
The only analysis with numbers puts PC against PS5, and PC comes out on top.
PC takes the details you notice up close: smoother shadows, more anisotropic filtering and reflections rendered at a much higher internal resolution. Texture quality, on the other hand, is identical to PS5. And resolution and settings are yours to set.
Arcadegeddon was one of the first games to use FSR on PS5, and it buys something specific: 60 FPS with ray-traced reflections. It upscales from around 1440p to 2160p and the result sits close to 1800p, though the analysis is clear that FSR trails DLSS.
On PC, do not leave reflections at 100%. They cost far more than they give back, and the recommendation is to drop them to 75%.
⚠ There is no published analysis with numbers for the Xbox and PS4 versions, so we cannot say what resolution or frame rate they run at. Those columns stay empty.
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Resolution, modes and FPS come from the video analyses above. The rest is published by each platform's official store and by the game's technical sheet on PC. Where nobody publishes the figure we put a dash, not a guess.
| Feature | PC | PS5 |
|---|---|---|
| Upscaling | FSR, in quality and ultra quality | FSR, from around 1440p to 2160p |
| Image quality with upscaling | In quality and ultra quality it reads sharper than native 2160p in places | Comparable to around 1800p |
| Output resolution | Unlocked | 2160p |
| Frame rate | Unlocked | 60 with ray-traced reflections |
| Ray tracing | Yes, on reflections | Yes, on reflections |
| Internal resolution of reflections | Higher; at 100% it eats too much, 75% is the sweet spot | Much lower than on PC |
| Shadows | Smoother than on PS5 | — |
| Anisotropic filtering | Higher than on PS5 | — |
| Texture quality | Same as PS5 | Same as PC |
Xbox is the Series X column unless Series S is stated. Resolution, modes, FPS, VRR and download size come from the videos; HDR, ray tracing and PC features from the technical sheet and the official Xbox catalogue.
PC. It has the smoother shadows, more anisotropic filtering and reflections rendered at a higher internal resolution. Texture quality, though, is identical to PS5.
It upscales from roughly 1440p to 2160p and lands at a quality close to 1800p. That is what lets PS5 hold 60 FPS with ray-traced reflections.
Yes, on reflections, on both PC and PS5. PS5 renders them at a much lower internal resolution. On PC the advice is to keep them at 75%, because at 100% they eat far too much performance.
No. The analysis puts FSR well behind DLSS in quality per frame, even though quality and ultra quality can look sharper than native 2160p in certain areas.
There is no analysis with numbers for either one, so we cannot say what resolution or frame rate they run at. We would rather leave those cells empty than guess.
Video analysis by El Analista de Bits. The videos play from their own channel. PC data according to PCGamingWiki and our own FPS measurements; Xbox features according to the official Microsoft catalogue.
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