120 Hz
A display refresh rate of 120 cycles per second.
Technical:HDMI 2.1 mode enabling up to 120 frames per second output.
Why it matters:Required for high-frame-rate PlayStation modes.
Every claim on PSFoundry comes from a source we can point to. Here is exactly how each analysis is built, and what every technical term means.
We never estimate a frame rate or a resolution. When a value isn't verified it is shown asUnknown orNot verified — an empty field is information too.
Measured technical analysis: Digital Foundry, Eurogamer, VG Tech, NX Gamer, El Analista De Bits, Cycu1. Some of these publish only on YouTube — when they do, the video itself is the cited source and appears in the video section of the game page.
Editorial impressions used when no measured data exists: IGN, GameSpot, Push Square, GamesRadar, PC Gamer, Polygon, VGC, GamingBolt, always shown as a quote with a link, never converted into a Performance Score.
Declared facts: the PlayStation Store product page and official publisher pages.
Not every game has been measured. Instead of leaving a page blank, we publish the strongest level of evidence available for that title.
Measured data exists: graphics modes, frame-rate targets, internal and output resolutions, upscaling and ray tracing. These pages get a Performance Score.
No measured numbers are available, but credible reviews describe how the game looks and performs. We quote them and never invent figures.
Only the facts declared by the platform holder or publisher (120 Hz output, VRR, HDR, PS5 Pro patch). No frame rates, no resolutions, no Performance Score.
A single 0–100 number describing how a game runs — never how good the game is. It is console-specific: a title can score differently on PS5 and PS5 Pro, and the score is separate from the Upgrade Verdict, which only describes how much the PS5 Pro version improves on the PS5 one.
Target FPS, stability, drops under load. A rock-solid 60 always beats an unstable 60.
Output resolution, upscaling method (PSSR, TAA, FSR), internal resolution range.
Choice offered to the player and how meaningfully they differ.
Ray tracing, HDR, VRR, 120 Hz, PSSR — what actually ships and how it's implemented.
Input latency and how the game feels moment-to-moment.
Boot times, level loads, fast travel.
Crashes, hitches, technical polish across patches.
90–100 Exceptional · 80–89 Excellent · 70–79 Good · 60–69 Mixed · 50–59 Poor · below 50 Severely Compromised. Scores of 80 or more are shown in green, 70–79 in blue, below 70 in yellow.
PSFoundry covers games available on PlayStation 5. PlayStation 4 and PS4 Pro data appears only as a comparison inside the page of a PS5 title. DLC, season passes and bundles are excluded.
The vocabulary of console performance, defined in plain English: what the term means, how it works, and why it matters for how a game feels.
A display refresh rate of 120 cycles per second.
Technical:HDMI 2.1 mode enabling up to 120 frames per second output.
Why it matters:Required for high-frame-rate PlayStation modes.
Low Framerate Compensation for VRR displays.
Technical:VRR extension that multiplies frames when FPS drops below the display's minimum VRR window.
Why it matters:Keeps VRR active during heavy frame-rate dips.
Variable Refresh Rate — matches display refresh to game FPS.
Technical:Display-side technology (HDMI 2.1) that synchronizes refresh to the source frame rate.
Why it matters:Eliminates tearing and smooths variable frame rates.
Simulating light paths for more realistic visuals.
Technical:Rendering technique that traces rays of light for reflections, shadows or global illumination.
Why it matters:Improves visual realism at significant GPU cost.
A 40 FPS target designed for 120 Hz displays.
Technical:A middle-ground target that requires a 120 Hz display for even frame pacing.
Why it matters:A smoother alternative to 30 FPS with more visual settings than 60 FPS modes.
A mode that prioritizes frame rate over visuals.
Technical:A graphics preset targeting a higher, more stable FPS at the cost of resolution or effects.
Why it matters:The default choice when smoothness matters most.
A mode that prioritizes visuals over frame rate.
Technical:A graphics preset targeting higher resolution and effects, typically at a lower FPS.
Why it matters:The default choice when image fidelity matters most.
Frames rendered per second.
Technical:The number of unique image frames displayed per second by the game engine.
Why it matters:Higher FPS produces smoother motion and lower input latency.
How evenly frames are delivered to the display.
Technical:The regularity of frame-time intervals over a sequence of frames.
Why it matters:Poor frame pacing causes stutter even when average FPS is high.
Time in milliseconds to render one frame.
Technical:The inverse of instantaneous FPS, measured per frame in ms.
Why it matters:Consistent frame times mean smoother animation than the average FPS suggests.
Running an older game on a newer PlayStation.
Technical:The ability of PS5 hardware to run PS4 game titles natively or with boost mode.
Why it matters:Older games often run better on newer consoles without a patch.
Running an older game with the newer hardware's full power.
Technical:A backward-compatibility feature that allows older titles to exceed original performance targets.
Why it matters:Can unlock higher, unlocked frame rates on legacy games.
A patch or version specifically optimized for PS5 Pro.
Technical:A game version updated to take advantage of PS5 Pro hardware, including PSSR when supported.
Why it matters:Marks whether PS5 Pro provides tangible improvements over PS5.
AMD FidelityFX Super Resolution.
Technical:AMD's open-source upscaling family, ranging from spatial (FSR 1) to temporal (FSR 2/3).
Why it matters:A common reconstruction option on PlayStation before PSSR.
PlayStation Spectral Super Resolution — Sony's upscaler for PS5 Pro.
Technical:Machine-learning temporal upscaler exclusive to PS5 Pro.
Why it matters:Reconstructs a sharper image at lower render cost.
Temporal Anti-Aliasing.
Technical:Anti-aliasing technique that reuses information from previous frames.
Why it matters:Reduces jagged edges but can cause blur or ghosting.
Resolution that scales up or down based on load.
Technical:DRS varies the internal render resolution frame-to-frame to hold a performance target.
Why it matters:Helps hit target FPS at the cost of image stability.
The resolution the game renders at before upscaling.
Technical:The buffer resolution used by the renderer prior to any reconstruction step.
Why it matters:Directly influences image clarity and detail.
A frame rendered pixel-for-pixel at the output resolution.
Technical:Internal render resolution equal to the display output resolution with no upscaling.
Why it matters:Delivers the sharpest image at the cost of GPU performance.
The final resolution sent to the display.
Technical:The presented image resolution after any upscaling or reconstruction.
Why it matters:What the TV or monitor actually receives.
Delay between a controller input and its on-screen result.
Technical:End-to-end latency measured from button press to visible response.
Why it matters:Lower latency makes games feel more responsive.