GTA 5: Digital Foundry’s PS5 vs Xbox Series X Comparison Video Doesn’t Crown a Winner

Digital Foundry has released a video comparison of GTA 5 that puts PS5 and Xbox Series X side by side (but does not include Xbox Series S). First of all, it is mentioned that GTA 5 has three graphics modes on both PS5 and Xbox Series X.

We have Performance (1440p 60 FPS), Fidelity (4K 30 FPS) and Performance Ray Tracing (1440p 60 FPS). HDR is also implemented. PS5 also includes support for adaptive triggers and DualSense haptic feedback.

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Uploads have improved. If on PS4 it takes more than two minutes, in the same load it takes 23.18 seconds on PS5 and 20.76 seconds on Xbox Series X. It is then said that in terms of textures, lighting, effects and loading distance, GTA 5 is identical on PS5 and Xbox Series X in all modes.

The only difference is that PS5 loads an additional shadow that is missing on Xbox Series X – it’s unclear whether the lack is a bug or a simple oversight. On Xbox Series X, cube-map reflections around vehicles are better, at least at specific times. However, this is a subtlety according to Digital Foundry.

As for performance, the targets are 30 FPS in Fidelity and 30 FPS in the two performance modes. In fact, there are times when the frame rate drops as low as 40 frames per second.

The problems are present on both PS5 and Xbox Series X, but the two consoles have limitations in different missions. The problem is more serious in the Ray Tracing Performance mode, so you can opt for Performance to get closer to 60 FPS even in the most problematic sections.

In 4K Quality mode, GTA 5 maintains 30 FPS, although it can drop to as low as 20 FPS in very specific situations with a lot of on-screen chaos. Digital Foundry wonders if this could have been resolved with the use of dynamic resolution.

Overall, PS5 and Xbox Series X are very similar, with interchangeable issues and strengths. According to Digital Foundry, the big advantage of these versions over the old-gen is being able to play at 60 FPS and thus reduce input lag. The final view, however, is that this is not an incredible leap forward – on the whole – but just a set of improvements that could have aimed higher.

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