The Digital Foundry verdict.

Welcome back toCyberpunk 2077, a game transformed for PlayStation 5 and Xbox Series consoles.

In pixel counts that’s actually a range of between 2304x1296, up to 2560x1440 based on my testing.

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Indoors, it’s a different ball game, where sharp directional lighting can really demonstrate the upgrade.

The effect is often subtle.

In select spots though, shadows fully envelope a scene to create an obviously richer, deeper image.

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But ray-traced shadows are where the upgrades in ray-tracing prefs end on console.

Elsewhere, the upgrade is less apparent on Night City’s streets.

Textures, effects and draw distance on geometry are all are matched between the three in driving sequences.

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Even crowd density on Series S holds up convincingly next to the other two.

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Performance across Series consoles and PS5 in their respective 30fps modes is fairly straightforward to assess.

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Actual performance isn’talwaysquite as solid as you may hope, however.

NPCs were sparse on PS5, leading to an empty-looking city.

There is good news, however.

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Moving over to Series X, there’s an even bigger level of improvement.

The alley shoot-out still causes challenges, but overall, the game runs very well.

Both Series X and PS5 impress then, but which delivers the most sustained 60fps experience?

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For example, the taxing market run runs 5-10fps to the better on the Sony machine.

However, this isn’t exactly representative of most of play.

It drastically improves loading times over the last patch, in reloading your last checkpoint or save.

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I chose to load a save that takes us into the alley area, ahead of the market.

This puts PS5 on par with Xbox Series consoles, where previously it loaded a lot more slowly.

Series S lacking a 60fps mode and ray-tracing is also a disappointment.

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I’ve experienced no crashes and no soft locks in my testing, which is a start.

Beyond this, we’ll have to wait on further patches.

There’s never been a better time to experience the game on console.

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Cover image for YouTube video