PS5 120Hz Games — HFR, 40 FPS, VRR & High Frame Rate Modes
PS5 and PS5 Pro games that use a 120 Hz output without running at 120 FPS: 40 FPS fidelity modes, 80/90 FPS HFR modes and unlocked frame rates with VRR.
These games need a 120 Hz display but do not reach 120 FPS. A 120 Hz output container is what makes 40 FPS, 80 FPS, 90 FPS and unlocked VRR modes possible — the refresh rate is the container, not the frame rate. Titles with a genuine 120 FPS mode are listed separately.
| Game | Console | Mode | Frame rate | Resolution | Notes |
|---|---|---|---|---|---|
| Cyberpunk 2077 | PS5 ProPro enhanced | 60fps RT Mode | 60 fps | 1080p–1440p dynamic → 4K | 120 Hz outputVRRPSSRRay tracingpssr Ray traced reflections retained at 60fps thanks to PSSR reconstruction; the cleanest all-round option on PS5 Pro. |
| Cyberpunk 2077 | PS5 ProPro enhanced | Ray Tracing Pro | 30 fps (peaks 40) | 1440p → 4K | 120 Hz outputPSSRRay tracingpssr PSSR upscaled to full 4K from ~1440p internal resolution. Includes RT sun and local shadows, sky/emissive lighting, RT ambient occlusion, and limited RT reflections on car/transparent surfaces. |
| Fallout 4 | PS5 | 120Hz Quality Mode | 40 fps | 4K | 120 Hz output 4K output with PC ultra equivalent settings for foliage and object draw distance. |
| The Last of Us Part I | PS5 ProPro enhanced | Pro Mode | 60 fps | 1440p → 4K | 120 Hz outputVRRPSSRpssr Substantial visual improvement over base performance mode with refined foliage and reduced post-processing sharpening. Mild image instability/grain artifact and occasional seam shimmering noted. |
| The Last of Us Part I | PS5 ProPro enhanced | Performance Mode | 60 fps | 1440p | 120 Hz outputVRR Identical rendering to base PS5 performance mode with native 1440p output and aggressive sharpening. |
| The Last of Us Part I | PS5 ProPro enhanced | Fidelity Mode | 30 fps | 4K | 120 Hz outputVRRnative Native 4K rendering with clean thin geometry, though fine foliage detail in motion can alias slightly more than Pro mode. |
| The Last of Us Part I | PS5 | Performance Mode | 60 fps | 1440p | 120 Hz outputVRR 1440p rendering with noticeable post-process sharpening and undersampled foliage aliasing. |
| The Last of Us Part I | PS5 | Fidelity Mode | 30 fps | 4K | 120 Hz outputVRRnative Native 4K rendering offering clean geometry and high static detail. |
| Resident Evil Requiem | PS5 ProPro enhanced | 120Hz Mode | Unknown | Unknown | 120 Hz outputVRRfsr Disables ray tracing and the temporal upscaler, using a spatial scaler similar to FSR1. |
| Horizon Forbidden West | PS5 ProPro enhanced | Performance Pro Mode | 60 fps | 1440p → 4K | 120 Hz outputVRRtemporal Reconstructs from ~1440p using Guerrilla's custom upscaler. Features refined subpixel detail, superior foliage anti-aliasing, improved SSR, and cleaner depth of field. |
| Horizon Forbidden West | PS5 ProPro enhanced | Balanced Pro Mode | 40 fps | Unknown | 120 Hz outputVRRtemporal Visual settings sit between Resolution Pro and Performance Pro modes. |
| Starfield | PS5 ProPro enhanced | Enhanced Mode (40 FPS) | 40 fps | 1800p | 120 Hz output Runs Enhanced visual settings at 1800p internal resolution within a 120Hz display container. |
| Marvel's Spider-Man 2 | PS5 ProPro enhanced | Fidelity Pro | 40 fps (peaks 59) | near-4K | 120 Hz outputVRRPSSRRay tracingpssr Near-4K internal resolution upscaled via PSSR. Features optional RT key light shadows, high-res RT reflections/interiors, and RTAO with screen-space GI. |
| Marvel's Spider-Man 2 | PS5 | Fidelity | 30 fps | Unknown | 120 Hz outputVRRRay tracingtemporal Uses temporal injection upscaling with standard ray tracing enabled. |
| Black Myth: Wukong | PS5 ProPro enhanced | Balance Mode (120Hz) | 40 fps | 1296p → 4K | 120 Hz outputPSSRpssr PSSR upscales 1296p internal resolution to 4K with shadow settings slightly lower than Quality mode. |
| Lies of P | PS5 | High Frame Rate Quality Mode | 40 fps | 1872p–2160p dynamic → 4K | 120 Hz output Maintains quality visual settings, but internal resolution drops dynamically between 1872p and native 4K as GPU load increases. |
| Kingdom Come: Deliverance II | PS5 ProPro enhanced | Default Mode | 60 fps | 1296p → 4K | 120 Hz outputVRRPSSRpssr Renders internally at 1296p and upscales to 4K using PSSR. Features improved foliage/shadow draw distances, AO, and object quality equivalent to base PS5 Fidelity mode, with slight temporal flicker. |
| Kingdom Come: Deliverance II | PS5 ProPro enhanced | Performance Mode | 60 fps | 1080p → 1440p | 120 Hz outputVRRfsr2 Renders at native 1080p upscaled to 1440p via FSR 2. Reduced foliage and shadow draw distance, lower quality AO and geometry compared to Fidelity mode. |
| Kingdom Come: Deliverance II | PS5 | Performance Mode | 60 fps | 1080p → 1440p | 120 Hz outputVRRfsr2 Renders at native 1080p upscaled to 1440p via FSR 2. Reduced foliage and shadow draw distance, lower quality AO and geometry compared to Fidelity mode. |
| Ghost of Yotei | PS5 ProPro enhanced | Performance | 60 fps | 1080p–1440p dynamic → 4K | 120 Hz outputPSSRpssr Holds a locked 60fps in open-world traversal and combat. |
| Ghost of Yotei | PS5 ProPro enhanced | Balanced RT (Unlocked) | 40 fps (peaks 60) | 1440p–1800p dynamic → 4K | 120 Hz outputVRRPSSRRay tracingpssr Delivers higher visual fidelity than RT Pro mode. |
| Ghost of Yotei | PS5 | Performance | 60 fps | 1080p–1440p dynamic → 4K | 120 Hz outputtemporal Holds a locked 60fps in open-world traversal and combat. |
| Ghost of Yotei | PS5 | Balanced RT | 40 fps (peaks 60) | 1440p → 4K | 120 Hz outputVRRRay tracing Brings ray tracing features to base PS5 at target frame rates above 30fps. |
| Assassin's Creed Shadows | PS5 ProPro enhanced | Balanced Mode | 40 fps | 4K | 120 Hz outputRay tracingtemporal Includes RTGI without RT reflections. Higher internal resolution and cleaner presentation than base PS5 balanced mode. |
| Assassin's Creed Shadows | PS5 | Balanced Mode | 40 fps | 4K | 120 Hz outputRay tracingtemporal Includes RTGI but lacks RT reflections. Shares shadowmap resolution with Performance mode but retains strand-based hair. |
| Mafia: The Old Country | PS5 ProPro enhanced | Performance | 60 fps | 1440p | 120 Hz outputVRRnative Dynamic resolution around QHD to protect the frame rate. On PS5 Pro this mode runs at a higher dynamic resolution. |
| Mafia: The Old Country | PS5 ProPro enhanced | Quality | 30 fps | 4K | 120 Hz outputVRRnative Highest internal resolution and full effects set for the game's Sicilian countryside. On PS5 Pro this mode runs at a higher dynamic resolution. |
| Ghostwire: Tokyo | PS5 | HFR Quality Mode (120Hz Output) | unlocked, up to 70 fps | 1080p | 120 Hz outputRay tracing Retains hardware RT support at ~1080p resolution. |
| Ghostwire: Tokyo | PS5 | HFR Performance Mode (120Hz Output) | Unknown | 1080p | 120 Hz output Ray tracing disabled at ~1080p resolution. |
| Death Stranding 2: On the Beach | PS5 ProPro enhanced | Performance Mode | 60 fps | Unknown | 120 Hz outputVRR Internal resolution is slightly higher than 1440p with cleaner presentation and extra distant detail over base PS5. Visually almost identical to Quality Mode. |
| Death Stranding 2: On the Beach | PS5 | Performance Mode | 60 fps | 1440p | 120 Hz outputVRR Runs at 1440p internal resolution with slightly more pixel break-up on fine details compared to Quality Mode or PS5 Pro. |
| Avowed | PS5 ProPro enhanced | Balanced Mode | 40 fps | Unknown | 120 Hz outputVRRRay tracingfsr2 Visual output similar to standard PS5 Balanced mode. |
| Avowed | PS5 | Balanced Mode | 40 fps | Unknown | 120 Hz outputVRRRay tracingfsr2 Maintains high visual settings with minor shadow distance reductions in town hub areas. |
| The Last of Us Part II Remastered | PS5 ProPro enhanced | Performance Mode | 60 fps (peaks 100) | 1440p | 120 Hz outputVRRnative Native 1440p presentation without dynamic resolution scaling or upsampling. Features denser foliage, reduced LOD pop-in, and improved texture filtering compared to the PS4 release. |
| The Last of Us Part II Remastered | PS5 ProPro enhanced | Fidelity Mode | 40 fps (peaks 60) | 4K | 120 Hz outputVRRnative Native 4K rendering delivering increased clarity for fine details like individual blades of grass, maintaining identical asset settings to Performance Mode. |
| The Last of Us Part II Remastered | PS5 | Performance Mode | 60 fps (peaks 100) | 1440p | 120 Hz outputVRRnative Native 1440p presentation without dynamic resolution scaling or upsampling. Features denser foliage, reduced LOD pop-in, and improved texture filtering compared to the PS4 release. |
| The Last of Us Part II Remastered | PS5 | Fidelity Mode | 40 fps (peaks 60) | 4K | 120 Hz outputVRRnative Native 4K rendering delivering increased clarity for fine details like individual blades of grass, maintaining identical asset settings to Performance Mode. |
| Star Wars Outlaws | PS5 ProPro enhanced | Balanced | 40 fps | 4K | Requires 120 HzVRRPSSRRay tracingpssr Balanced preset reconstructed with PSSR. |
| Stellar Blade | PS5 ProPro enhanced | Pro | 60 fps (peaks 80) | Unknown | 120 Hz outputPSSRpssr PSSR upscaling provides a temporally stable image, eliminating pixel crawl and TAA shimmer. Minor flickering artifacts on sun flare effects. |
| Monster Hunter Wilds | PS5 ProPro enhanced | Frame-rate Mode | 60 fps (peaks 80) | 1080p | 120 Hz outputVRRPSSRpssr Uses PSSR for anti-aliasing over a 1080p rendering resolution, yielding a soft but temporally clean image without aliasing or flickering foliage; uses SSR for water reflections. |
| Monster Hunter Wilds | PS5 ProPro enhanced | Balanced Mode | 40 fps | 1404p | 120 Hz outputVRRPSSRRay tracingpssr Renders at around 1404p with PSSR and includes ray-traced reflections, offering a sharper image than frame-rate mode while avoiding aliasing. |
| Monster Hunter Wilds | PS5 ProPro enhanced | Resolution Mode | 30 fps (peaks 45) | 1728p–1944p dynamic | 120 Hz outputVRRPSSRRay tracingpssr Features ray-traced reflections on water bodies and dynamic internal resolution between 1728p and 1944p cleaned up by PSSR, though RT reflections exhibit noise and pop-in. |
| Monster Hunter Wilds | PS5 | Balanced Mode | 40 fps | 1224p → 4K | 120 Hz outputVRRtemporal Uses screen-space reflections without ray tracing support. |
| Monster Hunter Wilds | PS5 | Resolution Mode | 30 fps | 1656p → 4K | 120 Hz outputVRRtemporal Uses standard TAA and low-resolution screen-space reflections on water. |
| The First Descendant | PS5 ProPro enhanced | Fidelity Mode (Frame Generation) | 90 fps | 2240x1260 → 3840x2160 | 120 Hz outputfsr3 Fixed 2240x1260 internal resolution with FSR 3 frame generation. |
| The First Descendant | PS5 ProPro enhanced | Balanced Mode (Frame Generation) | 90 fps | 1920x1080 → 3840x2160 | 120 Hz outputfsr3 Fixed 1080p internal resolution with FSR 3 frame generation. |
| The First Descendant | PS5 ProPro enhanced | Performance Mode (Frame Generation) | 90 fps | 1494x840 → 2560x1440 | 120 Hz outputfsr3 Fixed 1494x840 internal resolution with FSR 3 frame generation. |
| The First Descendant | PS5 ProPro enhanced | Balanced Mode | 40 fps | 2080x1170–3840x2160 dynamic → 3840x2160 | 120 Hz outputfsr3 Dynamic 2080x1170 to 3840x2160 internal resolution reconstructed with FSR 3 to 4K. |
| The First Descendant | PS5 | Performance Mode (Frame Generation) | 90 fps | 1494x840 → 2560x1440 | 120 Hz outputfsr3 Fixed 1494x840 internal resolution with FSR 3 frame generation. |
| The First Descendant | PS5 | Fidelity Mode (Frame Generation) | 90 fps | 2240x1260 → 3840x2160 | 120 Hz outputfsr3 Fixed 2240x1260 internal resolution with FSR 3 frame generation. |
| The First Descendant | PS5 | Balanced Mode (Frame Generation) | 90 fps | 1920x1080 → 3840x2160 | 120 Hz outputfsr3 Fixed 1080p internal resolution with FSR 3 frame generation. |
| The First Descendant | PS5 | Balanced Mode | 40 fps | 2080x1170–3840x2160 dynamic → 3840x2160 | 120 Hz outputfsr3 Dynamic 2080x1170 to 3840x2160 internal resolution reconstructed with FSR 3 to 4K. |
| Monster Hunter Rise | PS5 | Frame-Rate Mode | 60 fps (peaks 120) | 2016x1134 | 120 Hz outputVRR Renders at 70% image scale (2016x1134). Disables ambient occlusion, swaying foliage, and high-res textures with low shadow quality. |
| Monster Hunter Rise | PS5 | Default Mode | 60 fps | 3840x2160 | 120 Hz outputVRRnative 100% image scale native 4K rendering with high-res textures, high texture filtering, medium shadows, ambient occlusion, and foliage sway enabled. |
| Monster Hunter Rise | PS5 | Prioritise Graphics Mode | 60 fps | 4800x2700 → 3840x2160 | 120 Hz outputVRR 125% image scale rendering internally at 4.8K (4800x2700) supersampled down to 4K output. Includes high shadow quality and maxed visual toggles. |
| Directive 8020 | PS5 ProPro enhanced | Balanced | 40 fps | 1440p → 4K | Requires 120 HzPSSRRay tracingpssr Native 1440p reconstructed to 4K; requires a 120Hz display. |
| Directive 8020 | PS5 | Balanced | 40 fps | 1152p–1440p dynamic → 4K | Requires 120 HzRay tracingTSR Dynamic 1152p-1440p to 4K; needs a 120Hz display. |
| Mortal Kombat 1 | PS5 | Standard Mode | 60 fps | 1800p–2160p dynamic → 4K | 120 Hz output Dynamic 4K resolution scaling down to around 1800p in GPU-heavy scenarios. Scripted intros, fatalities, and outros capped at 30fps display at full 4K with added depth of field, motion blur, and expanded shadow maps. |
| Dragon's Dogma II | PS5 ProPro enhanced | Performance Mode | 60 fps (peaks 105) | 720p → 4K | 120 Hz outputPSSRpssr Renders natively at 720p upscaled to 4K via PSSR. Low base resolution results in heavy sub-pixel foliage breakup, grass pixelation, and flickering ambient occlusion in motion. |
| Dragon's Dogma II | PS5 | Performance Mode | 60 fps | 1536x1728 → 4K | 120 Hz outputcheckerboard Checkerboard 1536x1728 rendering. Maintains fine details without PSSR breakup, but resolution is noticeably lower than 4K output. |
| Assassin's Creed Black Flag Resynced | PS5 ProPro enhanced | Balanced | 40 fps | 4K (upscaled) | Requires 120 HzVRRPSSRRay tracingpssr Extended ray tracing with a noticeably higher internal resolution than Performance. |
| Assassin's Creed Black Flag Resynced | PS5 | Balanced | 40 fps | 4K (upscaled) | Requires 120 HzVRRRay tracingTemporal upscaling Extended ray tracing (GI + reflections) at a higher internal resolution than Performance. |
Quick answers
- What is the difference between 120 FPS and 120Hz?
- 120 Hz is how often the display refreshes; 120 FPS is how many frames the game actually renders each second. A PS5 game can output over a 120 Hz signal while running at 40, 80 or 90 FPS — only a genuine 120 FPS mode delivers 120 rendered frames per second.
- Do you need a 120Hz display for 120 FPS on PS5?
- To display a 120 FPS game mode, the display and HDMI connection must support 120 Hz at the selected output resolution. HDMI 2.1 is required for 4K at 120 Hz on PS5, but compatible displays may support 120 Hz at lower resolutions such as 1080p or 1440p without requiring 4K/120 capability. PS5 VRR support has its own HDMI 2.1 compatibility requirements.
- Does PS5 Pro support more high-frame-rate modes?
- Often, yes. The extra GPU headroom and PSSR let several games hold a 120 FPS mode at a higher internal resolution, or add ray tracing to a 60 FPS mode. It does not add 120 FPS to games that never shipped such a mode.
- How do you enable 120Hz output on PS5?
- Connect the console to a compatible 120 Hz input/display, then go to Settings → Screen and Video → Video Output and set 120 Hz Output to Automatic. Some games also expose their own 120 Hz toggle in the in-game graphics options.