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Pearl Abyss reveals Crimson Desert performance on PS5 Pro with three graphics modes and ray tracing

Crimson Desert
Photo: Crimson Desert - divulgação

South Korean developer Pearl Abyss has presented the latest technical results of its highly anticipated open-world title running on Sony’s new hardware. The project demonstrates a significant advancement in the use of advanced rendering features on desktop consoles. The demonstration focused on software stability and implementing cutting-edge technologies to support a vast and detailed virtual environment. The company’s engineers detailed how the equipment’s architecture allowed performance metrics previously restricted to very high-cost computers to be achieved.

Proprietary graphics engine and virtual world construction

The game’s development is based on BlackSpace Engine, a game creation tool built internally by the producer itself. Choosing proprietary technology allowed the team to tune the code specifically to handle the demands of a large-scale map. Este graphics engine is designed to manage the seamless transition between different biomes without the need for visible loading screens. The software architecture makes it easy to render complex objects both in the foreground and on the distant horizon. The level of detail ranges from dynamic vegetation to the simulation of fabrics in the characters’ clothes.

PS5 Pro
PS5 Pro – 写真: 開示

Optimization for the new Sony console required profound adaptations to the way the engine handles memory and data processing. Developers implemented more aggressive texture streaming systems to take advantage of the speed of the equipment’s internal storage. Isso results in superior geometric density, filling the scenarios with interactive elements and realistic physics. The hardware’s additional processing power has been targeted to maintain visual cohesion even during fast-moving sequences or intense combat. The overall stability of the virtual environment remains intact regardless of the complexity of the scene presented to the player.

Display Settings and Frame Rates

Players will have three distinct visual configuration options available to tailor the experience to their viewing preferences and fluidity.

– Modo of Desempenho: Estruturado to reach the constant sixty frames per second mark. Esta option uses a base resolution of 1080p, which is later upscaled to 4K through artificial intelligence-based image reconstruction techniques.

– Modo from Qualidade: Focado in delivering the highest possible graphical fidelity to users. On Nesta setting, the game operates at native 4K resolution, locking the refresh rate at thirty frames per second, with all advanced visual effects enabled to their maximum capacity.

– Modo Balanceado: Surge as a middle way for monitors and televisions that support specific refresh rates. The native resolution is fixed at 1440p, with the frame rate set at forty per second, offering superior fluidity without sacrificing sharpness.

Advanced lighting implementation

Ray tracing technology is present natively and actively in all graphic modes offered. The system calculates the tracing of light rays in real time to generate precise reflections on metal surfaces, puddles of water and reinforcement. Global illumination dynamically reacts to changing weather and the game’s day/night cycle.

The shadows cast by characters and scenery elements have soft, physically correct edges thanks to this technology. Ambientes Indoors, such as caves and castles, benefit from improved ambient occlusion, creating a more realistic sense of depth. The interaction of light with dust and fog particles is also calculated individually by the system.

Maintaining ray tracing even in performance mode demonstrates the efficiency of the optimization carried out by the engineering team. The console’s dedicated hardware for light processing alleviates the load on the main graphics processing unit. Isso prevents sudden drops in fluidity during transitions from brightly lit environments to dark areas.

Variable refresh rate support

Monitors equipped with Variable Refresh Rate technology are fully supported in the new open-world title. Activating this feature allows the game to unlock the frames per second limit, surpassing the sixty frames barrier in moments of less graphical demand. The synchronization between the screen and the console eliminates cuts in the image known as screen tearing.

The frame rate fluctuation with the feature activated occurs imperceptibly to the end user during navigation. In extremely dense areas, the rate may fluctuate, but the technology ensures that the response to control commands remains immediate. The functionality requires state-of-the-art video connections to operate correctly on modern televisions.

Image reconstruction and central processing

The use of PlayStation Spectral Super Resolution technology represents a fundamental pillar for the game to function at the highest resolutions. Este scaling system based on artificial intelligence analyzes low-resolution frames and reconstructs missing pixels with extreme precision. The technique replaces traditional anti-aliasing methods, offering a cleaner, alias-free final image, even on fast-moving objects. Processing occurs in a fraction of a millisecond, adding no delay to commands. Apesar of graphics efficiency, the central processing unit acts as the main limiter in crowded urban scenarios. The amount of artificial intelligence calculations for non-playable characters and the physics of multiple objects puts a strain on the processor cores. To overcome this limitation, the team had to rewrite task scheduling routines, distributing the load more evenly. The result is solid frame rate maintenance even when dozens of entities interact on screen simultaneously.

Equivalence with high-end computers

The level of visual fidelity achieved on the console approaches the maximum settings found on high-cost personal computers. Hardware standardization allowed the developer to extract maximum performance without worrying about the fragmentation of components common in the computer market. The experience delivered aims to satisfy graphics technology enthusiasts who seek the limits of current hardware.

Technical advances in the production cycle

The technical demonstration reflects years of research and development focused on extracting the maximum potential from the current generation of consoles. The stability presented at this stage indicates that the project’s base code has reached a high level of maturity. Internal testing continues to refine small collision and transition details of body animations.

The project establishes a new quality parameter for open world productions coming from the Asian development market. The company’s transparency in detailing technical specifications demonstrates confidence in the final product that will reach consumers. The engineering team’s current focus lies on eliminating residual faults before mass distribution of the software.