
- 1ST STUDIO SIBERIAN MOUSE FORUM UPGRADE
- 1ST STUDIO SIBERIAN MOUSE FORUM PS4
- 1ST STUDIO SIBERIAN MOUSE FORUM PC
Firstly, LOD distance seems slightly improved and there's more distant detail visible, but the process of producing side-by-side comparisons also highlights how the developers have tweaked the design of the open world, perhaps to streamline the all-important traversal experience.
1ST STUDIO SIBERIAN MOUSE FORUM PS4
Graphical differences in the modes beyond resolution and aspect ratios are are essentially non-existent, it's the same game - but it is still enhanced over PS4 and PS4 Pro. Aside from the most extreme cases (see the video for one example), ultrawide in quality mode runs flat out at 60fps, so in my experience there is no need to drop back to performance mode whatsoever. Thankfully, you can experiment with these modes as you play - it's possible to change them from the options menu at any time. When using an OLED screen, however, it's not a big deal as these areas appear completely black and the extra FOV is rather welcome.
1ST STUDIO SIBERIAN MOUSE FORUM PC
It seems to match the ultrawide experience of the PC release but obviously, there is no way to natively output ultra-wide resolutions on a PS5 so you will have those black bars top and bottom. The effective resolution when using this mode is around 3840x1643 (if you snip the black bars away) - this is when using quality mode in conjunction with ultrawide. Basically, the game uses black bars on the top and bottom of the screen while expanding the field of view within the visible area. Lastly, there's the ultrawide mode which turns out to be more interesting than expected. I'd consider this to be a great option for variable refresh rate display support, if and when this function comes to PlayStation 5. Cutscenes and combat can see frame-rates drop from 60fps, mostly into the mid-50s but also into the high 40s too. Both exhibit a slight softness suggesting some sort of reconstruction (though it's difficult to say) but it differs from the checkerboard rendering features used on PlayStation 4 Pro. Quality mode is also available, raising the resolution to 2160p - so it's very sharp indeed - but there is a performance penalty. Obviously, the main improvement to this is frame-rate, which is now 60fps, and in performance mode it is entirely locked in my experience. Image quality wise, it looks comparable to the PS4 Pro's checkerboard rendering mode - sharper in some areas, softer in others, but similar. By default, the game boots with its standard 16:9 aspect ratio in performance mode, which runs the game at 1800p resolution, upscaled to 2160p. Quality and performance modes are available - both targeting 60fps - while both options can also be paired with a 21:9 ultrawide presentation.

However, in terms of tapping into the PS5's horsepower, a number of options are available. There are also new story sequences and areas to explore along with a subtle revamp to the open world itself. New elements like the firing range, for instance, offer a lot more than what the name would suggest - this is effectively equivalent to the VR Missions from those first three Metal Gear Solid re-releases. Death Stranding: Director's Cut is essentially Death Stranding: Subsistence or Substance, if you will. Of course, this isn't the first time Hideo Kojima has revisited his games - releases dating back to Snatcher, Policenauts and the first three Metal Gear Solid games all received similar re-releases back in the day.
1ST STUDIO SIBERIAN MOUSE FORUM UPGRADE
Rest assured, you're getting your money's worth from £5/$10 upgrade fee in this case. So where does Kojima Productions go next for this inevitable upgrade to PS5? The answer is the Director's Cut, which delivers a range of options, improvements and additional content. One of more original games of the last generation, Death Standing's focus on traversal and delivery over combat was a welcome alternative take to the open world concept - and it was also one of the most beautiful games on PlayStation 4.
