• Hey Guest. Check out your NeoGAF Wrapped 2025 results here!

[Digital Foundry] Saros on PS5/Pro: Beautiful Visuals, Polished and Approchable


Housemarque's "Saros" – PS5 vs PS5 Pro Deep Dive + Gameplay Impressions



Core Overview

  • Spiritual successor to Returnal
  • Third-person:
    • Bullet hell shooter
    • Roguelike structure (but softened)
  • Built in Unreal Engine 5 with custom tech enhancements


Big Design Goal

  • Take Returnal's formula and make it:
    • More polished
    • More approachable
    • Less punishing / less repetitive


Visuals & Tech

Standout Feature: Particle Systems

  • Major visual identity of the game:
    • Massive VFX explosions
    • Color-coded projectiles for gameplay clarity
    • Enemies dissolve into voxel-like particle effects
  • Custom Housemarque particle tech likely still in use
  • Designed for:
    • Visual clarity during chaos
    • Avoiding player overwhelm


Environment Design

  • Biomes:
    • Desolate alien landscapes
    • Mix of:
      • Stone ruins
      • Machine civilization elements
  • Dynamic changes:
    • "Eclipse" states alter visuals + difficulty
  • Trade-off:
    • Less environmental destruction vs older Housemarque games


Tech Limitations / Choices

  • No strong evidence of:
    • Nanite
    • Lumen ray-traced GI
  • Uses:
    • Screen-space reflections
    • Pre-baked + hybrid shadows
  • Some:
    • Pop-in
    • LOD transitions (partially hidden by level design)


PS5 Pro vs PS5 Comparison



PS5 Pro (Best Version)

  • Mode:
    • 4K output via PSSR
    • ~1440p internal resolution
  • Image quality:
    • Very sharp
    • Clean edges
    • Minimal noise
  • Key win:
    • Particles remain stable (rare for upscalers)
  • Performance:
    • Targets 60 FPS
    • Mostly locked
    • Minor drops in heavy scenes


Base PS5

  • Likely uses:
    • FSR2 / FSR3 upscaling
  • Lower internal resolution (~1224p)
  • Issues:
    • Softer image
    • Flickering / aliasing
    • Particle effects degrade significantly:
      • Ghosting
      • Smearing
  • Performance:
    • Also targets 60 FPS
    • Slightly more drops + traversal stutter


Overall Config

  • Single visual mode (no toggles)
  • Strong design philosophy:
    • Prioritize consistency + polish over options


Gameplay Evolution (vs Returnal)



Core Feel

  • Faster, smoother, more responsive combat
  • Improved:
    • Animation
    • Movement
    • Gunplay polish


Major Changes

1. Permanent Progression

  • "Armor Matrix" system:
    • Persistent upgrades between runs
    • Includes:
      • Stat boosts
      • Extra lives


2. Difficulty Customization

  • "Carcosen modifiers":
    • Add:
      • Easier protections
      • Harder challenges


3. Reduced Roguelike Friction

  • "World Dial" system:
    • Jump directly to unlocked biomes
    • Less forced repetition
  • Farming viable:
    • Grind weaker enemies for upgrades


4. Combat Accessibility

  • Soft lock-on aiming:
    • Less precision required
    • Focus shifts to:
      • Movement
      • Dodging


Difficulty & Accessibility

  • Still challenging, but:
    • Less punishing than Returnal
  • Designed to:
    • Reduce frustration
    • Encourage progression
  • Easier to stick with long-term


Story & Structure

  • More character-driven than Returnal
  • Premise:
    • Exploration team investigating missing colonists
  • Between runs:
    • Interact with crew members
  • Breaks up pacing vs constant action


Overall Assessment

Strengths

  • Extremely polished gameplay loop
  • Best-in-class particle effects
  • Much more approachable than Returnal
  • Strong performance (especially on PS5 Pro)


Weaknesses

  • Less dynamic environments (less destruction)
  • Some visual tech not cutting-edge (no Lumen/Nanite)
  • PS5 version noticeably weaker visually


Final Verdict

  • Housemarque refined their formula:
    • Same core DNA as Returnal
    • But:
      • Smoother
      • More accessible
      • Less frustrating
  • Overall:
    • High-quality Sony first-party style experience
    • "Come back stronger" philosophy clearly achieved
 
Last edited:
- More polished and approachable version of Returnal's formula
- Developed using UE5 featuring colorful blast of particles
- Lacks a bit of flair in the environmental destruction department compared to previous Housemarque games tho
- Different variety of biomes praised

- Shadows are not using VSM, show low resolution artifacts, outlines and poor coverage in details
- No RT used for GI or reflections, no Nanite detected in DF's testing either which makes pop-in distracting at times

PS5 Pro:
- PSSR 2 makes the IQ crisp, clear and sharp
- PSSR handles the particles very well, they appear stable and sharp, something FSR would likely not be able to do
- Internal resolution: 1440p
- Targets 60fps and hits it majority of the time with odd drops to mid 50s
- Screen also tears at the top, which should not be a problem for VRR
- Real time cut-scenes target 30fps, some pre-coded videos render at 24hz

Base PS5:
- Uses FSR2 or 3 based on DF's testing
- Softer and can break up, but 'mostly fine'
- FSR shows blurring in particles, foliage etc as you'd expect
- Internal resolution: 1224p
- DF thinks it still has a better setup than Returnal on base machines
- Frame rate targets 60 and holds it most of the time but drops a bit more than PS5 Pro when stressed
- Some traversal stutter noted in base PS5 more frequent than Pro
 
- More polished and approachable version of Returnal's formula
- Developed using UE5 featuring colorful blast of particles
- Lacks a bit of flair in the environmental destruction department compared to previous Housemarque games tho
- Different variety of biomes praised

- Shadows are not using VSM, show low resolution artifacts, outlines and poor coverage in details
- No RT used for GI or reflections, no Nanite detected in DF's testing either which makes pop-in distracting at times

PS5 Pro:
- PSSR 2 makes the IQ crisp, clear and sharp
- PSSR handles the particles very well, they appear stable and sharp, something FSR would likely not be able to do
- Internal resolution: 1440p
- Targets 60fps and hits it majority of the time with odd drops to mid 50s
- Screen also tears at the top, which should not be a problem for VRR
- Real time cut-scenes target 30fps, some pre-coded videos render at 24hz

Base PS5:
- Uses FSR2 or 3 based on DF's testing
- Softer and can break up, but 'mostly fine'
- FSR shows blurring in particles, foliage etc as you'd expect
- Internal resolution: 1224p
- DF thinks it still has a better setup than Returnal on base machines
- Frame rate targets 60 and holds it most of the time but drops a bit more than PS5 Pro when stressed
- Some traversal stutter noted in base PS5 more frequent than Pro
0ZyyT4cITPY5zqKh.gif
 
No 120Hz mode is disappointing. How hard can it be to just have it in the game at launch? Even if they add it later, by the time they do, most people that bought it on day 1 will be done with it. Just another reason not to buy games on release.
 
Last edited:
Is there a review thread on Gaf?
Yeah, I put together a review thread for Saros. If you're not seeing it, you probably have me on ignore as it's been sitting on GAF's front page since I posted it this morning (EU time).

 
Top Bottom