Methodology

How we analyse PlayStation performance

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.

Source hierarchy

  1. Official announcements and developer documentation.
  2. Independent technical analysis (video breakdowns, frame-rate benchmarking).
  3. Reviews and community-reported findings, marked as such.
  4. Facts declared on the PlayStation Store product page.

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.

Outlets we read

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 PSFoundry Score.

Declared facts: the PlayStation Store product page and official publisher pages.

Three levels of coverage

Not every game has been measured. Instead of leaving a page blank, we publish the strongest level of evidence available for that title.

  • Full technical analysis

    Measured data exists: graphics modes, frame-rate targets, internal and output resolutions, upscaling and ray tracing. These pages get a PSFoundry Score.

  • Editorial impressions

    No measured numbers are available, but credible reviews describe how the game looks and performs. We quote them and never invent figures.

  • Declared support

    Only the facts declared by the platform holder or publisher (120 Hz output, VRR, HDR, PS5 Pro patch). No frame rates, no resolutions, no PSFoundry Score.

The PSFoundry 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. It measures technical delivery only, and is kept separate from the PS5 Pro upgrade magnitude and from data confidence, so a big generational jump never inflates a technically shaky version.

  • Frame rate
    26%

    Target and measured FPS, weighted towards the mode the game recommends. Frame-generated 60fps modes are scored as their native base frame rate. Holding a target is rewarded, but a game whose best mode never exceeds 30fps on this console is capped, and one that never reaches 60fps is capped lower than a 60fps title. When only some modes have a measured minimum, the score is capped: undocumented modes are never assumed flawless, and modes reported as unstable pull the score down.

  • Image quality
    20%

    Output and internal resolution, reconstruction method (PSSR, FSR, TAA) and how it holds up in motion — never how detailed the art direction looks.

  • Stability
    18%

    Measured minimum frame rates versus target, plus verified reports of stutter, tearing and crashes.

  • Frame pacing
    8%

    Whether delivered frames are evenly spaced, judged separately from raw frame rate. The worst documented mode governs this category: one smooth mode does not offset another that judders.

  • Responsiveness
    8%

    Measured input latency plus VRR / 120 Hz support. Without a latency measurement it is estimated from the natively rendered frame rate — interpolated frames never count — and reported input lag is penalised.

  • Graphics modes
    8%

    Whether the options fit the game. One well-executed locked mode is not penalised against a title that ships five, but a single mode that exists only because the game runs through backwards compatibility is, and a 60fps mode that only reaches its number through frame generation does not count as a genuine high-frame-rate option.

  • Visual features
    7%

    Ray tracing and PSSR are scored on execution when a game targets them, and simply excluded when it does not.

  • Loading
    5%

    Measured load and fast-travel times, when a source publishes them.

The score is context-aware. A category a game never set out to deliver — ray tracing in a stylised 2D title, for instance — is excluded rather than scored as zero, and the remaining weights are re-normalised over what actually applies. Missing evidence is likewise never a penalty: it is left blank. When coverage is too thin to be comparable, no score is published and the page explains which fields are still missing. Data confidence (high, medium, low) is shown next to the score and never added to it.

90–100 Exceptional · 80–89 Great · 70–79 Good · 60–69 Fair · 40–59 Below average · below 40 Poor. Scores of 80 or more are shown in green, 70–79 in blue, below 70 in yellow.

Catalogue scope

PSFoundry covers games available on PlayStation 5 and PlayStation 5 Pro. DLC, season passes and bundles are excluded.

Glossary

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.

DISPLAY

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.

LFC

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.

VRR

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.

FEATURES

Ray tracing

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.

MODES

40 FPS mode

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.

Performance mode

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.

Quality mode

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.

PERFORMANCE

FPS

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.

Frame pacing

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.

Frame time

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.

PLATFORM

Backward compatibility

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.

Boost mode

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.

PS5 Pro Enhanced

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.

RECONSTRUCTION

FSR

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.

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.

TAA

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

Dynamic resolution

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.

Internal resolution

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.

Native resolution

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.

Output resolution

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.

RESPONSIVENESS

Input latency

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.