,485 Austin Depends on what they call it. If they call it anything related to ps6, expect very bad performance, and mandates If they call it ps5 portable, expect bad performance and no mandates as it will be handled on their end If they call it a ps portable expect it to have no support from Sony and get whatever it gets just be happy it functions till they abandon it.  Metnut Member Apr 7, 2025 30 Good question OP. I voted the middle one. I think anything that ships for PS5 will need to work for the handheld. Question is whether that works automatically or will need patches.  mute ▲ Legend ▲ Member Oct 25, 2017 29,807 I think that would require a level of commitment to a secondary piece of hardware that Sony hasn't shown in a long time.   Patison Member Oct 27, 2017 761 It's difficult to say without knowing what they're planning with this device exactly. If they're fully going Switch route (or PS Vita/PS TV route) or more like a Steam Deck, which will run launch games perfectly and then, as time goes on, some titles might start looking less than ideal or be unplayable at all. Or Series S/X, just the Series S being portable — that would be preferable but also limiting but also diminishing returns between generations so might be worth it etc. And if that device happens at all and its development won't be dropped soon is another question. Lots of unknowns, but I'm interested to see what Sony comes up with, as long as they'll have games to support it this time around.  Jammerz Member Apr 29, 2023 1,579 I think it will be optional support. However sony needs to support it with their first parties to set an example and making it as easy as possible for other devs to scale down. For sony first party games maybe use nixxes to scale down so their studios aren't bogged down.  Hamchan The Fallen Oct 25, 2017 6,000 I think 99.9% of games will be crossgen between PS5 and PS6 for the entire generation, just based on how this industry is going, so it might not be much of an issue for Sony to mandate.   Advance.Wars.Sgt. Member Jun 10, 2018 10,456 Honestly, I'd worry more about Sony's 1st party teams than 3rd party developers since they were notoriously adverse making software with a handheld power profile in mind.   overthewaves Member Sep 30, 2020 1,203 Wouldn't that hamstring the games for ps6? That's PlayStation players biggest fear they don't want a series S type situation right? They treat series S like a punching bag.   Neonvisions Member Oct 27, 2017 707 overthewaves said: Wouldn't that hamstring the games for ps6? That's PlayStation players biggest fear they don't want a series S type situation right? They treat series S like a punching bag. Click to expand... Click to shrink... How would that effect PS6? Are you suggesting that the Series S hamstrings games for the X?  Gwarm Member Nov 13, 2017 2,902 I'd be shocked if Sony released a device that let's you play games that haven't been patched or confirmed to run acceptably. Imagine if certain games just hard crashed the console? This is the company that wouldn't let you play certain Vita games on the PSTV even if they actually worked.   bloopland33 Member Mar 4, 2020 3,845 I wonder if they'll just do the Steam Deck thing and do a compatibility badge. You can boot whatever software you want, but it might run at 5 fps and drain your battery. This would be in addition to whatever efforts they're doing to make things work out of the box, of course. But it's hard to imagine them mandating developers ship a PS6 profile and a PS6P profile for those heavier games 5-7 years from now… ….but it's also hard to imagine them shipping this PS6-gen device that doesn't play everything (depending on how they position it). So maybe they Steam Deck it  vivftp Member Oct 29, 2017 23,016 My guess, every PS6 game will be mandated to support it. PS5 games will support it natively for the simpler games and will require a patch as has been rumored to run on lesser specs I think next gen we get PS3 and Vita emulation so the PS6 and portable will be able to play games from PSN from every past PlayStation  Mocha Joe Member Jun 2, 2021 13,636 Really need to take the Steam Deck approach and don't make it a requirement. Just make it a complementary device where it is possible to play majority of the games available on PSN.   overthewaves Member Sep 30, 2020 1,203 Neonvisions said: How would that effect PS6? Are you suggesting that the Series S hamstrings games for the X? Click to expand... Click to shrink... I mean did you see the reaction here to the series S announcement lol. Everyone was saying it's gonna "hold back the generation".   reksveks Member May 17, 2022 7,628 Neonvisions said: How would that effect PS6? Are you suggesting that the Series S hamstrings games for the X? Click to expand... Click to shrink... Or the perception is that it does but the truth is that there is a lot of factors   Fabs Member Aug 22, 2019 2,827 I can't see the forcing handheld and pro support next gen.   level Member May 25, 2023 1,427 Definitely not Games already take too long to make. Extra time isn't something they'll want to reinforce to their developers.  gofreak Member Oct 26, 2017 8,411 I don't think support will be mandatory. I think they're bringing it into a reality where a growing portion of games can, or could, run without much change or effort on the developer's part on a next gen handheld. They'll lean on that natural trend rather than a policy - anything that is outside of that will just be streamable as now with the Portal.   Caiusto Member Oct 25, 2017 7,086 If they don't want to end up with another Vita yes they will.   mute ▲ Legend ▲ Member Oct 25, 2017 29,807 Advance.Wars.Sgt. said: Honestly, I'd worry more about Sony's 1st party teams than 3rd party developers since they were notoriously adverse making software with a handheld power profile in mind. Click to expand... Click to shrink... It does seem kinda unthinkable that Intergalactic would be made with a handheld in mind, for example.   AmFreak Member Oct 26, 2017 3,245 mute said: It does seem kinda unthinkable that Intergalactic would be made with a handheld in mind, for example. Click to expand... Click to shrink... Ratchet, Returnal, Cyberpunk, etc. also weren't made "with a handheld in mind".   Spoit Member Oct 28, 2017 5,599 Given how much of a pain the series S mandate has been, I don't see them binding even first party studios to it, especially ones that are trying to go for the cutting edge of tech. Since given AMDs timelines, is not going to be anywhere near a base PS5. I'm also skeptical of the claim that'll be able to play ps5 games without extensive patching.  Jawmuncher Crisis Dino Moderator Oct 25, 2017 45,166 Ibis Island No, I think the portable will handle portable stuff "automatically" for what it converts   knightmawk Member Dec 12, 2018 8,900 I expect they'll do everything they can to make sure no one has to think about it and it's as automatic as possible. It'll technically still be part of cert, but the goal will be for it to be rare that a game fails that part of cert and has to be sent back. That being said, I imagine there will be some games that still don't work and developers will be able to submit for that exception.  RivalGT Member Dec 13, 2017 7,616 I think the concept here is similar to how PS4 games play on PS5, the ones with patches I mean, the game will run with a different graphics preset then it would on PS4/ PS4 Pro, so in some cases this means higher resolution or higher frame rate cap. What Sony needs to work on their end is getting this to work without any patches from developers. Its the only way this can work.  Vexii Member Oct 31, 2017 3,103 UK if they don't mandate support, it'll just be a death knell for the format. I don't think they could get away with a dedicated handheld platform now when the Switch and Steam Deck exists   Mobius and Pet Octopus Member Oct 25, 2017 17,065 Just because a game can run on a handheld, doesn't mean that's all required for support. The UI alone likely requires changes for an optimal experience, sometimes necessary to be "playable". Small screen sizes usually needs changes.   SeanMN Member Oct 28, 2017 2,437 If PS6 games support is optional, that will create fragmentation of the platform and uncertain software support. If it's part of the PS6 family and support is mandatory, I can see there being concern that if would hold the generation back with a low capability sku. My thoughts are this should be a PS6 and support the same as the primary console. 
    0 Комментарии 0 Поделились
  • One of the most versatile action cameras I've tested isn't from GoPro - and it's on sale

    DJI Osmo Action 4. Adrian Kingsley-Hughes/ZDNETMultiple DJI Osmo Action 4 packages are on sale . Both the Essential and Standard Combos have been discounted to while the Adventure Combo has dropped to DJI might not be the first name on people's lips when it comes to action cameras, but the company that's better known for its drones also has a really solid line of action cameras. And its latest device, the Osmo Action 4 camera, has some very impressive tricks up its sleeve.Also: One of the most versatile cameras I've used is not from Sony or Canon and it's on saleSo, what sets this action camera apart from the competition? Let's take a look.
    details
    View First off, this is not just an action camera -- it's a pro-grade action camera.From a hardware point of view, the Osmo Action 4 features a 1/1.3-inch image sensor that can record 4K at up to 120 frames per second. This sensor is combined with a wide-angle f/2.8 aperture lens that provides an ultra-wide field of view of up to 155°. And that's wide. Build quality and fit and finish are second to none. Adrian Kingsley-Hughes/ZDNETFor when the going gets rough, the Osmo Action 4 offers 360° HorizonSteady stabilization modes, including RockSteady 3.0/3.0+ for first-person video footage and HorizonBalancing/HorizonSteady modes for horizontal shots. That's pro-grade hardware right there.Also: This new AI video editor is an all-in-one production service for filmmakers - how to try itThe Osmo Action 4 also features a 10-bit D-Log M color mode. This mode allows the sensor to record over one billion colors and offers a wider dynamic range, giving you a video that is more vivid and that offers greater detail in the highlights and shadows. This mode, combined with an advanced color temperature sensor, means that the colors have a true-to-life feel regardless of whether you're shooting outdoors, indoors, or even underwater. The DJI Osmo Action 4 ready for action. Adrian Kingsley-Hughes/ZDNETI've added some video output from the Osmo Action 4 below. There are examples in both 1080p and 4K. To test the stabilization, I attached the camera to the truck and took it on some roads, some of which are pretty rough. The Osmo Action 4 had no problem with that terrain. I also popped the camera into the sea, just because. And again, no problem.I've also captured a few time-lapses with the camera -- not because I like clouds, but pointing a camera at a sky can be a good test of how it handles changing light. Also: I recommend this action camera to beginners and professional creators. Here's whyTimelapses with action cameras can suffer from unsightly exposure changes that cause the image to pulse, a condition known as exposure pumping. This issue can also cause the white balance to change noticeably in a video, but the Osmo Action 4 handled this test well.All the footage I've shot is what I've come to expect from a DJI camera, whether it's from an action camera or drone -- crisp, clear, vivid, and also nice and stable.The Osmo Action 4 is packed with various electronic image-stabilizationtech to ensure that your footage is smooth and on the horizon. It's worth noting the limitations of EIS -- it's not supported in slow-motion and timelapse modes, and the HorizonSteady and HorizonBalancing features are only available for video recorded at 1080por 2.7Kwith a frame rate of 60fps or below. On the durability front, I've no concerns. I've subjected the Osmo Action 4 to a hard few days of testing, and it's not let me down or complained once. It takes impacts like a champ, and being underwater or in dirt and sand is no problem at all. Also: I'm a full-time Canon photographer, but this Nikon camera made me wonder if I'm missing outYou might think that this heavy-duty testing would be hard on the camera's tiny batteries, but you'd be wrong. Remember I said the Osmo Action 4 offered hours of battery life? Well, I wasn't kidding.  The Osmo Action 4's ultra-long life batteries are incredible.  Adrian Kingsley-Hughes/ZDNETDJI says that a single battery can deliver up to 160 minutes of 1080p/24fps video recording. That's over two and a half hours of recording time. In the real world, I was blown away by how much a single battery can deliver. I shot video and timelapse, messed around with a load of camera settings, and then transferred that footage to my iPhone, and still had 16% battery left.No action camera has delivered so much for me on one battery. The two extra batteries and the multifunction case that come as part of the Adventure Combo are worth the extra Adrian Kingsley-Hughes/ZDNETAnd when you're ready to recharge, a 30W USB-C charger can take a battery from zero to 80% in 18 minutes. That's also impressive.What's more, the batteries are resistant to cold, offering up to 150 minutes of 1080p/24fps recording in temperatures as low as -20°C. This resistance also blows the competition away.Even taking into account all these strong points, the Osmo Action 4 offers even more.The camera has 2x digital zoom for better composition, Voice Prompts that let you know what the camera is doing without looking, and Voice Control that lets you operate the device without touching the screen or using the app. The Osmo Action 4 also digitally hides the selfie stick from a variety of different shots, and you can even connect the DJI Mic to the camera via the USB-C port for better audio capture.Also: Yes, an Android tablet finally made me reconsider my iPad Pro loyaltyAs for price, the Osmo Action 4 Standard Combo bundle comes in at while the Osmo Action 4 Adventure Combo, which comes with two extra Osmo Action Extreme batteries, an additional mini Osmo Action quick-release adapter mount, a battery case that acts as a power bank, and a 1.5-meter selfie stick, is I'm in love with the Osmo Action 4. It's hands down the best, most versatile, most powerful action camera on the market today, offering pro-grade features at a price that definitely isn't pro-grade.  Everything included in the Action Combo bundle. DJIDJI Osmo Action 4 tech specsDimensions: 70.5×44.2×32.8mmWeight: 145gWaterproof: 18m, up to 60m with the optional waterproof case Microphones: 3Sensor 1/1.3-inch CMOSLens: FOV 155°, aperture f/2.8, focus distance 0.4m to ∞Max Photo Resolution: 3648×2736Max Video Resolution: 4K: 3840×2880@24/25/30/48/50/60fps and 4K: 3840×2160@24/25/30/48/50/60/100/120fpsISO Range: 100-12800Front Screen: 1.4-inch, 323ppi, 320×320Rear Screen: 2.25-inch, 326ppi, 360×640Front/Rear Screen Brightness: 750±50 cd/m² Storage: microSDBattery: 1770mAh, lab tested to offer up to 160 minutes of runtimeOperating Temperature: -20° to 45° CThis article was originally published in August of 2023 and updated in March 2025.Featured reviews
    #one #most #versatile #action #cameras
    One of the most versatile action cameras I've tested isn't from GoPro - and it's on sale
    DJI Osmo Action 4. Adrian Kingsley-Hughes/ZDNETMultiple DJI Osmo Action 4 packages are on sale . Both the Essential and Standard Combos have been discounted to while the Adventure Combo has dropped to DJI might not be the first name on people's lips when it comes to action cameras, but the company that's better known for its drones also has a really solid line of action cameras. And its latest device, the Osmo Action 4 camera, has some very impressive tricks up its sleeve.Also: One of the most versatile cameras I've used is not from Sony or Canon and it's on saleSo, what sets this action camera apart from the competition? Let's take a look. details View First off, this is not just an action camera -- it's a pro-grade action camera.From a hardware point of view, the Osmo Action 4 features a 1/1.3-inch image sensor that can record 4K at up to 120 frames per second. This sensor is combined with a wide-angle f/2.8 aperture lens that provides an ultra-wide field of view of up to 155°. And that's wide. Build quality and fit and finish are second to none. Adrian Kingsley-Hughes/ZDNETFor when the going gets rough, the Osmo Action 4 offers 360° HorizonSteady stabilization modes, including RockSteady 3.0/3.0+ for first-person video footage and HorizonBalancing/HorizonSteady modes for horizontal shots. That's pro-grade hardware right there.Also: This new AI video editor is an all-in-one production service for filmmakers - how to try itThe Osmo Action 4 also features a 10-bit D-Log M color mode. This mode allows the sensor to record over one billion colors and offers a wider dynamic range, giving you a video that is more vivid and that offers greater detail in the highlights and shadows. This mode, combined with an advanced color temperature sensor, means that the colors have a true-to-life feel regardless of whether you're shooting outdoors, indoors, or even underwater. The DJI Osmo Action 4 ready for action. Adrian Kingsley-Hughes/ZDNETI've added some video output from the Osmo Action 4 below. There are examples in both 1080p and 4K. To test the stabilization, I attached the camera to the truck and took it on some roads, some of which are pretty rough. The Osmo Action 4 had no problem with that terrain. I also popped the camera into the sea, just because. And again, no problem.I've also captured a few time-lapses with the camera -- not because I like clouds, but pointing a camera at a sky can be a good test of how it handles changing light. Also: I recommend this action camera to beginners and professional creators. Here's whyTimelapses with action cameras can suffer from unsightly exposure changes that cause the image to pulse, a condition known as exposure pumping. This issue can also cause the white balance to change noticeably in a video, but the Osmo Action 4 handled this test well.All the footage I've shot is what I've come to expect from a DJI camera, whether it's from an action camera or drone -- crisp, clear, vivid, and also nice and stable.The Osmo Action 4 is packed with various electronic image-stabilizationtech to ensure that your footage is smooth and on the horizon. It's worth noting the limitations of EIS -- it's not supported in slow-motion and timelapse modes, and the HorizonSteady and HorizonBalancing features are only available for video recorded at 1080por 2.7Kwith a frame rate of 60fps or below. On the durability front, I've no concerns. I've subjected the Osmo Action 4 to a hard few days of testing, and it's not let me down or complained once. It takes impacts like a champ, and being underwater or in dirt and sand is no problem at all. Also: I'm a full-time Canon photographer, but this Nikon camera made me wonder if I'm missing outYou might think that this heavy-duty testing would be hard on the camera's tiny batteries, but you'd be wrong. Remember I said the Osmo Action 4 offered hours of battery life? Well, I wasn't kidding.  The Osmo Action 4's ultra-long life batteries are incredible.  Adrian Kingsley-Hughes/ZDNETDJI says that a single battery can deliver up to 160 minutes of 1080p/24fps video recording. That's over two and a half hours of recording time. In the real world, I was blown away by how much a single battery can deliver. I shot video and timelapse, messed around with a load of camera settings, and then transferred that footage to my iPhone, and still had 16% battery left.No action camera has delivered so much for me on one battery. The two extra batteries and the multifunction case that come as part of the Adventure Combo are worth the extra Adrian Kingsley-Hughes/ZDNETAnd when you're ready to recharge, a 30W USB-C charger can take a battery from zero to 80% in 18 minutes. That's also impressive.What's more, the batteries are resistant to cold, offering up to 150 minutes of 1080p/24fps recording in temperatures as low as -20°C. This resistance also blows the competition away.Even taking into account all these strong points, the Osmo Action 4 offers even more.The camera has 2x digital zoom for better composition, Voice Prompts that let you know what the camera is doing without looking, and Voice Control that lets you operate the device without touching the screen or using the app. The Osmo Action 4 also digitally hides the selfie stick from a variety of different shots, and you can even connect the DJI Mic to the camera via the USB-C port for better audio capture.Also: Yes, an Android tablet finally made me reconsider my iPad Pro loyaltyAs for price, the Osmo Action 4 Standard Combo bundle comes in at while the Osmo Action 4 Adventure Combo, which comes with two extra Osmo Action Extreme batteries, an additional mini Osmo Action quick-release adapter mount, a battery case that acts as a power bank, and a 1.5-meter selfie stick, is I'm in love with the Osmo Action 4. It's hands down the best, most versatile, most powerful action camera on the market today, offering pro-grade features at a price that definitely isn't pro-grade.  Everything included in the Action Combo bundle. DJIDJI Osmo Action 4 tech specsDimensions: 70.5×44.2×32.8mmWeight: 145gWaterproof: 18m, up to 60m with the optional waterproof case Microphones: 3Sensor 1/1.3-inch CMOSLens: FOV 155°, aperture f/2.8, focus distance 0.4m to ∞Max Photo Resolution: 3648×2736Max Video Resolution: 4K: 3840×2880@24/25/30/48/50/60fps and 4K: 3840×2160@24/25/30/48/50/60/100/120fpsISO Range: 100-12800Front Screen: 1.4-inch, 323ppi, 320×320Rear Screen: 2.25-inch, 326ppi, 360×640Front/Rear Screen Brightness: 750±50 cd/m² Storage: microSDBattery: 1770mAh, lab tested to offer up to 160 minutes of runtimeOperating Temperature: -20° to 45° CThis article was originally published in August of 2023 and updated in March 2025.Featured reviews #one #most #versatile #action #cameras
    WWW.ZDNET.COM
    One of the most versatile action cameras I've tested isn't from GoPro - and it's on sale
    DJI Osmo Action 4. Adrian Kingsley-Hughes/ZDNETMultiple DJI Osmo Action 4 packages are on sale at Amazon. Both the Essential and Standard Combos have been discounted to $249, while the Adventure Combo has dropped to $349.DJI might not be the first name on people's lips when it comes to action cameras, but the company that's better known for its drones also has a really solid line of action cameras. And its latest device, the Osmo Action 4 camera, has some very impressive tricks up its sleeve.Also: One of the most versatile cameras I've used is not from Sony or Canon and it's on saleSo, what sets this action camera apart from the competition? Let's take a look. details View at Amazon First off, this is not just an action camera -- it's a pro-grade action camera.From a hardware point of view, the Osmo Action 4 features a 1/1.3-inch image sensor that can record 4K at up to 120 frames per second (fps). This sensor is combined with a wide-angle f/2.8 aperture lens that provides an ultra-wide field of view of up to 155°. And that's wide. Build quality and fit and finish are second to none. Adrian Kingsley-Hughes/ZDNETFor when the going gets rough, the Osmo Action 4 offers 360° HorizonSteady stabilization modes, including RockSteady 3.0/3.0+ for first-person video footage and HorizonBalancing/HorizonSteady modes for horizontal shots. That's pro-grade hardware right there.Also: This new AI video editor is an all-in-one production service for filmmakers - how to try itThe Osmo Action 4 also features a 10-bit D-Log M color mode. This mode allows the sensor to record over one billion colors and offers a wider dynamic range, giving you a video that is more vivid and that offers greater detail in the highlights and shadows. This mode, combined with an advanced color temperature sensor, means that the colors have a true-to-life feel regardless of whether you're shooting outdoors, indoors, or even underwater. The DJI Osmo Action 4 ready for action. Adrian Kingsley-Hughes/ZDNETI've added some video output from the Osmo Action 4 below. There are examples in both 1080p and 4K. To test the stabilization, I attached the camera to the truck and took it on some roads, some of which are pretty rough. The Osmo Action 4 had no problem with that terrain. I also popped the camera into the sea, just because. And again, no problem.I've also captured a few time-lapses with the camera -- not because I like clouds (well, actually, I do like clouds), but pointing a camera at a sky can be a good test of how it handles changing light. Also: I recommend this action camera to beginners and professional creators. Here's whyTimelapses with action cameras can suffer from unsightly exposure changes that cause the image to pulse, a condition known as exposure pumping. This issue can also cause the white balance to change noticeably in a video, but the Osmo Action 4 handled this test well.All the footage I've shot is what I've come to expect from a DJI camera, whether it's from an action camera or drone -- crisp, clear, vivid, and also nice and stable.The Osmo Action 4 is packed with various electronic image-stabilization (EIS) tech to ensure that your footage is smooth and on the horizon. It's worth noting the limitations of EIS -- it's not supported in slow-motion and timelapse modes, and the HorizonSteady and HorizonBalancing features are only available for video recorded at 1080p (16:9) or 2.7K (16:9) with a frame rate of 60fps or below. On the durability front, I've no concerns. I've subjected the Osmo Action 4 to a hard few days of testing, and it's not let me down or complained once. It takes impacts like a champ, and being underwater or in dirt and sand is no problem at all. Also: I'm a full-time Canon photographer, but this Nikon camera made me wonder if I'm missing outYou might think that this heavy-duty testing would be hard on the camera's tiny batteries, but you'd be wrong. Remember I said the Osmo Action 4 offered hours of battery life? Well, I wasn't kidding.  The Osmo Action 4's ultra-long life batteries are incredible.  Adrian Kingsley-Hughes/ZDNETDJI says that a single battery can deliver up to 160 minutes of 1080p/24fps video recording (at room temperature, with RockSteady on, Wi-Fi off, and screen off). That's over two and a half hours of recording time. In the real world, I was blown away by how much a single battery can deliver. I shot video and timelapse, messed around with a load of camera settings, and then transferred that footage to my iPhone, and still had 16% battery left.No action camera has delivered so much for me on one battery. The two extra batteries and the multifunction case that come as part of the Adventure Combo are worth the extra $100. Adrian Kingsley-Hughes/ZDNETAnd when you're ready to recharge, a 30W USB-C charger can take a battery from zero to 80% in 18 minutes. That's also impressive.What's more, the batteries are resistant to cold, offering up to 150 minutes of 1080p/24fps recording in temperatures as low as -20°C (-4°F). This resistance also blows the competition away.Even taking into account all these strong points, the Osmo Action 4 offers even more.The camera has 2x digital zoom for better composition, Voice Prompts that let you know what the camera is doing without looking, and Voice Control that lets you operate the device without touching the screen or using the app. The Osmo Action 4 also digitally hides the selfie stick from a variety of different shots, and you can even connect the DJI Mic to the camera via the USB-C port for better audio capture.Also: Yes, an Android tablet finally made me reconsider my iPad Pro loyaltyAs for price, the Osmo Action 4 Standard Combo bundle comes in at $399, while the Osmo Action 4 Adventure Combo, which comes with two extra Osmo Action Extreme batteries, an additional mini Osmo Action quick-release adapter mount, a battery case that acts as a power bank, and a 1.5-meter selfie stick, is $499.I'm in love with the Osmo Action 4. It's hands down the best, most versatile, most powerful action camera on the market today, offering pro-grade features at a price that definitely isn't pro-grade.  Everything included in the Action Combo bundle. DJIDJI Osmo Action 4 tech specsDimensions: 70.5×44.2×32.8mmWeight: 145gWaterproof: 18m, up to 60m with the optional waterproof case Microphones: 3Sensor 1/1.3-inch CMOSLens: FOV 155°, aperture f/2.8, focus distance 0.4m to ∞Max Photo Resolution: 3648×2736Max Video Resolution: 4K (4:3): 3840×2880@24/25/30/48/50/60fps and 4K (16:9): 3840×2160@24/25/30/48/50/60/100/120fpsISO Range: 100-12800Front Screen: 1.4-inch, 323ppi, 320×320Rear Screen: 2.25-inch, 326ppi, 360×640Front/Rear Screen Brightness: 750±50 cd/m² Storage: microSD (up to 512GB)Battery: 1770mAh, lab tested to offer up to 160 minutes of runtime (tested at room temperature - 25°C/77°F - and 1080p/24fps, with RockSteady on, Wi-Fi off, and screen off)Operating Temperature: -20° to 45° C (-4° to 113° F)This article was originally published in August of 2023 and updated in March 2025.Featured reviews
    0 Комментарии 0 Поделились
  • With technical improvements, Pokemon Scarlet & Violet are utterly transformed on Nintendo Switch 2

    PERFORMANCE ART

    With technical improvements, Pokemon Scarlet & Violet are utterly transformed on Nintendo Switch 2
    What a difference a frame rate makes. On more powerful hardware, Pokemon Scarlet & Violet are practically different games

    Article

    by Alex Donaldson
    Assistant Editor

    Published on June 4, 2025

    I can scarcely think of a game as hampered by its performance as the original Nintendo Switch release of Pokemon Scarlet & Violet. I can think of loads of games that perform worse, of course - broken, shattered releases - but I struggle to think of a great game so thoroughly compromised just from how it runs.
    That was the log behind my 2022 review of the games, where I called the games a “super-effective new vision” for the series but bemoaned how it ran. The game became famous for stop-motion windmills and distant cliffsides that looked like they’d fallen out of a Nintendo 64 game. The truth is, Scarlet & Violet’s brilliant design and peppy attitude deserved better.
    Now, three years on from release, Scarlet & Violet is about to get better with a Switch 2 update that I’m going to go ahead and call a total
    I was invited by The Pokemon Company to take an early look at the patched Switch 2 version of the game - which is always a sign of confidence, given I was quite a noisy detractor of the original game’s performance.
    I’m honestly not sure what to say other than: wow, what a difference. It is absolute night and day stuff. To the sort of people who say that frame rate doesn’t really matter, I challenge them to play Scarlet & Violet on Switch 2 and then go back to the original. I dare you. As friend of the site Joe says in Serebii's video preview embedded below, it ain’t doable.

    Watch on YouTube
    With a crisp presentation at a higher resolution and with a frame rate that as far as I can tell sits at a rock solid 60fps for the vast majority of the time, this is a world apart from the stomach-turning rollercoaster highs and lows of the original release. Distant Pokemon and world elements are no longer slideshows - yes, those infamous windmills are fixed!
    This isn’t just about technical bragging rights. The difference in how this game now runs is profound enough that it changes the flow and feel of the game. Scarlet & Violet were by design the most footloose and expansive Pokemon games of all time, channeling the open world chops of everything from Skyrim to Breath of the Wild into a Pokemon setting and setup. The performance was a drag on that - if the frame rate tanks every time you whip the camera around to see a nearby approaching threat or take in a distant vista, you’re ripped right out of the game. By stabilising everything, the performance is utterly transformed.
    Aside from the nebulous concept of ‘game feel’ being improved by the technical advancements, there are also real boons in terms of gameplay. Wild Pokemon spawn in and swarm across the rolling fields and the like in greater numbers. The subtle delay that you’d perceive, that hitch when encountering a wild Pokemon, is eliminated. Menus that were sluggish are now snappier and more responsive. Pokemon Box sprite icons now spring to life instantly.

    These are small quality of life changes that add up to something greater. Perhaps most importantly battles are now less plodding in their pace, which was frequently obliterated by certain move animations could send the frame rate crashing.
    It has to be said, it’s not all perfect. The level of detail settings remain pretty aggressive - which means as you’re galloping along at a glorious 60 frames atop your trusty Poke-steed, flowers and other micro detail pop in around you. It’s not ideal. Also, to be honest, the game now being technically accomplished does help to expose the art style for what it is - which is in need of a bit of tightening, I feel. The addition of HDR does really help the colorful exuberance of Paldea to shine, though.
    In all it’s a triumph, anyway. This is the game Scarlet & Violet should’ve been. Moreover, it feels like the most technically accomplished main-line Pokemon game… possibly ever? Certainly of the 3D era. As with 120fps mouselook Metroid, playing 3D Pokemon at 60fps feels like you’re doing something illegal, frankly. But this is now the way to play these excellent games - and with good-performing Pokemon games now on the table, my excitement for this year’s Pokemon Legends Z-A has skyrocketed.
    #with #technical #improvements #pokemon #scarlet
    With technical improvements, Pokemon Scarlet & Violet are utterly transformed on Nintendo Switch 2
    PERFORMANCE ART With technical improvements, Pokemon Scarlet & Violet are utterly transformed on Nintendo Switch 2 What a difference a frame rate makes. On more powerful hardware, Pokemon Scarlet & Violet are practically different games Article by Alex Donaldson Assistant Editor Published on June 4, 2025 I can scarcely think of a game as hampered by its performance as the original Nintendo Switch release of Pokemon Scarlet & Violet. I can think of loads of games that perform worse, of course - broken, shattered releases - but I struggle to think of a great game so thoroughly compromised just from how it runs. That was the log behind my 2022 review of the games, where I called the games a “super-effective new vision” for the series but bemoaned how it ran. The game became famous for stop-motion windmills and distant cliffsides that looked like they’d fallen out of a Nintendo 64 game. The truth is, Scarlet & Violet’s brilliant design and peppy attitude deserved better. Now, three years on from release, Scarlet & Violet is about to get better with a Switch 2 update that I’m going to go ahead and call a total I was invited by The Pokemon Company to take an early look at the patched Switch 2 version of the game - which is always a sign of confidence, given I was quite a noisy detractor of the original game’s performance. I’m honestly not sure what to say other than: wow, what a difference. It is absolute night and day stuff. To the sort of people who say that frame rate doesn’t really matter, I challenge them to play Scarlet & Violet on Switch 2 and then go back to the original. I dare you. As friend of the site Joe says in Serebii's video preview embedded below, it ain’t doable. Watch on YouTube With a crisp presentation at a higher resolution and with a frame rate that as far as I can tell sits at a rock solid 60fps for the vast majority of the time, this is a world apart from the stomach-turning rollercoaster highs and lows of the original release. Distant Pokemon and world elements are no longer slideshows - yes, those infamous windmills are fixed! This isn’t just about technical bragging rights. The difference in how this game now runs is profound enough that it changes the flow and feel of the game. Scarlet & Violet were by design the most footloose and expansive Pokemon games of all time, channeling the open world chops of everything from Skyrim to Breath of the Wild into a Pokemon setting and setup. The performance was a drag on that - if the frame rate tanks every time you whip the camera around to see a nearby approaching threat or take in a distant vista, you’re ripped right out of the game. By stabilising everything, the performance is utterly transformed. Aside from the nebulous concept of ‘game feel’ being improved by the technical advancements, there are also real boons in terms of gameplay. Wild Pokemon spawn in and swarm across the rolling fields and the like in greater numbers. The subtle delay that you’d perceive, that hitch when encountering a wild Pokemon, is eliminated. Menus that were sluggish are now snappier and more responsive. Pokemon Box sprite icons now spring to life instantly. These are small quality of life changes that add up to something greater. Perhaps most importantly battles are now less plodding in their pace, which was frequently obliterated by certain move animations could send the frame rate crashing. It has to be said, it’s not all perfect. The level of detail settings remain pretty aggressive - which means as you’re galloping along at a glorious 60 frames atop your trusty Poke-steed, flowers and other micro detail pop in around you. It’s not ideal. Also, to be honest, the game now being technically accomplished does help to expose the art style for what it is - which is in need of a bit of tightening, I feel. The addition of HDR does really help the colorful exuberance of Paldea to shine, though. In all it’s a triumph, anyway. This is the game Scarlet & Violet should’ve been. Moreover, it feels like the most technically accomplished main-line Pokemon game… possibly ever? Certainly of the 3D era. As with 120fps mouselook Metroid, playing 3D Pokemon at 60fps feels like you’re doing something illegal, frankly. But this is now the way to play these excellent games - and with good-performing Pokemon games now on the table, my excitement for this year’s Pokemon Legends Z-A has skyrocketed. #with #technical #improvements #pokemon #scarlet
    WWW.VG247.COM
    With technical improvements, Pokemon Scarlet & Violet are utterly transformed on Nintendo Switch 2
    PERFORMANCE ART With technical improvements, Pokemon Scarlet & Violet are utterly transformed on Nintendo Switch 2 What a difference a frame rate makes. On more powerful hardware, Pokemon Scarlet & Violet are practically different games Article by Alex Donaldson Assistant Editor Published on June 4, 2025 I can scarcely think of a game as hampered by its performance as the original Nintendo Switch release of Pokemon Scarlet & Violet. I can think of loads of games that perform worse, of course - broken, shattered releases - but I struggle to think of a great game so thoroughly compromised just from how it runs. That was the log behind my 2022 review of the games, where I called the games a “super-effective new vision” for the series but bemoaned how it ran. The game became famous for stop-motion windmills and distant cliffsides that looked like they’d fallen out of a Nintendo 64 game. The truth is, Scarlet & Violet’s brilliant design and peppy attitude deserved better. Now, three years on from release, Scarlet & Violet is about to get better with a Switch 2 update that I’m going to go ahead and call a total I was invited by The Pokemon Company to take an early look at the patched Switch 2 version of the game - which is always a sign of confidence, given I was quite a noisy detractor of the original game’s performance. I’m honestly not sure what to say other than: wow, what a difference. It is absolute night and day stuff. To the sort of people who say that frame rate doesn’t really matter, I challenge them to play Scarlet & Violet on Switch 2 and then go back to the original. I dare you. As friend of the site Joe says in Serebii's video preview embedded below, it ain’t doable. Watch on YouTube With a crisp presentation at a higher resolution and with a frame rate that as far as I can tell sits at a rock solid 60fps for the vast majority of the time, this is a world apart from the stomach-turning rollercoaster highs and lows of the original release. Distant Pokemon and world elements are no longer slideshows - yes, those infamous windmills are fixed! This isn’t just about technical bragging rights. The difference in how this game now runs is profound enough that it changes the flow and feel of the game. Scarlet & Violet were by design the most footloose and expansive Pokemon games of all time, channeling the open world chops of everything from Skyrim to Breath of the Wild into a Pokemon setting and setup. The performance was a drag on that - if the frame rate tanks every time you whip the camera around to see a nearby approaching threat or take in a distant vista, you’re ripped right out of the game. By stabilising everything, the performance is utterly transformed. Aside from the nebulous concept of ‘game feel’ being improved by the technical advancements, there are also real boons in terms of gameplay. Wild Pokemon spawn in and swarm across the rolling fields and the like in greater numbers. The subtle delay that you’d perceive, that hitch when encountering a wild Pokemon, is eliminated. Menus that were sluggish are now snappier and more responsive. Pokemon Box sprite icons now spring to life instantly. These are small quality of life changes that add up to something greater. Perhaps most importantly battles are now less plodding in their pace, which was frequently obliterated by certain move animations could send the frame rate crashing. It has to be said, it’s not all perfect. The level of detail settings remain pretty aggressive - which means as you’re galloping along at a glorious 60 frames atop your trusty Poke-steed, flowers and other micro detail pop in around you. It’s not ideal. Also, to be honest, the game now being technically accomplished does help to expose the art style for what it is - which is in need of a bit of tightening, I feel. The addition of HDR does really help the colorful exuberance of Paldea to shine, though. In all it’s a triumph, anyway. This is the game Scarlet & Violet should’ve been. Moreover, it feels like the most technically accomplished main-line Pokemon game… possibly ever? Certainly of the 3D era. As with 120fps mouselook Metroid, playing 3D Pokemon at 60fps feels like you’re doing something illegal, frankly. But this is now the way to play these excellent games - and with good-performing Pokemon games now on the table, my excitement for this year’s Pokemon Legends Z-A has skyrocketed.
    Like
    Love
    Wow
    Angry
    Sad
    202
    0 Комментарии 0 Поделились
  • Best PS5 Headset 2025: Top Gaming Headsets for PlayStation

    With both the PlayStation 5 and PlayStation 5 Pro, the visual experience on Sony’s console is incredible, especially when paired with the right TV for gaming. Playing games at 4K resolution and 60fps on that new PS5 Pro is fantastic, but to really get in the game, you need the audio experience to match. You’ll do justice in a home theater setup with the proper 7.1 speakers or a great soundbar, but you probably don’t want to be rattling your walls at all times. That doesn’t mean you have to sacrifice sound quality – one of the most important PS5 accessories is a good gaming headset, and there are plenty out there.Pulse Elite is one of the best picks for PS5 since it’s a Sony first-party product that features some nice platform integration. But if you’re willing to spend more for pure audio quality, the Audeze Maxwell is an easy choice. And if you want to ditch having something clamping over your head, the SteelSeries Arctis GameBuds elevate earbuds to the headset levels of performance.
    TL;DR - These Are the Best PS5 HeadsetsOur Top PickSteelSeries Arctis Nova ProSee it at AmazonBest First-PartyPlayStation Pulse EliteSee it at AmazonBest 3D AudioPlayStation Pulse 3DBest High-EndAudeze MaxwellSee it at AmazonBest BudgetTurtle Beach Stealth 500See it at AmazonBest Open-BackTurtle Beach Atlas AirSee it at AmazonBest WiredHyperX Cloud IIISee it at AmazonBest Noise-cancelingAlienware Pro HeadsetSee it at AmazonBest EarbudsSteelSeries Arctis GameBudsSee it at AmazonIt's worth noting that from now until June 11 is Sony's PS5 Days of Play sale, which features several deals on hardware and games. This includes accessories like headsets and controllers; unfortunately, it does not include the Pulse Elite or Pulse 3D headsets. However, you can get deep discounts on the Pulse Explore gaming earbuds, the Sony InZone H9 headset, and the InZone noise-cancelling earbuds, all of which we have reviewed and gave high marks.When it comes to our picks, you may notice some crossover in our best overall gaming headsets roundup since many of them have PS5-specific models that take advantage of the console’s specific features. There are also a few first-party options that make the most of the PS5 with features like Tempest 3D spatial audio and further customization that’s native to the platform. Regardless of what you choose to pick up, you’ll end up with something great, which I can attest to since I have first-hand experience with every product I recommend. Everything from sound quality and comfort to ease-of-use and feature set are all factors in deciding which headsets get my stamp of approval. Below, you can read my detailed explanations behind each pick to help you decide which one is right for you. As new headsets come out and I test more of them, I’ll update this list to make sure you’re looking at the top picks.
    If you're looking for discounts on the best PS5 accessories, check out our picks for the best PS5 deals.This guide contains contributions by Danielle Abraham.1. SteelSeries Arctis Nova ProBest Overall PS5 HeadsetOur Top PickSteelSeries Arctis Nova ProMultiple connectivity options, a hot-swappable battery, excellent sound, and hybrid active noise canceling make this a hard-to-top headset.See it at AmazonProduct SpecificationsConnectivity2.4 GHz wireless, Bluetooth, wiredDrivers40mm NeodymiumBattery life18-22 hoursWeight338gPROSFully featured with ANC, base station, etcSwappable battery system is innovativeFantastic sound qualityCONSANC could be betterIt seems like everywhere you look for headset recommendations, you’ll come across someone singing the praises of the SteelSeries Arctis Nova Pro – us included. It’s the current top pick in our overall best gaming headset roundup and it’s also tremendous when using it on the PS5. You still get all the great features with some new technology including active noise cancellation and improved audio all around. Using a hybrid noise-canceling system with four mics, you can drown out harsh noises from outside your room to the ambient hum of loud fans. But it's the full compatiblity with the PS5’s Tempest 3D audio that give it the edge, which is one of console-specific perks you should expect from a top-end headset such as this one.Most importantly, the Nova Pro offers some fantastic sound quality out of the box with bold and balanced audio for those PlayStation-exclusive single-player cinematic experiences. Its positional audio is great as well, so it's easier to hear enemy footsteps around the corner or gauge the distance of action happening in a competitive shooter like Call of Duty Warzone or Apex Legends.The Arctis Nova Pro represents the biggest design shift since the start of the Arctis lineup. Its telescoping arms on its adjustable headband better accommodate larger head sizes and proper fitment. The earcups are also slimmer and sleeker, giving off less of a gaming headset vibe and more of a look akin to wireless headphones without sacrificing the comfort SteelSeries headsets are known for. And one of our favorite features remains intact with a few upgrades: the hot-swappable rechargeable battery system. This means that when the battery runs low during a gaming session, you can quickly change it out without having to plug in, giving you wireless freedom indefinitely.The Arctis Nova Pro is one of the best headsets you can buy right now, regardless of platform but especially for PS5. It’s well-rounded with uniquely robust features, great sound quality for gaming, and comfort to keep you going. Take our word for it – in our Arctis Nova Pro headset review, it earned a rare 10 for all the aforementioned reasons and more.2. PlayStation Pulse EliteBest First-Party PS5 HeadsetBest First-PartyPlayStation Pulse EliteGreat sound, a unique look, and multipoint connectivity all come with this headset made with the PS5 in mind.See it at AmazonProduct SpecificationsConnectivityWired, Bluetooth, PlayStation LinkDriversPlanar magneticMax battery life30 hours Weight347gPROSClear, detailed audioWireless multipointCONSUnique design won’t appeal to allThe PlayStation Pulse Elite wireless headset turned out to be an absolute beast when we reviewed it, which didn’t come as much of a surprise considering its more affordable counterpart, the Pulse 3D, was already a fantastic headset. It has some versatility with Bluetooth connectivity, but when connected to the PS5 with the USB dongle, you can access EQ settings and 3D audio natively. Additionally, you’re able to get audio feeds from both the PS5 and a Bluetooth device simultaneously. With a sleek unibody design, its on-device controls are easy to use since it’s easy to distinguish each button.But at the end of the day, it’s all about audio quality, and the Pulse Elite delivers on that front. The planar magnetic audio drivers help minimize distortion and provide tremendous sound quality that’ll get the most out of your games. There’s strong bass that doesn’t overpower other frequencies, and playing games at loud volumes doesn’t sound harsh when it comes to the mids and highs. Especially when you use the right EQ settings, the Pulse Elite sounds tuned just right for each game. Sony's own Tempest 3D audio is the cherry on top, and a single-player game that takes advantage of this feature gives the experience of an immersive soundstage few headsets can pull off right.For you’re getting a lot for your money. It’s priced well below other high-end headsets, yet performs on par with many of them. It’s also packed with several extra features that make the most of the PS5 as a platform. For all that and more, the Pulse Elite is one of the best PS5 headsets you can get today.3. PlayStation Pulse 3DBest PS5 Headset for 3D AudioBest 3D AudioPlayStation Pulse 3DDesigned for the PS5 but compatible with many other devices, this affordable headset offers Tempest 3D positional audio for detailed, immersive sound.Product SpecificationsConnectivityUSB dongle, 3.5mm jackDrivers40mm NeodymiumMax battery life12 hoursWeight292gPROSTailored to the PS5Affordable for official Sony gearBase level sound quality is greatCONSMediocre battery lifeThe official PlayStation headset that launched alongside the PS5, the Sony Pulse 3D was specifically designed to show off the console’s next-gen audio capabilities. Even several years removed from its release, it still does that very well, particularly when it comes to the PS5’s Tempest 3D AudioTech, the virtual surround sound system designed to enhance positional audio feedback – think enemy fire coming from a certain height and direction, or an NPC talking to you from behind.Even without that 3D audio, our review of the Sony Pulse 3D revealed it to performing headset with a wide soundstage alongside solid overall sound quality. The rounded, well-padded leatherette ear cups are wider than they look, although they can get a tad warm after continuous use. It’s lightweight, too, and the slick white-black color scheme perfectly fits the PS5 hardware. However, I do find the headset to clamp a bit tighter than most, so that's one thing to take note of.A pair of noise-canceling microphones are built into the headset’s ear cups. They work fine and audio comes through loud and clear, though they struggle to completely isolate and eliminate background noise. For the most part, that won’t be a problem. Also, remember to charge this headset at the end of the day or have a very long USB-C cable to plug it in mid-session since it's battery life is on the shorter end.The Pulse 3D headset is an incredible value at giving you a great option for PS5 audio with all the Sony-specific bells and whistles you'd want if you're not willing to shell out the extra money for the Pulse Elite.4. Audeze MaxwellBest High-End PS5 HeadsetAudeze MaxwellThe Audeze Maxwell is a high-end wireless gaming headset from one of the best headphone manufacturers on the planet.See it at AmazonProduct SpecificationsConnectivityUSB-A / USB-C, Bluetooth 5.3, 3.5mm wiredDrivers90mm planar magneticMax battery life80+ hoursWeight490gPROSTop-notch audio experienceSleek, low-key designCONSLeans on the heavier sideAlthough our overall top pick is the SteelSeries Arctis Nova Pro with the Pulse Elite not too far behind, I still find the Audeze Maxwell worth its price tag and a surefire recommendation for those who want the absolute best audio quality. It sports a sleek, non-descript design akin to many audiophile-style pairs of headphones and performs just like one as well. Sometimes I need to break away from the misconception that wired is always better for sound quality, especially when the Audeze Maxwell proved me wrong.Its 90mm planar magnetic drivers jump out from the spec sheet – and while bigger drivers doesn’t always mean better, this is one case in which the audio experience matches the boastful driver size. Overall clarity, balance across frequencies, and a rich natural audio profile make this high-end headset stand out from the rest of the pack. While the aforementioned headsets on this list are fantastic in their own right, especially for their robust features, it’s hard to compete with the Audeze Maxwell purely in the audio department.That said, while the Maxwell is comfortable, it does land on the heavier side of gaming headsets. It’s built like a tank, but if you’re okay with that, then it’s more of a non-issue. When you get a great mix of sound quality, battery life, and features such as a mic with pinpoint noise isolation, it’s easy to justify its high price. I praised it for all that and more in my Audeze Maxwell review where it earned a 9 on our scoring scale.5. Turtle Beach Stealth 500Best Budget PS5 HeadsetTurtle Beach Stealth 500The Turtle Beach Stealth 500 is a wireless gaming headset for under and you can't beat that value.See it at AmazonProduct SpecificationsConnectivity2.4GHz, Bluetooth 5.2Drivers40mm driversBattery life40 hoursWeight235gPROSDurable and flexible buildGreat sound quality for its priceCONSBulky design with messy button layoutYears of solid headsets proves that Turtle Beach knows what it's doing, and its high-end offerings have been competitive options for a while now. But as I go down the pricing hierarchy, there are still impressive headsets like the Stealth 500 that punches above its weight. Although it’s quite bulky in its physical build, I find the Stealth 500 to be smartly designed with a super flexible headband that's durable and lightweight, which also translates to solid comfort that’s easy on the ears.What's most important is sound quality, and what you get from the Stealth 500 is nothing to scoff at. While it may struggle in higher frequencies, which tend to sound a bit crunchy at louder volumes, its strong bass and clear mids make games sound full without coming across as artificial. With the Swarm II software’s Signature Sound profile, you’ll be set without having to fiddle with too many settings. Its positional audio was great as well, which I sussed out while playing ranked matches of Counter-Strike 2, so you don’t really need to shell out the big bucks to get that kind of advantage in competitive games on PS5.Even at this price point, you get Bluetooth capabilities and can swap between devices with the press of a button. While the mic isn’t anything to boast about, it’s serviceable and can be customized in the software as well. It’s no surprise that there are compromises that need to be made in budget-level headsets, but it gets the essentials right, which earned it an 8 in my Stealth 500 review.6. HyperX Cloud IIIBest Wired PS5 HeadsetBest WiredHyperX Cloud IIIWith great comfort, sound quality, microphone clarity, and durability, the Cloud III is one of HyperX's best headsets.See it at AmazonProduct SpecificationsConnectivityWired, USB-A / USB-CDrivers53mm Angles DriversBattery lifeN/AWeight318gPROSExtremely durable and flexibleDense earpads for premium-grade comfortGreat sound and mic quality, especially in its price rangeCONSMay clamp a little too tightNo matter which version of the HyperX Cloud headset you go with, you get a quality product. If you’re running on a budget and want to get the most bang for your buck, I always recommend the wired HyperX Cloud III, which can often be found below its base price. It punches above its weight with impressive sound and mic quality and great comfort. Plus, it’s built like a brick house so it’s not going to fall apart through years of use.Out of the box, the Cloud III impressed me with its build and durability – its aluminum frame can be flexed and contorted in any which direction without ever feeling like it’s going to break. Stretching the headset out to fit on your head is super easy and you can toss them on your desk without worrying about damaging them. It's built for comfort as well with dense foam earpads wrapped in a leatherette, although its clamp force may be a bit much for some.At the end of the day, it’s all about sound quality and the Cloud III handles various frequencies wonderfully. In my Cloud III headset review, I felt comfortable tracking enemy footsteps while playing a ton of Valorant and enjoyed the balanced audio in Final Fantasy XIV, which this more budget-friendly headset handled gracefully. Assuming you’re on a budget, you probably don’t want to spend extra on a decent microphone – luckily, the mic clarity on the Cloud III was equally as impressive. While there is a wireless version of the Cloud III available, the wired model presents some of the best value and performance. Something like the Beyerdynamic MMX 300 Pro is a current analog favorite, but since you're plugging into the DualSense when you're using a wired headset on PS5, it somewhat limits what you can get out of said headset. Thus, the Cloud III strikes the better value proposition.7. Alienware Pro HeadsetBest Noise-Canceling PS5 HeadsetBest Noise-cancelingAlienware Pro HeadsetDefying its own brand tradition, Alienware went with a super-sleek design for the Pro headset and brings great sound quality as well as great ANC and comfort.See it at AmazonProduct SpecificationsConnectivityBluetooth, USB-C dongle, USB wiredDrivers50mm Graphene-CoatedMax battery life70 hoursWeight315gPROSStrong bass responseSleek, non-descript designANC and mic ANC both work excellentlyCONSSoftware support isn't greatOver the years, Alienware's forte has been custom built PCs and has explored gaming peripherals since. It rethought its design philosophy and came out with the Pro headset earlier this year with great success, as I detail in my Alienware Pro headset review. I love its slim and sleek design, which also makes it easily double-up as a casual everyday pair of headphones, and that really makes its active noise-canceling features sing.As a gaming headset, it brings booming bass to support all the other frequencies so PS5 games are going to have a powerful low-end to give a proper cinematic experience, but it's also tuned to be fit for competitive games as well. When it comes to comfort, its memory foam earbuds get the job done even though they don't look impressive at first glance. The flexible headband lets the Alienware Pro headset clamp easily on my head to help it stay comfortable for several hours of play.If you're looking for good ANC above all else, I can easily recommend the Alienware Pro headset since it's very good at drowning out ambient noise and retains solid battery life even though ANC tends to drain battery rapidly. That good ANC extends to the microphone as well, so while the overall microphone quality isn't that impressive, it's fantastic at isolating your voice.8. Turtle Beach Atlas AirBest Open-Back PS5 HeadsetBest Open-BackTurtle Beach Atlas AirThe Turtle Beach Atlas Air is a high-end open-back PC gaming headset that is extremely comfortable, and sounds good to boot.See it at AmazonProduct SpecificationsConnectivityBluetooth, USB dongle, 3.5mm jackDrivers40mmMax battery life50 hoursWeight301gPROSUnique, ultra comfortable lightweight designExcellent audio performanceCONSSome sound leakageIf the name wasn’t a dead giveaway, our hands-on review of the Turtle Beach Atlas Air confirmed it is a well-cushioned, surprisingly lightweight headset you’ll be happy to have on your noggin for hours. The earcups are stuffed with memory foam and are are almost "floating" for multidirectional movement to limit pressure and improve weight distribution. The headband is made of super flexible mesh with an adjustable velcro strap, aiding in the feathery feel. If that’s not enough to convince you this is one of the comfiest headsets out there, the open-back design provides more airflow and breathability, ideal for gaming marathons.Turtle Beach makes it simple to connect the Atlas Air to the PS5, with an option for a wired or wireless link, including a USB dongle for a low latency connection. Buttons on the earcups also make it easy to switch between different connectivity modes. Beyond being great for the PS5, this versatile option is one of the best gaming headsets for PC, as well. Plus, when using it wirelessly, the 50 hours of battery life is a massive boon, so recharging is less of a hassle. Perhaps most important is how the Turtle Beach Atlas Air sounds, and it doesn’t disappoint. The open-back design makes for a more natural sound and better directional audio, though you’ll have to deal with some leakage. The 40mm drivers support 24-bit audio with booming lows and crisp highs that put other gaming headsets to shame. It’s also chock full of features to tweak your sound like Waves 3D Audio, 10-Band EQs, and even "Superhuman Hearing." However, not all these features will be available on the PS5.Rounding out this absolutely stunning gaming headset is a highly capable unidirectional detachable boom mic that’ll keep you coming across clear to teammates. It’s hard not to fall for this light, flexible, great-sounding headset.9. SteelSeries Arctis GameBudsBest PS5 EarbudsBest EarbudsSteelSeries Arctis GameBudsSteelSeries built the Arctis GameBuds for gaming and deliver booming audio with solid battery life low-latency thanks to its 2.4GHz dongle.See it at AmazonProduct SpecificationsConnectivityBluetooth, 2.4GHz USB-C dongleDrivers10mm Neodymium MagneticMax battery life10 hoursWeight5g per earbudPROSImpressive sound qualityBetter battery life than most earbudsControls, software, and ANC add valueCONSA few features are hard to get workingGaming earbuds are a fairly recent trend with the notable peripheral companies like Razer, Asus, and PlayStation making their own that are suited for games. It's tough because of the limited driver size and battery life, earbuds tend to make sacrifices in one way or another. But the SteelSeries Arctis GameBuds are so impressive because of how uncompromising these little rounded buds are.On top of having solid foundations of sound quality, battery life, and long-term comfort, SteelSeries has one of the most robust software suites, which is easily controllable through a mobile app. This takes out the inconvenience of having to flip through PS5 menus to customize the earbuds, while also letting you access its 100+ custom-tuned EQ profiles easily. Although there are a few minor inconveniences with how some of its quality-of-life features work, the GameBuds do all the important things extremely well. While you should definitely use these as your primary earbuds to listen to music on your phone, they really shine in games with the kind of bold audio experience you expect from a headset. For all that and more, I gave a 9 to the SteelSeries Arctis GameBuds in my review, and they'll pair nicely with your PS5.At these have cheaper base price than the Razer Hammerheads I previously recommended. While I still think the Hammerheads have a very slight edge in sound quality, it's the battery life, software support, and overall comfort that make the GameBuds the best all around.PS5 Headsets FAQHow do you determine sound quality on a gaming headset?There are ways to extract audio data from a headset to get a look at how they handle various frequencies, like artificial ear and audio analyzing software, but that alone won’t be able to tell you what the actual audio experience is like. Admittedly, it can be quite abstract to have someone describe what games, music, or movies sound like. Paying attention to descriptors like distortion, drowning, cleanliness, or balance when talking about frequencies are common ways to explain the sound quality of a device, and at some point you need to trust the reviewer’s trained ear.There’s also the factor of driver size, the actual hardware that delivers the audio. Generally, bigger drivers means better potential for cleaner and bolder sound, but again, that alone isn’t going to determine whether or not a headset sounds good. Quality can also come down to spatial or positional audio which gives the impression of sound effects having distance and direction – it’s important for competitive settings but can make for audio more suited for cinematic games.As I talk about further down, the PS5 in particular has embraced 3D audio in a way other platforms have not. It may seem like a gimmick at first glance, but when done right, it can give you a genuinely immersive experience – not just for direction and distance, but also verticality in the sound design. This gives headsets like the Pulse Elite and Pulse 3D an advantage when picking out the best PS5 headset since 3D audio definitely affects how good games can sound.What makes gaming headsets different from headphones?Gaming headsets tend to pack additional features that support the actual gaming experience, some of which may be gimmicky, but many that I would call essential. Not everyone wants to have a standalone microphone, for example, but the key feature that separates a headset from headphones is a built-in microphone. While most headset mics are passable in terms of clarity that can suffice for in-game communication, some go the extra mile to provide better clarity or mitigate ambient noise spilling through.Good gaming headsets are generally tuned to pick up on certain sound effects and have a more intimate sound profile since you’re an active participant in the experience rather than a passive observer. When it comes to wireless capabilities, most gaming headsets come with 2.4GHz USB dongles for the lowest latency possible – something that wireless headphones rarely include. As you’ll see in the next section, software suites for USB-based headsetshave gotten sophisticated and sometimes offer a level of customization for specific gaming scenarios.Should I go wired or wireless for a gaming headset?Of course, it depends on your needs. On PC, I still gravitate towards wired headsets and headphones since I tend to prefer the sound profiles of a properly-tuned analog audio device. However, battery life and latency of modern gaming headsets have come so far that you rarely, if ever, see them being issues on the latest releases. Good software suites and apps can also help you get more out of your headset by letting you customize EQ settings or swap sound profiles for certain games.Wireless headsets are also sometimes capable of multi-device connectivity and simultaneous Bluetooth, which makes them versatile and opens them up to more use-cases. Even though they tend to be more expensive, there’s a lot of upside to going with a wireless gaming headset, just be sure you know what you’ll be getting out of it.On PS5, you're better going off with a wireless headset, though. Since 3.5mm analog wired audio devices have to go through the DualSense controller's, there's an upper limit to how good they can sound. Don't get it twisted, though – headsets and headphones can still sound great when fed through the DualSense, but it'll be diminishing returns when using audiophile-type gear. After all, the console experience is best when free of wires.Is 3D audio worth it?Made specifically for the PS5, Tempest 3D AudioTech to simulate 360-degree audio in supported PS5 games. That means you can tell the direction the audio is coming from, be it a helicopter overhead or enemy fire coming from whichever direction, it's an experiential marvel more so than an advantage. It’s similar to Windows Sonic on the Xbox Series X/S, but Sony has embraced it to greater extent and its implementation on the PS5 is a really neat perk. And to boot, plenty of the best PS5 headsets support Sony’s 3D audio, including the SteelSeries Arctis Nova 7P, Sony Pulse 3D, and PlayStation Pulse Elite wireless headset.The Sony Pulse 3D does a good job showing off the PS5’s next-gen 3D audio tech, whereby noises and sounds are emulated to appear in a 360-degree space around your ears, and even expressing a greater level of verticality to positional sound in some instances. It’s straightforward to set up, comfortable, and surprisingly affordable for an official PlayStation headset, and a great choice if you want to see exactly what the PS5’s 3D audio can do.Do you need a Bluetooth adapter for your PS5?If you're hoping to connect wireless headphones and headsets to your PS5, you will need a compatible Bluetooth adapter. The PS5 does not currently support direct pairing with any Bluetooth headphones for audio output. However, when it comes to latency, you're best served using headsets with 2.4GHz dongles, which all our recommended headsets come with.What is PlayStation Link? PlayStation Link is Sony’s latest wireless connectivity standard that provides a lightning-fast connection, lossless audio, and ultra-low latency with easy switching between different devices. The PlayStation Portal is the only gaming device with the technology built-in. So, you’ll need the PS Link USB dongle when using the PS5, PS5 Slim, PS5 Pro, and PC. Still, at the moment, only a couple of Sony’s peripherals have this technology, including the PlayStation Pulse Elite wireless headset in this guide.
    #best #ps5 #headset #top #gaming
    Best PS5 Headset 2025: Top Gaming Headsets for PlayStation
    With both the PlayStation 5 and PlayStation 5 Pro, the visual experience on Sony’s console is incredible, especially when paired with the right TV for gaming. Playing games at 4K resolution and 60fps on that new PS5 Pro is fantastic, but to really get in the game, you need the audio experience to match. You’ll do justice in a home theater setup with the proper 7.1 speakers or a great soundbar, but you probably don’t want to be rattling your walls at all times. That doesn’t mean you have to sacrifice sound quality – one of the most important PS5 accessories is a good gaming headset, and there are plenty out there.Pulse Elite is one of the best picks for PS5 since it’s a Sony first-party product that features some nice platform integration. But if you’re willing to spend more for pure audio quality, the Audeze Maxwell is an easy choice. And if you want to ditch having something clamping over your head, the SteelSeries Arctis GameBuds elevate earbuds to the headset levels of performance. TL;DR - These Are the Best PS5 HeadsetsOur Top PickSteelSeries Arctis Nova ProSee it at AmazonBest First-PartyPlayStation Pulse EliteSee it at AmazonBest 3D AudioPlayStation Pulse 3DBest High-EndAudeze MaxwellSee it at AmazonBest BudgetTurtle Beach Stealth 500See it at AmazonBest Open-BackTurtle Beach Atlas AirSee it at AmazonBest WiredHyperX Cloud IIISee it at AmazonBest Noise-cancelingAlienware Pro HeadsetSee it at AmazonBest EarbudsSteelSeries Arctis GameBudsSee it at AmazonIt's worth noting that from now until June 11 is Sony's PS5 Days of Play sale, which features several deals on hardware and games. This includes accessories like headsets and controllers; unfortunately, it does not include the Pulse Elite or Pulse 3D headsets. However, you can get deep discounts on the Pulse Explore gaming earbuds, the Sony InZone H9 headset, and the InZone noise-cancelling earbuds, all of which we have reviewed and gave high marks.When it comes to our picks, you may notice some crossover in our best overall gaming headsets roundup since many of them have PS5-specific models that take advantage of the console’s specific features. There are also a few first-party options that make the most of the PS5 with features like Tempest 3D spatial audio and further customization that’s native to the platform. Regardless of what you choose to pick up, you’ll end up with something great, which I can attest to since I have first-hand experience with every product I recommend. Everything from sound quality and comfort to ease-of-use and feature set are all factors in deciding which headsets get my stamp of approval. Below, you can read my detailed explanations behind each pick to help you decide which one is right for you. As new headsets come out and I test more of them, I’ll update this list to make sure you’re looking at the top picks. If you're looking for discounts on the best PS5 accessories, check out our picks for the best PS5 deals.This guide contains contributions by Danielle Abraham.1. SteelSeries Arctis Nova ProBest Overall PS5 HeadsetOur Top PickSteelSeries Arctis Nova ProMultiple connectivity options, a hot-swappable battery, excellent sound, and hybrid active noise canceling make this a hard-to-top headset.See it at AmazonProduct SpecificationsConnectivity2.4 GHz wireless, Bluetooth, wiredDrivers40mm NeodymiumBattery life18-22 hoursWeight338gPROSFully featured with ANC, base station, etcSwappable battery system is innovativeFantastic sound qualityCONSANC could be betterIt seems like everywhere you look for headset recommendations, you’ll come across someone singing the praises of the SteelSeries Arctis Nova Pro – us included. It’s the current top pick in our overall best gaming headset roundup and it’s also tremendous when using it on the PS5. You still get all the great features with some new technology including active noise cancellation and improved audio all around. Using a hybrid noise-canceling system with four mics, you can drown out harsh noises from outside your room to the ambient hum of loud fans. But it's the full compatiblity with the PS5’s Tempest 3D audio that give it the edge, which is one of console-specific perks you should expect from a top-end headset such as this one.Most importantly, the Nova Pro offers some fantastic sound quality out of the box with bold and balanced audio for those PlayStation-exclusive single-player cinematic experiences. Its positional audio is great as well, so it's easier to hear enemy footsteps around the corner or gauge the distance of action happening in a competitive shooter like Call of Duty Warzone or Apex Legends.The Arctis Nova Pro represents the biggest design shift since the start of the Arctis lineup. Its telescoping arms on its adjustable headband better accommodate larger head sizes and proper fitment. The earcups are also slimmer and sleeker, giving off less of a gaming headset vibe and more of a look akin to wireless headphones without sacrificing the comfort SteelSeries headsets are known for. And one of our favorite features remains intact with a few upgrades: the hot-swappable rechargeable battery system. This means that when the battery runs low during a gaming session, you can quickly change it out without having to plug in, giving you wireless freedom indefinitely.The Arctis Nova Pro is one of the best headsets you can buy right now, regardless of platform but especially for PS5. It’s well-rounded with uniquely robust features, great sound quality for gaming, and comfort to keep you going. Take our word for it – in our Arctis Nova Pro headset review, it earned a rare 10 for all the aforementioned reasons and more.2. PlayStation Pulse EliteBest First-Party PS5 HeadsetBest First-PartyPlayStation Pulse EliteGreat sound, a unique look, and multipoint connectivity all come with this headset made with the PS5 in mind.See it at AmazonProduct SpecificationsConnectivityWired, Bluetooth, PlayStation LinkDriversPlanar magneticMax battery life30 hours Weight347gPROSClear, detailed audioWireless multipointCONSUnique design won’t appeal to allThe PlayStation Pulse Elite wireless headset turned out to be an absolute beast when we reviewed it, which didn’t come as much of a surprise considering its more affordable counterpart, the Pulse 3D, was already a fantastic headset. It has some versatility with Bluetooth connectivity, but when connected to the PS5 with the USB dongle, you can access EQ settings and 3D audio natively. Additionally, you’re able to get audio feeds from both the PS5 and a Bluetooth device simultaneously. With a sleek unibody design, its on-device controls are easy to use since it’s easy to distinguish each button.But at the end of the day, it’s all about audio quality, and the Pulse Elite delivers on that front. The planar magnetic audio drivers help minimize distortion and provide tremendous sound quality that’ll get the most out of your games. There’s strong bass that doesn’t overpower other frequencies, and playing games at loud volumes doesn’t sound harsh when it comes to the mids and highs. Especially when you use the right EQ settings, the Pulse Elite sounds tuned just right for each game. Sony's own Tempest 3D audio is the cherry on top, and a single-player game that takes advantage of this feature gives the experience of an immersive soundstage few headsets can pull off right.For you’re getting a lot for your money. It’s priced well below other high-end headsets, yet performs on par with many of them. It’s also packed with several extra features that make the most of the PS5 as a platform. For all that and more, the Pulse Elite is one of the best PS5 headsets you can get today.3. PlayStation Pulse 3DBest PS5 Headset for 3D AudioBest 3D AudioPlayStation Pulse 3DDesigned for the PS5 but compatible with many other devices, this affordable headset offers Tempest 3D positional audio for detailed, immersive sound.Product SpecificationsConnectivityUSB dongle, 3.5mm jackDrivers40mm NeodymiumMax battery life12 hoursWeight292gPROSTailored to the PS5Affordable for official Sony gearBase level sound quality is greatCONSMediocre battery lifeThe official PlayStation headset that launched alongside the PS5, the Sony Pulse 3D was specifically designed to show off the console’s next-gen audio capabilities. Even several years removed from its release, it still does that very well, particularly when it comes to the PS5’s Tempest 3D AudioTech, the virtual surround sound system designed to enhance positional audio feedback – think enemy fire coming from a certain height and direction, or an NPC talking to you from behind.Even without that 3D audio, our review of the Sony Pulse 3D revealed it to performing headset with a wide soundstage alongside solid overall sound quality. The rounded, well-padded leatherette ear cups are wider than they look, although they can get a tad warm after continuous use. It’s lightweight, too, and the slick white-black color scheme perfectly fits the PS5 hardware. However, I do find the headset to clamp a bit tighter than most, so that's one thing to take note of.A pair of noise-canceling microphones are built into the headset’s ear cups. They work fine and audio comes through loud and clear, though they struggle to completely isolate and eliminate background noise. For the most part, that won’t be a problem. Also, remember to charge this headset at the end of the day or have a very long USB-C cable to plug it in mid-session since it's battery life is on the shorter end.The Pulse 3D headset is an incredible value at giving you a great option for PS5 audio with all the Sony-specific bells and whistles you'd want if you're not willing to shell out the extra money for the Pulse Elite.4. Audeze MaxwellBest High-End PS5 HeadsetAudeze MaxwellThe Audeze Maxwell is a high-end wireless gaming headset from one of the best headphone manufacturers on the planet.See it at AmazonProduct SpecificationsConnectivityUSB-A / USB-C, Bluetooth 5.3, 3.5mm wiredDrivers90mm planar magneticMax battery life80+ hoursWeight490gPROSTop-notch audio experienceSleek, low-key designCONSLeans on the heavier sideAlthough our overall top pick is the SteelSeries Arctis Nova Pro with the Pulse Elite not too far behind, I still find the Audeze Maxwell worth its price tag and a surefire recommendation for those who want the absolute best audio quality. It sports a sleek, non-descript design akin to many audiophile-style pairs of headphones and performs just like one as well. Sometimes I need to break away from the misconception that wired is always better for sound quality, especially when the Audeze Maxwell proved me wrong.Its 90mm planar magnetic drivers jump out from the spec sheet – and while bigger drivers doesn’t always mean better, this is one case in which the audio experience matches the boastful driver size. Overall clarity, balance across frequencies, and a rich natural audio profile make this high-end headset stand out from the rest of the pack. While the aforementioned headsets on this list are fantastic in their own right, especially for their robust features, it’s hard to compete with the Audeze Maxwell purely in the audio department.That said, while the Maxwell is comfortable, it does land on the heavier side of gaming headsets. It’s built like a tank, but if you’re okay with that, then it’s more of a non-issue. When you get a great mix of sound quality, battery life, and features such as a mic with pinpoint noise isolation, it’s easy to justify its high price. I praised it for all that and more in my Audeze Maxwell review where it earned a 9 on our scoring scale.5. Turtle Beach Stealth 500Best Budget PS5 HeadsetTurtle Beach Stealth 500The Turtle Beach Stealth 500 is a wireless gaming headset for under and you can't beat that value.See it at AmazonProduct SpecificationsConnectivity2.4GHz, Bluetooth 5.2Drivers40mm driversBattery life40 hoursWeight235gPROSDurable and flexible buildGreat sound quality for its priceCONSBulky design with messy button layoutYears of solid headsets proves that Turtle Beach knows what it's doing, and its high-end offerings have been competitive options for a while now. But as I go down the pricing hierarchy, there are still impressive headsets like the Stealth 500 that punches above its weight. Although it’s quite bulky in its physical build, I find the Stealth 500 to be smartly designed with a super flexible headband that's durable and lightweight, which also translates to solid comfort that’s easy on the ears.What's most important is sound quality, and what you get from the Stealth 500 is nothing to scoff at. While it may struggle in higher frequencies, which tend to sound a bit crunchy at louder volumes, its strong bass and clear mids make games sound full without coming across as artificial. With the Swarm II software’s Signature Sound profile, you’ll be set without having to fiddle with too many settings. Its positional audio was great as well, which I sussed out while playing ranked matches of Counter-Strike 2, so you don’t really need to shell out the big bucks to get that kind of advantage in competitive games on PS5.Even at this price point, you get Bluetooth capabilities and can swap between devices with the press of a button. While the mic isn’t anything to boast about, it’s serviceable and can be customized in the software as well. It’s no surprise that there are compromises that need to be made in budget-level headsets, but it gets the essentials right, which earned it an 8 in my Stealth 500 review.6. HyperX Cloud IIIBest Wired PS5 HeadsetBest WiredHyperX Cloud IIIWith great comfort, sound quality, microphone clarity, and durability, the Cloud III is one of HyperX's best headsets.See it at AmazonProduct SpecificationsConnectivityWired, USB-A / USB-CDrivers53mm Angles DriversBattery lifeN/AWeight318gPROSExtremely durable and flexibleDense earpads for premium-grade comfortGreat sound and mic quality, especially in its price rangeCONSMay clamp a little too tightNo matter which version of the HyperX Cloud headset you go with, you get a quality product. If you’re running on a budget and want to get the most bang for your buck, I always recommend the wired HyperX Cloud III, which can often be found below its base price. It punches above its weight with impressive sound and mic quality and great comfort. Plus, it’s built like a brick house so it’s not going to fall apart through years of use.Out of the box, the Cloud III impressed me with its build and durability – its aluminum frame can be flexed and contorted in any which direction without ever feeling like it’s going to break. Stretching the headset out to fit on your head is super easy and you can toss them on your desk without worrying about damaging them. It's built for comfort as well with dense foam earpads wrapped in a leatherette, although its clamp force may be a bit much for some.At the end of the day, it’s all about sound quality and the Cloud III handles various frequencies wonderfully. In my Cloud III headset review, I felt comfortable tracking enemy footsteps while playing a ton of Valorant and enjoyed the balanced audio in Final Fantasy XIV, which this more budget-friendly headset handled gracefully. Assuming you’re on a budget, you probably don’t want to spend extra on a decent microphone – luckily, the mic clarity on the Cloud III was equally as impressive. While there is a wireless version of the Cloud III available, the wired model presents some of the best value and performance. Something like the Beyerdynamic MMX 300 Pro is a current analog favorite, but since you're plugging into the DualSense when you're using a wired headset on PS5, it somewhat limits what you can get out of said headset. Thus, the Cloud III strikes the better value proposition.7. Alienware Pro HeadsetBest Noise-Canceling PS5 HeadsetBest Noise-cancelingAlienware Pro HeadsetDefying its own brand tradition, Alienware went with a super-sleek design for the Pro headset and brings great sound quality as well as great ANC and comfort.See it at AmazonProduct SpecificationsConnectivityBluetooth, USB-C dongle, USB wiredDrivers50mm Graphene-CoatedMax battery life70 hoursWeight315gPROSStrong bass responseSleek, non-descript designANC and mic ANC both work excellentlyCONSSoftware support isn't greatOver the years, Alienware's forte has been custom built PCs and has explored gaming peripherals since. It rethought its design philosophy and came out with the Pro headset earlier this year with great success, as I detail in my Alienware Pro headset review. I love its slim and sleek design, which also makes it easily double-up as a casual everyday pair of headphones, and that really makes its active noise-canceling features sing.As a gaming headset, it brings booming bass to support all the other frequencies so PS5 games are going to have a powerful low-end to give a proper cinematic experience, but it's also tuned to be fit for competitive games as well. When it comes to comfort, its memory foam earbuds get the job done even though they don't look impressive at first glance. The flexible headband lets the Alienware Pro headset clamp easily on my head to help it stay comfortable for several hours of play.If you're looking for good ANC above all else, I can easily recommend the Alienware Pro headset since it's very good at drowning out ambient noise and retains solid battery life even though ANC tends to drain battery rapidly. That good ANC extends to the microphone as well, so while the overall microphone quality isn't that impressive, it's fantastic at isolating your voice.8. Turtle Beach Atlas AirBest Open-Back PS5 HeadsetBest Open-BackTurtle Beach Atlas AirThe Turtle Beach Atlas Air is a high-end open-back PC gaming headset that is extremely comfortable, and sounds good to boot.See it at AmazonProduct SpecificationsConnectivityBluetooth, USB dongle, 3.5mm jackDrivers40mmMax battery life50 hoursWeight301gPROSUnique, ultra comfortable lightweight designExcellent audio performanceCONSSome sound leakageIf the name wasn’t a dead giveaway, our hands-on review of the Turtle Beach Atlas Air confirmed it is a well-cushioned, surprisingly lightweight headset you’ll be happy to have on your noggin for hours. The earcups are stuffed with memory foam and are are almost "floating" for multidirectional movement to limit pressure and improve weight distribution. The headband is made of super flexible mesh with an adjustable velcro strap, aiding in the feathery feel. If that’s not enough to convince you this is one of the comfiest headsets out there, the open-back design provides more airflow and breathability, ideal for gaming marathons.Turtle Beach makes it simple to connect the Atlas Air to the PS5, with an option for a wired or wireless link, including a USB dongle for a low latency connection. Buttons on the earcups also make it easy to switch between different connectivity modes. Beyond being great for the PS5, this versatile option is one of the best gaming headsets for PC, as well. Plus, when using it wirelessly, the 50 hours of battery life is a massive boon, so recharging is less of a hassle. Perhaps most important is how the Turtle Beach Atlas Air sounds, and it doesn’t disappoint. The open-back design makes for a more natural sound and better directional audio, though you’ll have to deal with some leakage. The 40mm drivers support 24-bit audio with booming lows and crisp highs that put other gaming headsets to shame. It’s also chock full of features to tweak your sound like Waves 3D Audio, 10-Band EQs, and even "Superhuman Hearing." However, not all these features will be available on the PS5.Rounding out this absolutely stunning gaming headset is a highly capable unidirectional detachable boom mic that’ll keep you coming across clear to teammates. It’s hard not to fall for this light, flexible, great-sounding headset.9. SteelSeries Arctis GameBudsBest PS5 EarbudsBest EarbudsSteelSeries Arctis GameBudsSteelSeries built the Arctis GameBuds for gaming and deliver booming audio with solid battery life low-latency thanks to its 2.4GHz dongle.See it at AmazonProduct SpecificationsConnectivityBluetooth, 2.4GHz USB-C dongleDrivers10mm Neodymium MagneticMax battery life10 hoursWeight5g per earbudPROSImpressive sound qualityBetter battery life than most earbudsControls, software, and ANC add valueCONSA few features are hard to get workingGaming earbuds are a fairly recent trend with the notable peripheral companies like Razer, Asus, and PlayStation making their own that are suited for games. It's tough because of the limited driver size and battery life, earbuds tend to make sacrifices in one way or another. But the SteelSeries Arctis GameBuds are so impressive because of how uncompromising these little rounded buds are.On top of having solid foundations of sound quality, battery life, and long-term comfort, SteelSeries has one of the most robust software suites, which is easily controllable through a mobile app. This takes out the inconvenience of having to flip through PS5 menus to customize the earbuds, while also letting you access its 100+ custom-tuned EQ profiles easily. Although there are a few minor inconveniences with how some of its quality-of-life features work, the GameBuds do all the important things extremely well. While you should definitely use these as your primary earbuds to listen to music on your phone, they really shine in games with the kind of bold audio experience you expect from a headset. For all that and more, I gave a 9 to the SteelSeries Arctis GameBuds in my review, and they'll pair nicely with your PS5.At these have cheaper base price than the Razer Hammerheads I previously recommended. While I still think the Hammerheads have a very slight edge in sound quality, it's the battery life, software support, and overall comfort that make the GameBuds the best all around.PS5 Headsets FAQHow do you determine sound quality on a gaming headset?There are ways to extract audio data from a headset to get a look at how they handle various frequencies, like artificial ear and audio analyzing software, but that alone won’t be able to tell you what the actual audio experience is like. Admittedly, it can be quite abstract to have someone describe what games, music, or movies sound like. Paying attention to descriptors like distortion, drowning, cleanliness, or balance when talking about frequencies are common ways to explain the sound quality of a device, and at some point you need to trust the reviewer’s trained ear.There’s also the factor of driver size, the actual hardware that delivers the audio. Generally, bigger drivers means better potential for cleaner and bolder sound, but again, that alone isn’t going to determine whether or not a headset sounds good. Quality can also come down to spatial or positional audio which gives the impression of sound effects having distance and direction – it’s important for competitive settings but can make for audio more suited for cinematic games.As I talk about further down, the PS5 in particular has embraced 3D audio in a way other platforms have not. It may seem like a gimmick at first glance, but when done right, it can give you a genuinely immersive experience – not just for direction and distance, but also verticality in the sound design. This gives headsets like the Pulse Elite and Pulse 3D an advantage when picking out the best PS5 headset since 3D audio definitely affects how good games can sound.What makes gaming headsets different from headphones?Gaming headsets tend to pack additional features that support the actual gaming experience, some of which may be gimmicky, but many that I would call essential. Not everyone wants to have a standalone microphone, for example, but the key feature that separates a headset from headphones is a built-in microphone. While most headset mics are passable in terms of clarity that can suffice for in-game communication, some go the extra mile to provide better clarity or mitigate ambient noise spilling through.Good gaming headsets are generally tuned to pick up on certain sound effects and have a more intimate sound profile since you’re an active participant in the experience rather than a passive observer. When it comes to wireless capabilities, most gaming headsets come with 2.4GHz USB dongles for the lowest latency possible – something that wireless headphones rarely include. As you’ll see in the next section, software suites for USB-based headsetshave gotten sophisticated and sometimes offer a level of customization for specific gaming scenarios.Should I go wired or wireless for a gaming headset?Of course, it depends on your needs. On PC, I still gravitate towards wired headsets and headphones since I tend to prefer the sound profiles of a properly-tuned analog audio device. However, battery life and latency of modern gaming headsets have come so far that you rarely, if ever, see them being issues on the latest releases. Good software suites and apps can also help you get more out of your headset by letting you customize EQ settings or swap sound profiles for certain games.Wireless headsets are also sometimes capable of multi-device connectivity and simultaneous Bluetooth, which makes them versatile and opens them up to more use-cases. Even though they tend to be more expensive, there’s a lot of upside to going with a wireless gaming headset, just be sure you know what you’ll be getting out of it.On PS5, you're better going off with a wireless headset, though. Since 3.5mm analog wired audio devices have to go through the DualSense controller's, there's an upper limit to how good they can sound. Don't get it twisted, though – headsets and headphones can still sound great when fed through the DualSense, but it'll be diminishing returns when using audiophile-type gear. After all, the console experience is best when free of wires.Is 3D audio worth it?Made specifically for the PS5, Tempest 3D AudioTech to simulate 360-degree audio in supported PS5 games. That means you can tell the direction the audio is coming from, be it a helicopter overhead or enemy fire coming from whichever direction, it's an experiential marvel more so than an advantage. It’s similar to Windows Sonic on the Xbox Series X/S, but Sony has embraced it to greater extent and its implementation on the PS5 is a really neat perk. And to boot, plenty of the best PS5 headsets support Sony’s 3D audio, including the SteelSeries Arctis Nova 7P, Sony Pulse 3D, and PlayStation Pulse Elite wireless headset.The Sony Pulse 3D does a good job showing off the PS5’s next-gen 3D audio tech, whereby noises and sounds are emulated to appear in a 360-degree space around your ears, and even expressing a greater level of verticality to positional sound in some instances. It’s straightforward to set up, comfortable, and surprisingly affordable for an official PlayStation headset, and a great choice if you want to see exactly what the PS5’s 3D audio can do.Do you need a Bluetooth adapter for your PS5?If you're hoping to connect wireless headphones and headsets to your PS5, you will need a compatible Bluetooth adapter. The PS5 does not currently support direct pairing with any Bluetooth headphones for audio output. However, when it comes to latency, you're best served using headsets with 2.4GHz dongles, which all our recommended headsets come with.What is PlayStation Link? PlayStation Link is Sony’s latest wireless connectivity standard that provides a lightning-fast connection, lossless audio, and ultra-low latency with easy switching between different devices. The PlayStation Portal is the only gaming device with the technology built-in. So, you’ll need the PS Link USB dongle when using the PS5, PS5 Slim, PS5 Pro, and PC. Still, at the moment, only a couple of Sony’s peripherals have this technology, including the PlayStation Pulse Elite wireless headset in this guide. #best #ps5 #headset #top #gaming
    WWW.IGN.COM
    Best PS5 Headset 2025: Top Gaming Headsets for PlayStation
    With both the PlayStation 5 and PlayStation 5 Pro, the visual experience on Sony’s console is incredible, especially when paired with the right TV for gaming. Playing games at 4K resolution and 60fps on that new PS5 Pro is fantastic, but to really get in the game, you need the audio experience to match. You’ll do justice in a home theater setup with the proper 7.1 speakers or a great soundbar, but you probably don’t want to be rattling your walls at all times. That doesn’t mean you have to sacrifice sound quality – one of the most important PS5 accessories is a good gaming headset, and there are plenty out there.Pulse Elite is one of the best picks for PS5 since it’s a Sony first-party product that features some nice platform integration. But if you’re willing to spend more for pure audio quality, the Audeze Maxwell is an easy choice. And if you want to ditch having something clamping over your head, the SteelSeries Arctis GameBuds elevate earbuds to the headset levels of performance. TL;DR - These Are the Best PS5 HeadsetsOur Top PickSteelSeries Arctis Nova ProSee it at AmazonBest First-PartyPlayStation Pulse EliteSee it at AmazonBest 3D AudioPlayStation Pulse 3DBest High-EndAudeze MaxwellSee it at AmazonBest BudgetTurtle Beach Stealth 500See it at AmazonBest Open-BackTurtle Beach Atlas AirSee it at AmazonBest WiredHyperX Cloud IIISee it at AmazonBest Noise-cancelingAlienware Pro HeadsetSee it at AmazonBest EarbudsSteelSeries Arctis GameBudsSee it at AmazonIt's worth noting that from now until June 11 is Sony's PS5 Days of Play sale, which features several deals on hardware and games. This includes accessories like headsets and controllers; unfortunately, it does not include the Pulse Elite or Pulse 3D headsets. However, you can get deep discounts on the Pulse Explore gaming earbuds, the Sony InZone H9 headset, and the InZone noise-cancelling earbuds, all of which we have reviewed and gave high marks.When it comes to our picks, you may notice some crossover in our best overall gaming headsets roundup since many of them have PS5-specific models that take advantage of the console’s specific features. There are also a few first-party options that make the most of the PS5 with features like Tempest 3D spatial audio and further customization that’s native to the platform. Regardless of what you choose to pick up, you’ll end up with something great, which I can attest to since I have first-hand experience with every product I recommend. Everything from sound quality and comfort to ease-of-use and feature set are all factors in deciding which headsets get my stamp of approval. Below, you can read my detailed explanations behind each pick to help you decide which one is right for you. As new headsets come out and I test more of them, I’ll update this list to make sure you’re looking at the top picks. If you're looking for discounts on the best PS5 accessories, check out our picks for the best PS5 deals.This guide contains contributions by Danielle Abraham.1. SteelSeries Arctis Nova ProBest Overall PS5 HeadsetOur Top PickSteelSeries Arctis Nova ProMultiple connectivity options, a hot-swappable battery, excellent sound, and hybrid active noise canceling make this a hard-to-top headset.See it at AmazonProduct SpecificationsConnectivity2.4 GHz wireless, Bluetooth, wiredDrivers40mm NeodymiumBattery life18-22 hours (per battery)Weight338gPROSFully featured with ANC, base station, etcSwappable battery system is innovativeFantastic sound qualityCONSANC could be betterIt seems like everywhere you look for headset recommendations, you’ll come across someone singing the praises of the SteelSeries Arctis Nova Pro – us included. It’s the current top pick in our overall best gaming headset roundup and it’s also tremendous when using it on the PS5. You still get all the great features with some new technology including active noise cancellation and improved audio all around. Using a hybrid noise-canceling system with four mics, you can drown out harsh noises from outside your room to the ambient hum of loud fans. But it's the full compatiblity with the PS5’s Tempest 3D audio that give it the edge, which is one of console-specific perks you should expect from a top-end headset such as this one.Most importantly, the Nova Pro offers some fantastic sound quality out of the box with bold and balanced audio for those PlayStation-exclusive single-player cinematic experiences. Its positional audio is great as well, so it's easier to hear enemy footsteps around the corner or gauge the distance of action happening in a competitive shooter like Call of Duty Warzone or Apex Legends.The Arctis Nova Pro represents the biggest design shift since the start of the Arctis lineup. Its telescoping arms on its adjustable headband better accommodate larger head sizes and proper fitment. The earcups are also slimmer and sleeker, giving off less of a gaming headset vibe and more of a look akin to wireless headphones without sacrificing the comfort SteelSeries headsets are known for. And one of our favorite features remains intact with a few upgrades: the hot-swappable rechargeable battery system. This means that when the battery runs low during a gaming session, you can quickly change it out without having to plug in, giving you wireless freedom indefinitely.The Arctis Nova Pro is one of the best headsets you can buy right now, regardless of platform but especially for PS5. It’s well-rounded with uniquely robust features, great sound quality for gaming, and comfort to keep you going. Take our word for it – in our Arctis Nova Pro headset review, it earned a rare 10 for all the aforementioned reasons and more.2. PlayStation Pulse EliteBest First-Party PS5 HeadsetBest First-PartyPlayStation Pulse EliteGreat sound, a unique look, and multipoint connectivity all come with this headset made with the PS5 in mind.See it at AmazonProduct SpecificationsConnectivityWired, Bluetooth, PlayStation LinkDriversPlanar magneticMax battery life30 hours Weight347gPROSClear, detailed audioWireless multipointCONSUnique design won’t appeal to allThe PlayStation Pulse Elite wireless headset turned out to be an absolute beast when we reviewed it, which didn’t come as much of a surprise considering its more affordable counterpart, the Pulse 3D, was already a fantastic headset. It has some versatility with Bluetooth connectivity, but when connected to the PS5 with the USB dongle, you can access EQ settings and 3D audio natively. Additionally, you’re able to get audio feeds from both the PS5 and a Bluetooth device simultaneously. With a sleek unibody design, its on-device controls are easy to use since it’s easy to distinguish each button.But at the end of the day, it’s all about audio quality, and the Pulse Elite delivers on that front. The planar magnetic audio drivers help minimize distortion and provide tremendous sound quality that’ll get the most out of your games. There’s strong bass that doesn’t overpower other frequencies, and playing games at loud volumes doesn’t sound harsh when it comes to the mids and highs. Especially when you use the right EQ settings, the Pulse Elite sounds tuned just right for each game. Sony's own Tempest 3D audio is the cherry on top, and a single-player game that takes advantage of this feature gives the experience of an immersive soundstage few headsets can pull off right.For $150, you’re getting a lot for your money. It’s priced well below other high-end headsets, yet performs on par with many of them. It’s also packed with several extra features that make the most of the PS5 as a platform. For all that and more, the Pulse Elite is one of the best PS5 headsets you can get today.3. PlayStation Pulse 3DBest PS5 Headset for 3D AudioBest 3D AudioPlayStation Pulse 3DDesigned for the PS5 but compatible with many other devices, this affordable headset offers Tempest 3D positional audio for detailed, immersive sound.Product SpecificationsConnectivityUSB dongle, 3.5mm jackDrivers40mm NeodymiumMax battery life12 hoursWeight292gPROSTailored to the PS5Affordable for official Sony gearBase level sound quality is greatCONSMediocre battery lifeThe official PlayStation headset that launched alongside the PS5, the Sony Pulse 3D was specifically designed to show off the console’s next-gen audio capabilities. Even several years removed from its release, it still does that very well, particularly when it comes to the PS5’s Tempest 3D AudioTech, the virtual surround sound system designed to enhance positional audio feedback – think enemy fire coming from a certain height and direction, or an NPC talking to you from behind.Even without that 3D audio, our review of the Sony Pulse 3D revealed it to performing headset with a wide soundstage alongside solid overall sound quality. The rounded, well-padded leatherette ear cups are wider than they look, although they can get a tad warm after continuous use. It’s lightweight, too, and the slick white-black color scheme perfectly fits the PS5 hardware. However, I do find the headset to clamp a bit tighter than most, so that's one thing to take note of.A pair of noise-canceling microphones are built into the headset’s ear cups. They work fine and audio comes through loud and clear, though they struggle to completely isolate and eliminate background noise. For the most part, that won’t be a problem. Also, remember to charge this headset at the end of the day or have a very long USB-C cable to plug it in mid-session since it's battery life is on the shorter end.The Pulse 3D headset is an incredible value at $100, giving you a great option for PS5 audio with all the Sony-specific bells and whistles you'd want if you're not willing to shell out the extra money for the Pulse Elite.4. Audeze MaxwellBest High-End PS5 HeadsetAudeze MaxwellThe Audeze Maxwell is a high-end wireless gaming headset from one of the best headphone manufacturers on the planet.See it at AmazonProduct SpecificationsConnectivityUSB-A / USB-C, Bluetooth 5.3, 3.5mm wiredDrivers90mm planar magneticMax battery life80+ hoursWeight490gPROSTop-notch audio experienceSleek, low-key designCONSLeans on the heavier sideAlthough our overall top pick is the SteelSeries Arctis Nova Pro with the Pulse Elite not too far behind, I still find the Audeze Maxwell worth its price tag and a surefire recommendation for those who want the absolute best audio quality. It sports a sleek, non-descript design akin to many audiophile-style pairs of headphones and performs just like one as well. Sometimes I need to break away from the misconception that wired is always better for sound quality, especially when the Audeze Maxwell proved me wrong.Its 90mm planar magnetic drivers jump out from the spec sheet – and while bigger drivers doesn’t always mean better, this is one case in which the audio experience matches the boastful driver size. Overall clarity, balance across frequencies, and a rich natural audio profile make this high-end headset stand out from the rest of the pack. While the aforementioned headsets on this list are fantastic in their own right, especially for their robust features, it’s hard to compete with the Audeze Maxwell purely in the audio department.That said, while the Maxwell is comfortable, it does land on the heavier side of gaming headsets. It’s built like a tank, but if you’re okay with that, then it’s more of a non-issue. When you get a great mix of sound quality, battery life, and features such as a mic with pinpoint noise isolation, it’s easy to justify its high price. I praised it for all that and more in my Audeze Maxwell review where it earned a 9 on our scoring scale.5. Turtle Beach Stealth 500Best Budget PS5 HeadsetTurtle Beach Stealth 500The Turtle Beach Stealth 500 is a wireless gaming headset for under $100, and you can't beat that value.See it at AmazonProduct SpecificationsConnectivity2.4GHz, Bluetooth 5.2Drivers40mm driversBattery life40 hoursWeight235gPROSDurable and flexible buildGreat sound quality for its priceCONSBulky design with messy button layoutYears of solid headsets proves that Turtle Beach knows what it's doing, and its high-end offerings have been competitive options for a while now. But as I go down the pricing hierarchy, there are still impressive headsets like the Stealth 500 that punches above its weight. Although it’s quite bulky in its physical build, I find the Stealth 500 to be smartly designed with a super flexible headband that's durable and lightweight, which also translates to solid comfort that’s easy on the ears.What's most important is sound quality, and what you get from the Stealth 500 is nothing to scoff at. While it may struggle in higher frequencies, which tend to sound a bit crunchy at louder volumes, its strong bass and clear mids make games sound full without coming across as artificial. With the Swarm II software’s Signature Sound profile, you’ll be set without having to fiddle with too many settings. Its positional audio was great as well, which I sussed out while playing ranked matches of Counter-Strike 2, so you don’t really need to shell out the big bucks to get that kind of advantage in competitive games on PS5.Even at this price point, you get Bluetooth capabilities and can swap between devices with the press of a button. While the mic isn’t anything to boast about, it’s serviceable and can be customized in the software as well. It’s no surprise that there are compromises that need to be made in budget-level headsets, but it gets the essentials right, which earned it an 8 in my Stealth 500 review.6. HyperX Cloud IIIBest Wired PS5 HeadsetBest WiredHyperX Cloud IIIWith great comfort, sound quality, microphone clarity, and durability, the Cloud III is one of HyperX's best headsets.See it at AmazonProduct SpecificationsConnectivityWired (3.5mm), USB-A / USB-CDrivers53mm Angles DriversBattery lifeN/AWeight318gPROSExtremely durable and flexibleDense earpads for premium-grade comfortGreat sound and mic quality, especially in its price rangeCONSMay clamp a little too tightNo matter which version of the HyperX Cloud headset you go with, you get a quality product. If you’re running on a budget and want to get the most bang for your buck, I always recommend the wired HyperX Cloud III, which can often be found below its $100 base price. It punches above its weight with impressive sound and mic quality and great comfort. Plus, it’s built like a brick house so it’s not going to fall apart through years of use.Out of the box, the Cloud III impressed me with its build and durability – its aluminum frame can be flexed and contorted in any which direction without ever feeling like it’s going to break. Stretching the headset out to fit on your head is super easy and you can toss them on your desk without worrying about damaging them. It's built for comfort as well with dense foam earpads wrapped in a leatherette (just be aware it tends to get a bit sweaty), although its clamp force may be a bit much for some.At the end of the day, it’s all about sound quality and the Cloud III handles various frequencies wonderfully. In my Cloud III headset review, I felt comfortable tracking enemy footsteps while playing a ton of Valorant and enjoyed the balanced audio in Final Fantasy XIV, which this more budget-friendly headset handled gracefully. Assuming you’re on a budget, you probably don’t want to spend extra on a decent microphone – luckily, the mic clarity on the Cloud III was equally as impressive. While there is a wireless version of the Cloud III available, the wired model presents some of the best value and performance. Something like the Beyerdynamic MMX 300 Pro is a current analog favorite, but since you're plugging into the DualSense when you're using a wired headset on PS5, it somewhat limits what you can get out of said headset. Thus, the Cloud III strikes the better value proposition.7. Alienware Pro HeadsetBest Noise-Canceling PS5 HeadsetBest Noise-cancelingAlienware Pro HeadsetDefying its own brand tradition, Alienware went with a super-sleek design for the Pro headset and brings great sound quality as well as great ANC and comfort.See it at AmazonProduct SpecificationsConnectivityBluetooth, USB-C dongle, USB wiredDrivers50mm Graphene-CoatedMax battery life70 hours (35 hours with ANC)Weight315gPROSStrong bass responseSleek, non-descript designANC and mic ANC both work excellentlyCONSSoftware support isn't greatOver the years, Alienware's forte has been custom built PCs and has explored gaming peripherals since. It rethought its design philosophy and came out with the Pro headset earlier this year with great success, as I detail in my Alienware Pro headset review. I love its slim and sleek design (somewhat matching the design philosophy of Sony's PS5 products), which also makes it easily double-up as a casual everyday pair of headphones, and that really makes its active noise-canceling features sing.As a gaming headset, it brings booming bass to support all the other frequencies so PS5 games are going to have a powerful low-end to give a proper cinematic experience, but it's also tuned to be fit for competitive games as well. When it comes to comfort, its memory foam earbuds get the job done even though they don't look impressive at first glance. The flexible headband lets the Alienware Pro headset clamp easily on my head to help it stay comfortable for several hours of play.If you're looking for good ANC above all else, I can easily recommend the Alienware Pro headset since it's very good at drowning out ambient noise and retains solid battery life even though ANC tends to drain battery rapidly. That good ANC extends to the microphone as well, so while the overall microphone quality isn't that impressive, it's fantastic at isolating your voice.8. Turtle Beach Atlas AirBest Open-Back PS5 HeadsetBest Open-BackTurtle Beach Atlas AirThe Turtle Beach Atlas Air is a high-end open-back PC gaming headset that is extremely comfortable, and sounds good to boot.See it at AmazonProduct SpecificationsConnectivityBluetooth, USB dongle, 3.5mm jackDrivers40mmMax battery life50 hoursWeight301gPROSUnique, ultra comfortable lightweight designExcellent audio performanceCONSSome sound leakageIf the name wasn’t a dead giveaway, our hands-on review of the Turtle Beach Atlas Air confirmed it is a well-cushioned, surprisingly lightweight headset you’ll be happy to have on your noggin for hours. The earcups are stuffed with memory foam and are are almost "floating" for multidirectional movement to limit pressure and improve weight distribution. The headband is made of super flexible mesh with an adjustable velcro strap, aiding in the feathery feel. If that’s not enough to convince you this is one of the comfiest headsets out there, the open-back design provides more airflow and breathability, ideal for gaming marathons.Turtle Beach makes it simple to connect the Atlas Air to the PS5, with an option for a wired or wireless link, including a USB dongle for a low latency connection. Buttons on the earcups also make it easy to switch between different connectivity modes. Beyond being great for the PS5, this versatile option is one of the best gaming headsets for PC, as well. Plus, when using it wirelessly, the 50 hours of battery life is a massive boon, so recharging is less of a hassle. Perhaps most important is how the Turtle Beach Atlas Air sounds, and it doesn’t disappoint. The open-back design makes for a more natural sound and better directional audio, though you’ll have to deal with some leakage. The 40mm drivers support 24-bit audio with booming lows and crisp highs that put other gaming headsets to shame. It’s also chock full of features to tweak your sound like Waves 3D Audio, 10-Band EQs, and even "Superhuman Hearing." However, not all these features will be available on the PS5.Rounding out this absolutely stunning gaming headset is a highly capable unidirectional detachable boom mic that’ll keep you coming across clear to teammates. It’s hard not to fall for this light, flexible, great-sounding headset.9. SteelSeries Arctis GameBudsBest PS5 EarbudsBest EarbudsSteelSeries Arctis GameBudsSteelSeries built the Arctis GameBuds for gaming and deliver booming audio with solid battery life low-latency thanks to its 2.4GHz dongle.See it at AmazonProduct SpecificationsConnectivityBluetooth, 2.4GHz USB-C dongleDrivers10mm Neodymium MagneticMax battery life10 hoursWeight5g per earbudPROSImpressive sound qualityBetter battery life than most earbudsControls, software, and ANC add valueCONSA few features are hard to get workingGaming earbuds are a fairly recent trend with the notable peripheral companies like Razer, Asus, and PlayStation making their own that are suited for games. It's tough because of the limited driver size and battery life, earbuds tend to make sacrifices in one way or another. But the SteelSeries Arctis GameBuds are so impressive because of how uncompromising these little rounded buds are.On top of having solid foundations of sound quality, battery life, and long-term comfort, SteelSeries has one of the most robust software suites, which is easily controllable through a mobile app. This takes out the inconvenience of having to flip through PS5 menus to customize the earbuds, while also letting you access its 100+ custom-tuned EQ profiles easily. Although there are a few minor inconveniences with how some of its quality-of-life features work (autoplay when taking it on and off, connecting through Bluetooth reliably), the GameBuds do all the important things extremely well. While you should definitely use these as your primary earbuds to listen to music on your phone, they really shine in games with the kind of bold audio experience you expect from a headset. For all that and more, I gave a 9 to the SteelSeries Arctis GameBuds in my review, and they'll pair nicely with your PS5.At $160, these have cheaper base price than the Razer Hammerheads I previously recommended. While I still think the Hammerheads have a very slight edge in sound quality, it's the battery life, software support, and overall comfort that make the GameBuds the best all around.PS5 Headsets FAQHow do you determine sound quality on a gaming headset?There are ways to extract audio data from a headset to get a look at how they handle various frequencies, like artificial ear and audio analyzing software, but that alone won’t be able to tell you what the actual audio experience is like. Admittedly, it can be quite abstract to have someone describe what games, music, or movies sound like. Paying attention to descriptors like distortion, drowning, cleanliness, or balance when talking about frequencies are common ways to explain the sound quality of a device, and at some point you need to trust the reviewer’s trained ear.There’s also the factor of driver size, the actual hardware that delivers the audio. Generally, bigger drivers means better potential for cleaner and bolder sound, but again, that alone isn’t going to determine whether or not a headset sounds good. Quality can also come down to spatial or positional audio which gives the impression of sound effects having distance and direction – it’s important for competitive settings but can make for audio more suited for cinematic games.As I talk about further down, the PS5 in particular has embraced 3D audio in a way other platforms have not. It may seem like a gimmick at first glance, but when done right, it can give you a genuinely immersive experience – not just for direction and distance, but also verticality in the sound design. This gives headsets like the Pulse Elite and Pulse 3D an advantage when picking out the best PS5 headset since 3D audio definitely affects how good games can sound.What makes gaming headsets different from headphones?Gaming headsets tend to pack additional features that support the actual gaming experience, some of which may be gimmicky, but many that I would call essential. Not everyone wants to have a standalone microphone, for example, but the key feature that separates a headset from headphones is a built-in microphone. While most headset mics are passable in terms of clarity that can suffice for in-game communication, some go the extra mile to provide better clarity or mitigate ambient noise spilling through.Good gaming headsets are generally tuned to pick up on certain sound effects and have a more intimate sound profile since you’re an active participant in the experience rather than a passive observer (especially in competitive games). When it comes to wireless capabilities, most gaming headsets come with 2.4GHz USB dongles for the lowest latency possible – something that wireless headphones rarely include. As you’ll see in the next section, software suites for USB-based headsets (wireless or otherwise) have gotten sophisticated and sometimes offer a level of customization for specific gaming scenarios.Should I go wired or wireless for a gaming headset?Of course, it depends on your needs. On PC, I still gravitate towards wired headsets and headphones since I tend to prefer the sound profiles of a properly-tuned analog audio device (I also tend to forget about charging devices until it’s too late, but that’s a me-problem). However, battery life and latency of modern gaming headsets have come so far that you rarely, if ever, see them being issues on the latest releases. Good software suites and apps can also help you get more out of your headset by letting you customize EQ settings or swap sound profiles for certain games.Wireless headsets are also sometimes capable of multi-device connectivity and simultaneous Bluetooth, which makes them versatile and opens them up to more use-cases (especially swapping to a mobile connection within seconds). Even though they tend to be more expensive, there’s a lot of upside to going with a wireless gaming headset, just be sure you know what you’ll be getting out of it.On PS5, you're better going off with a wireless headset, though. Since 3.5mm analog wired audio devices have to go through the DualSense controller's, there's an upper limit to how good they can sound. Don't get it twisted, though – headsets and headphones can still sound great when fed through the DualSense, but it'll be diminishing returns when using audiophile-type gear. After all, the console experience is best when free of wires.Is 3D audio worth it?Made specifically for the PS5, Tempest 3D AudioTech to simulate 360-degree audio in supported PS5 games. That means you can tell the direction the audio is coming from, be it a helicopter overhead or enemy fire coming from whichever direction, it's an experiential marvel more so than an advantage. It’s similar to Windows Sonic on the Xbox Series X/S, but Sony has embraced it to greater extent and its implementation on the PS5 is a really neat perk. And to boot, plenty of the best PS5 headsets support Sony’s 3D audio, including the SteelSeries Arctis Nova 7P, Sony Pulse 3D, and PlayStation Pulse Elite wireless headset.The Sony Pulse 3D does a good job showing off the PS5’s next-gen 3D audio tech, whereby noises and sounds are emulated to appear in a 360-degree space around your ears, and even expressing a greater level of verticality to positional sound in some instances. It’s straightforward to set up, comfortable, and surprisingly affordable for an official PlayStation headset, and a great choice if you want to see exactly what the PS5’s 3D audio can do.Do you need a Bluetooth adapter for your PS5?If you're hoping to connect wireless headphones and headsets to your PS5, you will need a compatible Bluetooth adapter. The PS5 does not currently support direct pairing with any Bluetooth headphones for audio output. However, when it comes to latency, you're best served using headsets with 2.4GHz dongles, which all our recommended headsets come with.What is PlayStation Link? PlayStation Link is Sony’s latest wireless connectivity standard that provides a lightning-fast connection, lossless audio, and ultra-low latency with easy switching between different devices. The PlayStation Portal is the only gaming device with the technology built-in. So, you’ll need the PS Link USB dongle when using the PS5, PS5 Slim, PS5 Pro, and PC. Still, at the moment, only a couple of Sony’s peripherals have this technology, including the PlayStation Pulse Elite wireless headset in this guide.
    0 Комментарии 0 Поделились
  • Cyberpunk 2077 Switch 2 is “a match” for Xbox Series S, but it can sometimes look even better

    You can trust VideoGamer. Our team of gaming experts spend hours testing and reviewing the latest games, to ensure you're reading the most comprehensive guide possible. Rest assured, all imagery and advice is unique and original. Check out how we test and review games here

    Contents
    hide

    CD Projekt Red’s Cyberpunk 2077 Ultimate Edition on Nintendo Switch is one of the most exciting releases for the Switch 2 launch. After an atrocious release on last-gen consoles, the intense sci-fi RPG is a powerful benchmark of what the device is capable of.
    In a recent analysis of new footage provided by Nvidia, tech analysts at Digital Foundry explained that the asset quality of the game on Switch 2 is “on par” with the game’s PS4 version, albeit with better image quality. However, even more impressively, the new version has been described as “a match” for the Xbox Series S version of the game.
    Is Cyberpunk 2077 on Switch 2 better than PS4?
    In the latest episode of the DF Direct Weekly podcast, analyst Tom Morgan explained that the texture quality of CDPR’s RPG on Switch 2 manages to hit a higher resolution on the new handheld.
    “What it reveals with PS4, right away, is that we’re getting similar asset quality, similar texture quality, it’s pretty much there,” Morgan explained. “What we are seeing as well is that image quality is massively improved… on the Switch version is a 720p to 1080p range… compared to what we had on PS4 which is 720p to 900p using CDPR’s own TAA.”
    Morgan explained that there’s “no contest” between the two versions when it comes to the image quality between the two versions, explaining that the new handheld in “another league when it comes to sharpening up those details, clarifying noise, reducing noise across temporal shimmer which has always been a big problem with this game”.
    What about Series S?
    The comparison gets more interesting when compared to the Xbox Series S version of the game. While the Nintendo Switch 2’s slower CPU means that the handheld can’t have a 60fps mode like the budget-priced Xbox, it is a match for the game’s quality mode.
    Thanks to DLSS image reconstruction instead of the Xbox’s use of the now-outdated FSR 2, the Switch 2 version of the game has much better image clarity on details such as clothes stitching and background fences when characters are in movement. The Switch 2 version of Cyberpunk 2077 also eliminates a lot of the shimmering issues with the game on Series S, despite technically running at a lower resolution internally.
    Technically, the Xbox Series S is running at a higher resolution than the Switch 2 version, but DLSS’ improvement over FSR 2, it ends up looking substantially cleaner in static shots and it’s far from perfect. High speed driving and complex scenes can cause a lot of issues on items such as hair and small objects moving in the background.
    How about that performance?
    As we mentioned earlier, the Nintendo Switch 2 version of Cyberpunk 2077 won’t be able to run at 60fps, although there will be a 720p/40fps mode, but the game’s 30fps framerate lock in the provided footage is also not perfect. When driving, the game skips frames on a regular basis with some scenes hitting a low of 20fps.
    Some missions in Cyberpunk 2077 can be incredibly intensive such as the initial skirmish through the city near the game’s opening. Of course, there’s time for CDPR to improve the game and iron out some major performance issues, but as a very CPU-limited game, it’s not too surprising to see the game chug when you’re travelling through the game’s dense Night City.
    For more Cyberpunk 2077 coverage, read about the latest news surrounding the in-development sequel and its second city to explore. Additionally, read about the Switch 2 version of Star Wars Outlaws and how its perhaps too big for the upcoming handheld.

    Subscribe to our newsletters!

    By subscribing, you agree to our Privacy Policy and may receive occasional deal communications; you can unsubscribe anytime.

    Share
    #cyberpunk #switch #match #xbox #series
    Cyberpunk 2077 Switch 2 is “a match” for Xbox Series S, but it can sometimes look even better
    You can trust VideoGamer. Our team of gaming experts spend hours testing and reviewing the latest games, to ensure you're reading the most comprehensive guide possible. Rest assured, all imagery and advice is unique and original. Check out how we test and review games here Contents hide CD Projekt Red’s Cyberpunk 2077 Ultimate Edition on Nintendo Switch is one of the most exciting releases for the Switch 2 launch. After an atrocious release on last-gen consoles, the intense sci-fi RPG is a powerful benchmark of what the device is capable of. In a recent analysis of new footage provided by Nvidia, tech analysts at Digital Foundry explained that the asset quality of the game on Switch 2 is “on par” with the game’s PS4 version, albeit with better image quality. However, even more impressively, the new version has been described as “a match” for the Xbox Series S version of the game. Is Cyberpunk 2077 on Switch 2 better than PS4? In the latest episode of the DF Direct Weekly podcast, analyst Tom Morgan explained that the texture quality of CDPR’s RPG on Switch 2 manages to hit a higher resolution on the new handheld. “What it reveals with PS4, right away, is that we’re getting similar asset quality, similar texture quality, it’s pretty much there,” Morgan explained. “What we are seeing as well is that image quality is massively improved… on the Switch version is a 720p to 1080p range… compared to what we had on PS4 which is 720p to 900p using CDPR’s own TAA.” Morgan explained that there’s “no contest” between the two versions when it comes to the image quality between the two versions, explaining that the new handheld in “another league when it comes to sharpening up those details, clarifying noise, reducing noise across temporal shimmer which has always been a big problem with this game”. What about Series S? The comparison gets more interesting when compared to the Xbox Series S version of the game. While the Nintendo Switch 2’s slower CPU means that the handheld can’t have a 60fps mode like the budget-priced Xbox, it is a match for the game’s quality mode. Thanks to DLSS image reconstruction instead of the Xbox’s use of the now-outdated FSR 2, the Switch 2 version of the game has much better image clarity on details such as clothes stitching and background fences when characters are in movement. The Switch 2 version of Cyberpunk 2077 also eliminates a lot of the shimmering issues with the game on Series S, despite technically running at a lower resolution internally. Technically, the Xbox Series S is running at a higher resolution than the Switch 2 version, but DLSS’ improvement over FSR 2, it ends up looking substantially cleaner in static shots and it’s far from perfect. High speed driving and complex scenes can cause a lot of issues on items such as hair and small objects moving in the background. How about that performance? As we mentioned earlier, the Nintendo Switch 2 version of Cyberpunk 2077 won’t be able to run at 60fps, although there will be a 720p/40fps mode, but the game’s 30fps framerate lock in the provided footage is also not perfect. When driving, the game skips frames on a regular basis with some scenes hitting a low of 20fps. Some missions in Cyberpunk 2077 can be incredibly intensive such as the initial skirmish through the city near the game’s opening. Of course, there’s time for CDPR to improve the game and iron out some major performance issues, but as a very CPU-limited game, it’s not too surprising to see the game chug when you’re travelling through the game’s dense Night City. For more Cyberpunk 2077 coverage, read about the latest news surrounding the in-development sequel and its second city to explore. Additionally, read about the Switch 2 version of Star Wars Outlaws and how its perhaps too big for the upcoming handheld. Subscribe to our newsletters! By subscribing, you agree to our Privacy Policy and may receive occasional deal communications; you can unsubscribe anytime. Share #cyberpunk #switch #match #xbox #series
    WWW.VIDEOGAMER.COM
    Cyberpunk 2077 Switch 2 is “a match” for Xbox Series S, but it can sometimes look even better
    You can trust VideoGamer. Our team of gaming experts spend hours testing and reviewing the latest games, to ensure you're reading the most comprehensive guide possible. Rest assured, all imagery and advice is unique and original. Check out how we test and review games here Contents hide CD Projekt Red’s Cyberpunk 2077 Ultimate Edition on Nintendo Switch is one of the most exciting releases for the Switch 2 launch. After an atrocious release on last-gen consoles, the intense sci-fi RPG is a powerful benchmark of what the device is capable of. In a recent analysis of new footage provided by Nvidia, tech analysts at Digital Foundry explained that the asset quality of the game on Switch 2 is “on par” with the game’s PS4 version, albeit with better image quality. However, even more impressively, the new version has been described as “a match” for the Xbox Series S version of the game. Is Cyberpunk 2077 on Switch 2 better than PS4? In the latest episode of the DF Direct Weekly podcast, analyst Tom Morgan explained that the texture quality of CDPR’s RPG on Switch 2 manages to hit a higher resolution on the new handheld. “What it reveals with PS4, right away, is that we’re getting similar asset quality, similar texture quality, it’s pretty much there,” Morgan explained. “What we are seeing as well is that image quality is massively improved… on the Switch version is a 720p to 1080p range… compared to what we had on PS4 which is 720p to 900p using CDPR’s own TAA.” Morgan explained that there’s “no contest” between the two versions when it comes to the image quality between the two versions, explaining that the new handheld in “another league when it comes to sharpening up those details, clarifying noise, reducing noise across temporal shimmer which has always been a big problem with this game”. What about Series S? The comparison gets more interesting when compared to the Xbox Series S version of the game. While the Nintendo Switch 2’s slower CPU means that the handheld can’t have a 60fps mode like the budget-priced Xbox, it is a match for the game’s quality mode. Thanks to DLSS image reconstruction instead of the Xbox’s use of the now-outdated FSR 2, the Switch 2 version of the game has much better image clarity on details such as clothes stitching and background fences when characters are in movement. The Switch 2 version of Cyberpunk 2077 also eliminates a lot of the shimmering issues with the game on Series S, despite technically running at a lower resolution internally. Technically, the Xbox Series S is running at a higher resolution than the Switch 2 version, but DLSS’ improvement over FSR 2, it ends up looking substantially cleaner in static shots and it’s far from perfect. High speed driving and complex scenes can cause a lot of issues on items such as hair and small objects moving in the background. How about that performance? As we mentioned earlier, the Nintendo Switch 2 version of Cyberpunk 2077 won’t be able to run at 60fps, although there will be a 720p/40fps mode, but the game’s 30fps framerate lock in the provided footage is also not perfect. When driving, the game skips frames on a regular basis with some scenes hitting a low of 20fps. Some missions in Cyberpunk 2077 can be incredibly intensive such as the initial skirmish through the city near the game’s opening. Of course, there’s time for CDPR to improve the game and iron out some major performance issues, but as a very CPU-limited game, it’s not too surprising to see the game chug when you’re travelling through the game’s dense Night City. For more Cyberpunk 2077 coverage, read about the latest news surrounding the in-development sequel and its second city to explore. Additionally, read about the Switch 2 version of Star Wars Outlaws and how its perhaps too big for the upcoming handheld. Subscribe to our newsletters! By subscribing, you agree to our Privacy Policy and may receive occasional deal communications; you can unsubscribe anytime. Share
    0 Комментарии 0 Поделились
  • CDPR releases 37 minutes of Cyberpunk 2077 Switch 2 video - so what have we learned?

    CDPR releases 37 minutes of Cyberpunk 2077 Switch 2 video - so what have we learned?
    Previewing the latest port vs Xbox Series S and PlayStation 4.

    Image credit: CD Projekt RED

    Face-off

    by Thomas Morgan
    Senior Staff Writer, Digital Foundry

    Published on May 26, 2025

    Developer CD Projekt RED has uploaded a generous batch of Switch 2 Cyberpunk 2077 footage week - 37 minutes of direct 4K capture to be exact - giving us an early glimpse at the state of its docked 30fps quality mode. Since it releases on 5th June as a Switch 2 launch title, we don't really have too long to wait to see the real thing in action, though given that this footage comes with no "early build" disclaimer or suchlike it appears CDPR is confident in what it's showing in this material - and for good reason. Poring over all the assets, we have plenty to work with for some preliminary comparisons and even frame-rate analysis. In short, the prospects for this Switch 2 rendition are encouraging overall.

    In terms of content, CDPR is showing all manner of gameplay: driving, combat, major mission set pieces - you name it, it's included. Some clips even reveal, quite openly, the challenges Switch 2 faces in running such a complex open world game - notably for high speed car action. To its credit, frame-rate delivery at 30 frames per second is strong based on this footage overall, with drops into the 20-30fps range mainly being a problem while speeding through Night City's streets. Especially at points where multiple AI cars clog up its roads, it appears drops and traversal hitches are possible, something we're keen to re-test on its release. It's a positive showing overall, though: on-foot exploration around its markets, the bustling parade sequence teeming with NPCs, and even combat during the Phantom Liberty DLC all run at a perfect 30fps here.

    In performance terms, this showing is perhaps best put in the context of what's currently possible on last-gen consoles, and also Series S. In re-testing the base PS4 version today for example, it's sobering to find that open world roaming there still plays out with hitching, geometry pop-in and drops to 20-30fps - certainly more than is evident in this Switch 2 footage. Going hands-on with the final build ourselves is a must for any final word on this, but early signs point to fewer glaring issues in traversal and battle.

    Sit back, relax and enjoy another massive episode of DF Direct Weekly.Watch on YouTube
    0:00:00 Introduction
    0:00:39 News 1: 37 minutes of Cyberpunk 2077 Switch 2 footage released!
    0:18:51 News 2: AMD introduces 9060 XT
    0:31:43 News 3: AMD teases "FSR Redstone"
    0:44:15 News 4: Doom has hidden performance metrics on Xbox
    0:53:38 News 5: Mario Kart World originally planned for Switch 1
    1:02:49 News 6: Hellblade 2 coming to PS5
    1:11:29 Supporter Q1: What do you make of the Nvidia/Gamers Nexus controversy?
    1:19:41 Supporter Q2: If Microsoft is working on an Xbox emulator for Windows, does that signal the end for traditional Xbox consoles?
    1:28:56 Supporter Q3: Should Nintendo release a non-portable, home-only Switch 2?
    1:35:32 Supporter Q4: Could Switch 2 become a dumping ground for last-gen games?
    1:40:29 Supporter Q5: What are your hopes and concerns for Switch 2?
    On the other hand, Xbox Series S' performance level - in its own 30fps quality mode - is a more aspirational target for Switch 2. We described this version as 'what last-gen should have been' in our original review, thanks to it boasting a broadly rock-solid 30fps experience, and it even went on to receive a 60fps mode post-release. A question mark hovers over the viability of Switch 2's own 40fps performance mode though, where we have no recent assets. More to come on this when we get the game ourselves.

    In terms of comparisons, image quality is a plus point for Switch 2 when compared to the older PS4 release, and even Series S. Much of this boils down to Nvidia's DLSS upscaling technology being available to Switch 2's Tegra 239 processor. CDPR has already confirmed the use of DLSS to hit a 1080p target in docked play in this case. However, the actual native pixel counts are typically lower than 1080p - with dynamic scaling taking us to 1280x720 at its nadir during the most extreme 20fps drop on record here while driving. More typically though, numbers like 792p, 810p and 864p crop up at less taxing points in the footage, which is a high enough base pixel count for DLSS towork its magic and reconstruct a 1080p frame.

    For perspective, Series S' quality mode renders at a 1296p-1440p range using AMD's FSR 2 as its upscaler. Meanwhile, base PS4 continues to run at a 720p-900p range using CDPR's own in-house temporal AA solution. In both cases Switch 2 has an advantage in temporal stability, at least. Even though it runs at a lower pixel count than Series S, DLSS more adeptly cleans up the game's visual noise in certain scenarios compared to FSR 2. Shimmer is minimised across the dampened floors of the market area, while during static moments, fences and character detail up-close resolve with added sharpness via Switch 2's upscaler.

    To see this content please enable targeting cookies.

    On the downside, for all its benefits, DLSS does not always hide its lower base pixel input. Driving at speed reveals blocking artefacts on Switch 2, while a later Johnny Silverhand dialogue sequence shows similar break-up around two background NPCs playing basketball. There are some limits on show, then, but it's a respectably competitive result next to Series S all things considered. In fact, it's similar to what we found with Street Fighter 6 comparisons between these two consoles, where Switch 2 pushes a sharper, less visibly noisy frame via DLSS - and despite Capcom's fightert running at a lower native res in that case.

    Focusing on visual quality, it's a surprise to find Switch 2 is on par with both PS4 and Series S in a great many of its core settings. Paired side-by-side with each, there is scarce evidence of any differences in recreated shots: texture quality is a match, SSR is enabled across the floors, and motion blur is engaged too. There is a difference in ambient occlusionthat needs further investigation - and it's clear that Switch 2 also loses the lens flare effect of the Series S release. That aside, the variance in time of day and NPC placement account for a majority of the differences in the open city - whereas in confined interiors that are perfectly matched, the main difference is again DLSS' impact on image quality.

    It's a positive peak at CDPR's optimisation efforts so far and it appears to be an improvement on the build I played at Nintendo's Switch 2 event in London last month. We're just ten days away from what's undeniably one of the most technically challenging third party games on Switch 2, and it's certainly a big one for coverage plans at Digital Foundry. In fact as I type this, there's an ongoing effort to bank as much Cyberpunk 2077 footage on other platforms for comparison. Roll on June 5th!
    #cdpr #releases #minutes #cyberpunk #switch
    CDPR releases 37 minutes of Cyberpunk 2077 Switch 2 video - so what have we learned?
    CDPR releases 37 minutes of Cyberpunk 2077 Switch 2 video - so what have we learned? Previewing the latest port vs Xbox Series S and PlayStation 4. Image credit: CD Projekt RED Face-off by Thomas Morgan Senior Staff Writer, Digital Foundry Published on May 26, 2025 Developer CD Projekt RED has uploaded a generous batch of Switch 2 Cyberpunk 2077 footage week - 37 minutes of direct 4K capture to be exact - giving us an early glimpse at the state of its docked 30fps quality mode. Since it releases on 5th June as a Switch 2 launch title, we don't really have too long to wait to see the real thing in action, though given that this footage comes with no "early build" disclaimer or suchlike it appears CDPR is confident in what it's showing in this material - and for good reason. Poring over all the assets, we have plenty to work with for some preliminary comparisons and even frame-rate analysis. In short, the prospects for this Switch 2 rendition are encouraging overall. In terms of content, CDPR is showing all manner of gameplay: driving, combat, major mission set pieces - you name it, it's included. Some clips even reveal, quite openly, the challenges Switch 2 faces in running such a complex open world game - notably for high speed car action. To its credit, frame-rate delivery at 30 frames per second is strong based on this footage overall, with drops into the 20-30fps range mainly being a problem while speeding through Night City's streets. Especially at points where multiple AI cars clog up its roads, it appears drops and traversal hitches are possible, something we're keen to re-test on its release. It's a positive showing overall, though: on-foot exploration around its markets, the bustling parade sequence teeming with NPCs, and even combat during the Phantom Liberty DLC all run at a perfect 30fps here. In performance terms, this showing is perhaps best put in the context of what's currently possible on last-gen consoles, and also Series S. In re-testing the base PS4 version today for example, it's sobering to find that open world roaming there still plays out with hitching, geometry pop-in and drops to 20-30fps - certainly more than is evident in this Switch 2 footage. Going hands-on with the final build ourselves is a must for any final word on this, but early signs point to fewer glaring issues in traversal and battle. Sit back, relax and enjoy another massive episode of DF Direct Weekly.Watch on YouTube 0:00:00 Introduction 0:00:39 News 1: 37 minutes of Cyberpunk 2077 Switch 2 footage released! 0:18:51 News 2: AMD introduces 9060 XT 0:31:43 News 3: AMD teases "FSR Redstone" 0:44:15 News 4: Doom has hidden performance metrics on Xbox 0:53:38 News 5: Mario Kart World originally planned for Switch 1 1:02:49 News 6: Hellblade 2 coming to PS5 1:11:29 Supporter Q1: What do you make of the Nvidia/Gamers Nexus controversy? 1:19:41 Supporter Q2: If Microsoft is working on an Xbox emulator for Windows, does that signal the end for traditional Xbox consoles? 1:28:56 Supporter Q3: Should Nintendo release a non-portable, home-only Switch 2? 1:35:32 Supporter Q4: Could Switch 2 become a dumping ground for last-gen games? 1:40:29 Supporter Q5: What are your hopes and concerns for Switch 2? On the other hand, Xbox Series S' performance level - in its own 30fps quality mode - is a more aspirational target for Switch 2. We described this version as 'what last-gen should have been' in our original review, thanks to it boasting a broadly rock-solid 30fps experience, and it even went on to receive a 60fps mode post-release. A question mark hovers over the viability of Switch 2's own 40fps performance mode though, where we have no recent assets. More to come on this when we get the game ourselves. In terms of comparisons, image quality is a plus point for Switch 2 when compared to the older PS4 release, and even Series S. Much of this boils down to Nvidia's DLSS upscaling technology being available to Switch 2's Tegra 239 processor. CDPR has already confirmed the use of DLSS to hit a 1080p target in docked play in this case. However, the actual native pixel counts are typically lower than 1080p - with dynamic scaling taking us to 1280x720 at its nadir during the most extreme 20fps drop on record here while driving. More typically though, numbers like 792p, 810p and 864p crop up at less taxing points in the footage, which is a high enough base pixel count for DLSS towork its magic and reconstruct a 1080p frame. For perspective, Series S' quality mode renders at a 1296p-1440p range using AMD's FSR 2 as its upscaler. Meanwhile, base PS4 continues to run at a 720p-900p range using CDPR's own in-house temporal AA solution. In both cases Switch 2 has an advantage in temporal stability, at least. Even though it runs at a lower pixel count than Series S, DLSS more adeptly cleans up the game's visual noise in certain scenarios compared to FSR 2. Shimmer is minimised across the dampened floors of the market area, while during static moments, fences and character detail up-close resolve with added sharpness via Switch 2's upscaler. To see this content please enable targeting cookies. On the downside, for all its benefits, DLSS does not always hide its lower base pixel input. Driving at speed reveals blocking artefacts on Switch 2, while a later Johnny Silverhand dialogue sequence shows similar break-up around two background NPCs playing basketball. There are some limits on show, then, but it's a respectably competitive result next to Series S all things considered. In fact, it's similar to what we found with Street Fighter 6 comparisons between these two consoles, where Switch 2 pushes a sharper, less visibly noisy frame via DLSS - and despite Capcom's fightert running at a lower native res in that case. Focusing on visual quality, it's a surprise to find Switch 2 is on par with both PS4 and Series S in a great many of its core settings. Paired side-by-side with each, there is scarce evidence of any differences in recreated shots: texture quality is a match, SSR is enabled across the floors, and motion blur is engaged too. There is a difference in ambient occlusionthat needs further investigation - and it's clear that Switch 2 also loses the lens flare effect of the Series S release. That aside, the variance in time of day and NPC placement account for a majority of the differences in the open city - whereas in confined interiors that are perfectly matched, the main difference is again DLSS' impact on image quality. It's a positive peak at CDPR's optimisation efforts so far and it appears to be an improvement on the build I played at Nintendo's Switch 2 event in London last month. We're just ten days away from what's undeniably one of the most technically challenging third party games on Switch 2, and it's certainly a big one for coverage plans at Digital Foundry. In fact as I type this, there's an ongoing effort to bank as much Cyberpunk 2077 footage on other platforms for comparison. Roll on June 5th! #cdpr #releases #minutes #cyberpunk #switch
    WWW.EUROGAMER.NET
    CDPR releases 37 minutes of Cyberpunk 2077 Switch 2 video - so what have we learned?
    CDPR releases 37 minutes of Cyberpunk 2077 Switch 2 video - so what have we learned? Previewing the latest port vs Xbox Series S and PlayStation 4. Image credit: CD Projekt RED Face-off by Thomas Morgan Senior Staff Writer, Digital Foundry Published on May 26, 2025 Developer CD Projekt RED has uploaded a generous batch of Switch 2 Cyberpunk 2077 footage week - 37 minutes of direct 4K capture to be exact - giving us an early glimpse at the state of its docked 30fps quality mode. Since it releases on 5th June as a Switch 2 launch title, we don't really have too long to wait to see the real thing in action, though given that this footage comes with no "early build" disclaimer or suchlike it appears CDPR is confident in what it's showing in this material - and for good reason. Poring over all the assets, we have plenty to work with for some preliminary comparisons and even frame-rate analysis. In short, the prospects for this Switch 2 rendition are encouraging overall. In terms of content, CDPR is showing all manner of gameplay: driving, combat, major mission set pieces - you name it, it's included. Some clips even reveal, quite openly, the challenges Switch 2 faces in running such a complex open world game - notably for high speed car action. To its credit, frame-rate delivery at 30 frames per second is strong based on this footage overall, with drops into the 20-30fps range mainly being a problem while speeding through Night City's streets. Especially at points where multiple AI cars clog up its roads, it appears drops and traversal hitches are possible, something we're keen to re-test on its release. It's a positive showing overall, though: on-foot exploration around its markets, the bustling parade sequence teeming with NPCs, and even combat during the Phantom Liberty DLC all run at a perfect 30fps here. In performance terms, this showing is perhaps best put in the context of what's currently possible on last-gen consoles, and also Series S. In re-testing the base PS4 version today for example, it's sobering to find that open world roaming there still plays out with hitching, geometry pop-in and drops to 20-30fps - certainly more than is evident in this Switch 2 footage. Going hands-on with the final build ourselves is a must for any final word on this, but early signs point to fewer glaring issues in traversal and battle. Sit back, relax and enjoy another massive episode of DF Direct Weekly.Watch on YouTube 0:00:00 Introduction 0:00:39 News 1: 37 minutes of Cyberpunk 2077 Switch 2 footage released! 0:18:51 News 2: AMD introduces 9060 XT 0:31:43 News 3: AMD teases "FSR Redstone" 0:44:15 News 4: Doom has hidden performance metrics on Xbox 0:53:38 News 5: Mario Kart World originally planned for Switch 1 1:02:49 News 6: Hellblade 2 coming to PS5 1:11:29 Supporter Q1: What do you make of the Nvidia/Gamers Nexus controversy? 1:19:41 Supporter Q2: If Microsoft is working on an Xbox emulator for Windows, does that signal the end for traditional Xbox consoles? 1:28:56 Supporter Q3: Should Nintendo release a non-portable, home-only Switch 2? 1:35:32 Supporter Q4: Could Switch 2 become a dumping ground for last-gen games? 1:40:29 Supporter Q5: What are your hopes and concerns for Switch 2? On the other hand, Xbox Series S' performance level - in its own 30fps quality mode - is a more aspirational target for Switch 2. We described this version as 'what last-gen should have been' in our original review, thanks to it boasting a broadly rock-solid 30fps experience, and it even went on to receive a 60fps mode post-release. A question mark hovers over the viability of Switch 2's own 40fps performance mode though, where we have no recent assets. More to come on this when we get the game ourselves. In terms of comparisons, image quality is a plus point for Switch 2 when compared to the older PS4 release, and even Series S. Much of this boils down to Nvidia's DLSS upscaling technology being available to Switch 2's Tegra 239 processor. CDPR has already confirmed the use of DLSS to hit a 1080p target in docked play in this case (and a 720p target in handheld mode). However, the actual native pixel counts are typically lower than 1080p - with dynamic scaling taking us to 1280x720 at its nadir during the most extreme 20fps drop on record here while driving. More typically though, numbers like 792p, 810p and 864p crop up at less taxing points in the footage, which is a high enough base pixel count for DLSS to (usually) work its magic and reconstruct a 1080p frame. For perspective, Series S' quality mode renders at a 1296p-1440p range using AMD's FSR 2 as its upscaler (as of a late 2022 patch 1.61, following an upgrade from TAA). Meanwhile, base PS4 continues to run at a 720p-900p range using CDPR's own in-house temporal AA solution. In both cases Switch 2 has an advantage in temporal stability, at least. Even though it runs at a lower pixel count than Series S, DLSS more adeptly cleans up the game's visual noise in certain scenarios compared to FSR 2. Shimmer is minimised across the dampened floors of the market area, while during static moments, fences and character detail up-close resolve with added sharpness via Switch 2's upscaler. To see this content please enable targeting cookies. On the downside, for all its benefits, DLSS does not always hide its lower base pixel input. Driving at speed reveals blocking artefacts on Switch 2, while a later Johnny Silverhand dialogue sequence shows similar break-up around two background NPCs playing basketball. There are some limits on show, then, but it's a respectably competitive result next to Series S all things considered. In fact, it's similar to what we found with Street Fighter 6 comparisons between these two consoles, where Switch 2 pushes a sharper, less visibly noisy frame via DLSS - and despite Capcom's fightert running at a lower native res in that case. Focusing on visual quality, it's a surprise to find Switch 2 is on par with both PS4 and Series S in a great many of its core settings. Paired side-by-side with each, there is scarce evidence of any differences in recreated shots: texture quality is a match, SSR is enabled across the floors, and motion blur is engaged too. There is a difference in ambient occlusion (resulting in thicker pockets of object shading on Switch 2) that needs further investigation - and it's clear that Switch 2 also loses the lens flare effect of the Series S release. That aside, the variance in time of day and NPC placement account for a majority of the differences in the open city - whereas in confined interiors that are perfectly matched, the main difference is again DLSS' impact on image quality. It's a positive peak at CDPR's optimisation efforts so far and it appears to be an improvement on the build I played at Nintendo's Switch 2 event in London last month. We're just ten days away from what's undeniably one of the most technically challenging third party games on Switch 2, and it's certainly a big one for coverage plans at Digital Foundry. In fact as I type this, there's an ongoing effort to bank as much Cyberpunk 2077 footage on other platforms for comparison. Roll on June 5th!
    0 Комментарии 0 Поделились
CGShares https://cgshares.com