Plus: revisiting Xbox Series consoles and last-gen Xbox One X.
The most interesting place to start is with a look at the brand-new PS5 version.
Shadows look quite a bit different on PS5, with a sharper outline and more visible detail.
There are also some changes to foliage.
On PC, the PS5 corresponds with max controls, with Xbox falling somewhat behind.
In terms of image quality, both platforms are delivering a 4K image.
Dynamic resolution is a possibility, but neither console came in below 2160p in my testing.
Aside from that concession, visual parameters between Series X and Series S do look fairly similar.
Series S comes in with a 36GB install, versus around 90GB on PS5 and Series X.
Indirect lighting did seem better on the Series console over One X.
Again, ultimately they do look very similar.
The key divide here is that the Series X targets 60fps while last-gen is stuck with a 30fps target.
In terms of performance, all current-gen machines aim for 60fps by default, with somewhat mixed results.
The Series X does mostly hit 60, with some substantial caveats.
Conversely, in four-player lobbies, they tended to be at their worst.
Series S is much the same, though those little frame-time blips did seem rarer in my experience.
It’s a pretty decent experience on Microsoft’s junior current-gen console.
PlayStation 5 follows a similar pattern, though the frame-time blips presented more like Series S than X.
It’s typically a 60fps experience, just with those minor annoyances added in.
More generally, Sea of Thieves connection performance wasn’t great.
There are a couple other compromises too: shadows are lower quality and draw less often at a distance.
Performance isn’t that great though, to be honest.
It’s not a satisfying experience at all.
Perhaps its most impressive visual element is its water.
The game features roiling, finely-tessellated waves, which look beautiful.
Ocean waves peak with foamy froth and light penetrates through the tips of each wave.
Reflections are handled in an interesting but effective way.
The game doesn’t appear to use screen-space reflections at all, which are an Unreal Engine staple.
On the flipside though, there’s a lot more temporal stability by not relying on a screen-space effect.
The high seas are where this game looks best, but the on-land segments look good too.
The on-land lighting looks decent too.
Overall though, Sea of Thieves retains its signature charm - and should go down well with PlayStation players.