Digital Foundry: Metaphor ReFantazio - Fantasy Persona... But What About Performance?

John Elden Ring

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- Striking visual presentation in terms of UI, menu's etc.
- Roughly 80 hour runtime
- Not a lot, if any, enemy model reuse unlike many Atlus games, a lot of new enemies.
- Lighting in smaller areas looks good, but open area lighting can look flat
- Not exactly up to current gen lighting standards overall

- Overall rendering tech still reminiscent of PS3 titles (damn)
- No baked GI, PBR, TAA etc kind of features common in current gen games
- Visual features give the game a bit of a dated feel with low quality textures
- Relatively poor image quality. No anti aliasing and high contrast art style makes it look like an aliased mess, a temporal AA technique could fix this
- PC version can run at high resolutions but doesn't exactly look that much cleaner than console

PS5:
- Unstable 60fps with low 40's at worst
- Renders at roughly 1656p (no mention of DRS)
- Combat can also drop to the 40's, so do indoor dungeons etc
- Game seems to be primarily GPU dependent
- DF thinks the game doesn't use culling properly which causes this kind of drops
- PS4 Pro version of Metaphor runs at a locked 60fps when played on a PS5, but drops resolution (1080p with lower resolution assets, closer draw distance for NPCs etc.

- 120hz support present in consoles without any visual downgrades when 120hz on system level is selected
- No LFC support so drops can still feel jarring.
- The 'nuclear option' is to wait for PS5 Pro

Xbox:
- DF did not have access to the final code so they only had the demo code to compare
- Performance profile is similar to PS5 in both 60hz and 120hz modes
- Series S drops to 1080p with even the UI dropping resolution
- On Series S, Performance drops more than SX and PS5
- VRR does not work properly in the demo on SX where it works on Series S and PS5
 

Bryank75

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Apparently no geometry culling... Developers are getting much worse at their jobs as time goes by.
 
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akira__

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Watch Oliver gloss over how all the "faults" of the PS5 version are worse in the Series X version. Which is logical since it's a port.

He calls visuals identical, yet the shimmering and image quality, mirco stutters are so bad on Series X that he has to hide it, and only shows it for about 1 minute in a 22-minute video.

Also where is John?
 
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akira__

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29 Sep 2024
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Bruh who cares this weeb shit will hardly sell a couple of million, people dont finish the fucking tutorials in persona games let alone play for 100+ hrs
Well, xbox did. They bought the marketing rights. And Oliver of DF cared enough to blatantly lie again.
 

TrishaCat

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Bruh who cares this weeb shit will hardly sell a couple of million, people dont finish the fucking tutorials in persona games let alone play for 100+ hrs
aMCswDn.jpeg

Note: I already finished Nocturne's PS2 version, which is why the hour count is lower here. Still playing P5.
Granted I also finished P4G's Vita version, but P4G is addictive so I didn't mind playing through the whole thing again x3
 

quest4441

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Note: I already finished Nocturne's PS2 version, which is why the hour count is lower here. Still playing P5.
Granted I also finished P4G's Vita version, but P4G is addictive so I didn't mind playing through the whole thing again x3
Good for you bro, I was talking about normal functioning adults who dont put up with 100+ hrs of weeb shit
 
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Kokoloko

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For a game that runs on PS4, isnt a graphical powerhouse and turned based. There are no reasons why this doesnt run 60fps on PS5 and Xbox X smoothly
 

anonpuffs

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Yeah the poor performance is inexcusable, i remember p5 stuttering on the ps4 as well. Fuck atlus, you had so many sales with p5, hire better coders goddamnit
 
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