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Otter said:
sc94597 said:

Memory bandwidth (or rather GPU resources in general) would explain Elden Ring if they don't drop the resolution in handheld mode, which is ridiculous if not. It would be a From Software move to keep it 1080p (likely with DRS) in both docked and handheld mode lol. Even with DRS we know Elden Ring's DRS implementation is broken.

Really a good port would've been to implement DLSS in a similar way to Cyberpunk 2077. Probably could even get the same variable frame-rates as the other consoles 30-50 or 40-60 (maybe a stretch) depending on where you set the internal resolution.

As it is, docked mode is probably underutilizing the GPU's resources and handheld mode over-utilizing/being bottlenecked by them.

I get Curls stance and this is the reason. People are expecting a level of bespoke port that is simply not going to happen and maybe doesn't make sense. Developers are not going to go around targeting 40-50fps performance profiles on S2 which require further reduced assets in other areas.

I think it'll be hard to highlight a single bottleneck when none of these games are designed/intended to run at 60fps on Switch 2 level hardware. bandwidth aside, the question is do the other components look like they should reflect a doubling of PS4's real world performance? 50% gains does not turn a 30fps game into a 60fps one. 

If you are familiar with Elden Ring on other platforms, From Software doesnt really make profiles with a target framerate in mind. They just unlock the framerate above 30fps and have different graphics settings.

When I say 30-50fps, and 40-60fps, that corresponds to the quality and performance modes on other platforms. 

Basically From Software sets a DRS and the DRS never really achieves a solid 60fps. 

The PS4 (and XB ONE) is different from the other versions in that it is locked to 30fps (although even it drops.)

Last edited by sc94597 - on 22 August 2025