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Digital Foundry: 007 First Light PS5/PS5 Pro Review - Performance, Features, Mode + More

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Or is it just one of Phil's balls in my throat?



We've been waiting for this one for a long, long time - but unfortunately IO Interactive only gave us mere days to check it out, and we still don't have Xbox Series X|S code - but for now, we're kicking off with our thoughts on the base PS5 and PS5 Pro versions of 007 First Light.


00:00 Overview
00:35 Sponsored by War Thunder
02:05 Visual features
04:41 Base PS5
08:32 PS5 Pro
10:31 Gameplay thoughts and conclusion
 
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Yeah, ain't watch this... sorry
 
Now PS5pro will always make the sittuation worse for base PS5. Either they just focus on PS5pro or Sony force them to put good work on PS5pro. Embarrassing.
 
Article:

Review 007 First Light Is A Technical Standout on PS5 and PS5 Pro
James Bond's latest outing in 007 First Light is by far the most technically accomplished release in the franchise's turbulent history, much closer to the triumphs of Goldeneye than the uninspiring 007 Legends. Running on IO Interactive's Glacier Engine, the game also showcases a welcome advancement over the base-level tech that defined Hitman 3 in 2021. The presentation does vary significantly depending on whether you're playing on base PS5 or PS5 Pro, but it's clear that the time spent over the past five years have been well invested.

The most striking feature is in the game's diffuse indirect lighting, with a new software ray-traced global illumination (RTGI) solution that marries screen-space tracing with a probe-based fallback using SDFs. This results in a pleasing presentation with attractive bounce lighting and considerable depth. However, the reliance on screen-space information for higher-frequency lighting can cause lighting information to drop out, producing distracting visual artefacts at times.

Specular lighting relies heavily on screen-space reflections (SSR), which isn't unexpected but also produces similar artefacts upon closer inspection. Like Hitman, First Light also employs planar reflections for select flat surfaces, such as mirrors and some glass, to reflect a lower-fidelity version of the world. This technique offers a cool visual flourish that is less common in modern games, so it's nice to see it here.

There are plenty more cool tech advancements here too - revised volumetric effects, shadowing, order-independent transparencies, motion-matched animation, new GPU particles, and improved character rendering, with even path tracing planned for the PC version in the coming months. Alex's recent First Light dev team interview is well worth a watch (or read!) if you're interested in more of the nitty gritty details of how these were achieved, and what goals drove IO's technical development, and we'll have more to share in John's upcoming tech review too.

As this is IO's first title shipping exclusively on current-gen consoles and PC, the rendering technology required a substantial overhaul, and the upgrades are as hard-hitting as you'd expect. The game's scope is also much broader than Hitman, balancing more familiar stealth events (like crowd work and impersonation) with explosive action scenes and chase sequences that represent something new for the studio's engine.

On the base PS5, 007 First Light offers both a quality mode targeting 30fps and a performance mode targeting 60fps, a common approach this generation. Interestingly, the core rendering technology seems to have been architected with 60fps in mind, as the visual differences between the two modes are scant - and the game's somewhat conservative but attractive RTGI survives perfectly in the higher frame-rate setting.

The primary visual cut in the performance mode is the shadow resolution, where shadowmaps become softer, rougher and more substantially aliased. This is not a critical flaw, as filtering can sometimes make the lower-resolution shadowmaps appear more realistically softened. Beyond this, minor GI tweaks are also evident in side-by-side comparisons, particularly in exterior and some interior scenes.

However, image quality stands as the game's largest weakness on the base PS5. The game relies on FSR 3.1.5, which produces familiar image characteristics, including noticeable flickering in static shots and chunky, digital reconstruction artifacts when in motion. This is especially evident with foliage, which can look rough during camera pans. The performance mode is the worst affected, with internal resolutions typically sitting around 720p (performance) and 1152p (quality).

The PS5 Pro offers a much cleaner and sharper experience thanks to the use of Sony's PSSR, which is a significant improvement over the base machine's FSR 3. The Professional also appears to be using the newer, enhanced PSSR iteration. Frame-rates are excellent, with a locked 60fps achieved in stress tests, barring some dropped frames during cutscene camera cuts. The Pro uses visual settings similar to the base PS5 quality mode, notably sporting sharper shadow outlines.

Regarding gameplay, 007 First Light is a more deliberate and Hitman-inflected experience than initial suggestions of an Uncharted-style action adventure. Typical sequences involve scanning environments, trailing characters, and using deceit, making it a slow game that may not satisfy the desire for a Naughty Dog-style title - but probably hews closer to what Hitman fans are looking for. Still, early reviews are universally positive, and it's great to find that the technical underpinnings are solid too - especially for those lucky enough to be playing on PS5 Pro.

 
- This video only covers base PS5 and PS5 Pro

- Running on IO's Glacier Engine
- Key technical improvements over Hitman games
- RTGI presentation is appealing though it can suffer heavy occlusion and screen space artifacts
- Specular lighting also suffers from SSR artifacts
- Mirrors use planar reflections, where applicable, instead of RT reflections
- PC version will feature Path Tracing, but not at launch. Will be added later via updates

Base PS5

- Features Quality (30fps) and Performance (60fps) modes
- Both modes seem to be using FSR3 to up-scale from native resolution
- Not too much dissimilar between modes, seems like the game was authored with the 60fps mode first
- RTGI is retained in 60fps and no other notable visual downgrades noted, other than shadow filtering quality
- Some GI and lighting tweaks also noted but nothing that stands out
- No cuts in LoD noted
- Resolution and general IQ is the main differentiating factor
- Reconstruction artifacts can be noted in camera pans
- Quality mode is clearer comparatively and Performance mode looks softer


- Performance mode is around 720p and Quality around 1152p
- The game ran at a consistent 60fps with only one, two frame drops noted in fast traversal
- Camera cuts during cut-scenes also show one-off drops
- The 30fps mode is locked in all tested modes, however
- DF leans more towards the Performance mode as the visual cut-backs aren't that big in favor of performance

PS5 Pro:

- The key difference is the IQ with PSSR having cleaner output compared to FSR3
- Fewer artifacts noted compared to base PS5's Quality mode
- System PSSR on/off toggle makes no notable difference
- Single 60fps mode that renders around ~1000p with settings similar to Base PS5 Quality mode
- Frame rates are also generally locked 60 barring drops on camera cuts, also seen on base

Verdict:

- DF thinks it's more like Hitman and less like Uncharted
- The tech is strong with good concessions made
- The PSSR difference is the biggest notable difference between the two
 
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Now PS5pro will always make the sittuation worse for base PS5. Either they just focus on PS5pro or Sony force them to put good work on PS5pro. Embarrassing.
<sarcasm>

Nah, making games for two vastly different performance targets is easy, just checking boxes, games are already made on PC for tons of hardware specs already, etc…

</sarcasm>

Seriously though, yes, you are not wrong…
 
Jesus Christ at the PS5 Perfomance Mode.

I can't even begin to imagine the version they cooked for Series S owners..

Scared Dark GIF


Base resolution 720p is 1080p FSR3 on Quality Mode.
So the game on base consoles looks visually much worse than Uncharted 4, at the same resolution and framerate that game had ten years ago. And at 60fps it has literal PS3 IQ instead.

Happy James Corden GIF by The Late Late Show with James Corden
 
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The Pro significantly outpaces the base PS5 performance mode again: 1000p vs 720p, PSSR improved image quality, higher graphical settings and a more stable 60fps.
 
720p for performance mode. Ouch
1150p for quality mode is significantly better.

The cost of authoring the game around RTGI, I guess.

At least it's using FSR3, not FSR1 like Capcom seems to now a days .. and the 60fps is pretty consistent.

[/silver lining]
 
So Pro runs ~1000p internal? So much for listening to developers PR, I heard it was going to be 1440p.
 
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The cost of authoring the game around RTGI, I guess.

At least it's using FSR3, not FSR1 like Capcom seems to now a days .. and the 60fps is pretty consistent.

[/silver lining]

Not just FSR3, which is basically FSR2.2 and FG
It's FSR3.1.5, the latest version. So although it's still FSR, it's the least bad.
And it's probably the first game to use it on consoles.
 
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If base PS5 had access to ML upscalers (like Xess or FSR 4.1) it wouldn't look that bad (even from 720p base).

TBH the base output for using a software up-scaler is pretty good.

I wish Capcom would update the last couple of RE engine games with FSR3 on base too.
 
If base PS5 had access to ML upscalers (like Xess or FSR 4.1) it wouldn't look that bad (even from 720p base).

The Quality mode, at 1152p and FSR3.1.5 looks good enough. But yes, it it had something like an ML upscaler, such as XeSS, it would look significantly better. Even the 720p mode would look less terrible.
 
TBH the base output for using a software up-scaler is pretty good.

I wish Capcom would update the last couple of RE engine games with FSR3 on base too.

Yeah, it's better than that FSR1 abomination.

Base consoles already had questionable image quality even few years ago, now it's just terrible in some games.

People still thinks late 2027 is too early for ps6 ? ;)

"So much life in PS5!", life to do 540p games or what?
 
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If base PS5 had access to ML upscalers (like Xess or FSR 4.1) it wouldn't look that bad (even from 720p base).

The base PS5 lacks the hardware, but Xbox Series X does have decent 50 INT8 TOPS left untapped by Microsoft, which I think is such a missed opportunity.

It could've been a key factor for Xbox superiority in this generation.
 
So Pro runs ~1000p internal? So much for listening to developers PR, I heard it was going to be 1440p.
Lol yeah!!..😂😂

Dev saying in other DF video that the performance mode on base consoles was 1080p and Quality mode (and Ps5Pro) 1440p.....It's a joke and shocking how much they need to lie and end up being exposed.
 
Lol yeah!!..😂😂

Dev saying in other DF video that the performance mode on base consoles was 1080p and Quality mode (and Ps5Pro) 1440p.....It's a joke and shocking how much they need to lie and end up being exposed.
thats probably target and they didnt bother with measuring real numbers when dynamic res kick ;d
 
Lol yeah!!..😂😂

Dev saying in other DF video that the performance mode on base consoles was 1080p and Quality mode (and Ps5Pro) 1440p.....It's a joke and shocking how much they need to lie and end up being exposed.
DF always is using the worst performing areas when they count pixels. I trust more in Brazil pixel than them, real gameplay with real stats in realtime
 
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The base PS5 lacks the hardware, but Xbox Series X does have decent 50 INT8 TOPS left untapped by Microsoft, which I think is such a missed opportunity.

It could've been a key factor for Xbox superiority in this generation.

Yep, but MS fucked up and abandoned it. Sony wins by doing nothing...

1440p it's probably the highest resolution Pro could get in some instances. Anyway, the game is running 60-65fps in similar GPU cards at 1080p like 9060 xt or 5060ti

Is dynamic res confirmed in this game? Hitman didn't have it and I think DF didn't mention this as well.

Lol yeah!!..😂😂

Dev saying in other DF video that the performance mode on base consoles was 1080p and Quality mode (and Ps5Pro) 1440p.....It's a joke and shocking how much they need to lie and end up being exposed.

That's why It's important to never listen to developers/publishers lies, both when they talk about console resolution and post PC specs requirements.
 
Looks good on base PS5 performance mode

And to the ones saying « lol it's 720p », again using resolutions for games using upscaler doesn't make sense
 
If base PS5 had access to ML upscalers (like Xess or FSR 4.1) it wouldn't look that bad (even from 720p base).

Yup.
Some people say complaining about native resolution these days is silly. But I'm sorry, there might be some truth to that with DLSS and FSR4.1, but none of the upscalers available on the base Ps5/SX look good when they only have 720p to work with.
 
Looks good on base PS5 performance mode

And to the ones saying « lol it's 720p », again using resolutions for games using upscaler doesn't make sense

But FSR 3.1 looks like crap in fast motion so it will look like 720p in many scenes.
 
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1440p it's probably the highest resolution Pro could get in some instances. Anyway, the game is running 60-65fps in similar GPU cards at 1080p like 9060 xt or 5060ti
those get around 50fps at 1440p max settings on pc , pixel pushing performance is really bad on console for this game even on the pro
 
Do you think this will be the case for the Xbox Series X?
It should be the same on the XSX version, according to what the developers themselves stated in a previous DF video for the final game.
Perhaps the average DRS resolution on the XSX could be some higher 🤔.

PS. I don't think I understood the question. You said the final ..🙇
 
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But FSR 3.1 looks like crap in fast motion so it will look like 720p in many scenes.

Mind you, in motion FSR3.1.5 is a huge improvement over FSR2.2. Especially for vegetation, where FSR3.2 looks like it has motion blur dialed up to 11.
But of course, still very far away from PSSR2
 
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