[Digital Foundry] Lords of the Fallen: PS5/Xbox Series X/S Tech Review - A Stunning Reboot With Ongoing Tech Issues

John Elden Ring

The Thread Maker
Content Creator
5 Jul 2022
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7,909
United States
Even a month on from its release, the 2023 reboot of Lords of the Fallen still has clear issues on console and PC. The use of Unreal Engine 5 allows for lumen and nanite technologies here, and this is a true current-gen PS5, Xbox Series X and S game. However this technology isn't optimised well for its 60fps performance mode on console - with extreme hang-ups dragging play down to single digit frame-rates.


00:00 Introduction
02:24 Xbox Series S Performance
06:08 Xbox Series X Performance
08:44 PlayStation 5 Performance + Three-Way Perf Comparison
10:14 30fps Quality Mode
11:19 Mode Comparison
14:29 Verdict

- Held back by technical issues on consoles. Built only for new-gen consoles.
- UE5 game. Nanite and Lumen used extensively.
- Realm switching mechanic is impressive but game has not been stable at launch even after a months worth of patches.
- Game contains 30 FPS Quality and 60 FPS Performance mode.

60 FPS Performance Mode:

- Series S:

- Worst case scenario. 60 FPS is often too high a target despite dynamic 720p (lowest of 432p)
- 40 to 60 FPS range, can drop to mid 20's in stressful boss battles.
- Image quality is quite poor because of the very low resolution.
- Frame times can also drop and can cause game to run in single digit frames for a few seconds.
- Eventually settles at regular frame rate after a few seconds. Less frequent than at launch but the issue still remains.
- Longer play sessions can cause it to happen more frequently.

- Series X:
- Every area where Series S dropped in 30s or 40s, SX retains 60 FPS almost entirely.
- Same stress boss battle can drop to mid 40s where Series S dropped to mid 20s
- Resolution: Dynamic 1152p with lowed 684p. DRS can reach higher when looking at sky.
- Hitching and traversal stutters still present, can have full game pauses to 00 FPS for a few seconds.
- Closing and restarting the game fixes this.

- PS5:
- Identical to SX in visual setting and general frame rate testing
- Hitching and frame time spikes are reduced over either Xbox consoles on PS5
- Same areas which see bigger lurches on either Xbox have smaller/minor ones comparatively.

- 30 FPS Quality Mode: (all consoles)
- All consoles have uneven frame pacing in 30 FPS
- PS5/SX use DRS 1620p with lows of 1296p
- More pixels to work with so IQ is much better.
- Series S: DRS 972p with lows of 648p
- Quality mode generally runs at 30 FPS all the time with minor frame time spikes.
- Massive lurches seen in Performance mode are not seen in Quality mode.

- Quality mode also has higher shadow quality, higher volumetric lighting, higher quality SSR.
- Shadow and geometry LoD differences also present in favor of Quality mode.
- DF still recommends the Performance mode but clear that there's a notable trade-off.
- Game was missing foliage on PS5 at launch which has been added via post-release patches.
- Series S has visual cutbacks like worse volumetric, texture quality and geometry.
- "The price to pay to reach 60 FPS with lumen and nanite"

- Conclusion
- Still a compromised experience on consoles.
- Other quirks: No setting to disable adaptive triggers on PS5 and no way to change HUD options (which go in overscan area) on Xbox right now.
 
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ethomaz

Rebolation!
21 Jun 2022
11,858
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Brasil 🇧🇷
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ethomaz
Ohhhh another one to PS5.

Outside that another example of issue fest with UE5.

Can a next-gen machine runs games at 684p and 40fps??? Only UE5 can make that happen.

I can even already feel the memes… “Unreal Engine 5 truly 4k looking at sky”.