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The Callisto Protocol just received a PS5 Pro Patch | 8K@30fps and 4k@60fps | Ray Tracing on Both

Dafegamer

Member
i think maybe the first 2-3 hours yes. by hour 7 you should be approaching the ending. i didnt realize you were exaggerating.

I made the mistake of not upgrading my force skills early on and wasted a lot of points on guns.
One of the few Games that actually tested my patience in how many deaths I can handle. The hold stick to dodge was clearly designed for 1v1 encounters. It's like the devs decided to maybe include encounters with multiple mutants down the line but didn't adjust the actual mechanics in doing so.
 

Skifi28

Member
The biggest performance stress test when I played on base PS5 was this room around the 2 hour mark where you're waiting for a big door to unlock while enemies keep swarming you. As the corpses would pile up and enemies kept on coming, performance would completely tank in the 60 fps mode. Finally reached the room on the pro and I don't believe I noticed a single frame drop, quite impressive and bodes well for the rest of the game.
 
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tommib

Gold Member
Alex crying on beyond3d :messenger_tears_of_joy: :messenger_tears_of_joy: :messenger_tears_of_joy:

nYyzcj6.png
This just made my day. He has to be one of the alt trolls in here. There’s no other way.
 

TGO

Hype Train conductor. Works harder than it steams.
You're making me what to buy it just to see it. Lol. Which sucks because I'm pretty sure it was on PS+ but I forgot to add it to my collection.

Is it a good game in your opinion? I've seen the general consensus is no.
Opinions vary, it's like a pendulum.

You'll either love or hate it.

And I think that depends on how you handle the dodge system which seems to stem where all the hate comes from and people seem to nitpick things that they overlooked in other games to justify it not being "just the dodge system" they had trouble with.
The game is good and I enjoyed my time with it
It's like one of those game series that the sequel is a masterpiece but the original is just good with obvious potential.
A bit like the first Uncharted
There's no backtracking and it continually pushes you forward.
That doesn't mean you don't return to areas, but if you do it's on the game story term's.
The story is nothing to write home about but the acting does punch it above it's weight.
The audio design is fantastic (which makes sense as a lot of the budget was on sound design )
Combat is like Dead Space but more melee heavy.
You dodge by pressing left or right on the stick during an attack and down to block.
Sounds simple enough? Yes it is... pretty natural actually
but for some just that couldn't get the flow of it
I imagine continuous frustrating deaths animations is what they experienced.
If you enjoy it is a question I can't answer, but given the price it's at....I really can't see how you could go wrong either way.
 

OGM_Madness

Member
Man, I’m glad this team is still doing something with this title. I think a Callisto II could be great, if it goes more gun focused and the levels are more open. That’s all it needs and it’ll be great. Kind of frustrating how close it was to being great, but the gameplay (repeating monsters, monsters taking turns to attack, etc) and level was sadly very mid.

Hopefully they can have another shot at this and use the already incredible technology to unleash the full potential.
 

King Dazzar

Member
I can feel the Dead Space DNA oozing out of this. I've even remapped my Edge controls to have it control like Dead Space. No regrets buying this. Just push on past the intial section and get some other weapons and it all starts to roll along well.

For me what makes a huge difference immersion wise to when I last briefly played it. Is having the black level fixed and the visuals upgraded. Great patch for a pretty good game so far are my thoughts. Its growing on me.
 
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Dafegamer

Member
Opinions vary, it's like a pendulum.

You'll either love or hate it.

And I think that depends on how you handle the dodge system which seems to stem where all the hate comes from and people seem to nitpick things that they overlooked in other games to justify it not being "just the dodge system" they had trouble with.
The game is good and I enjoyed my time with it
It's like one of those game series that the sequel is a masterpiece but the original is just good with obvious potential.
A bit like the first Uncharted
There's no backtracking and it continually pushes you forward.
That doesn't mean you don't return to areas, but if you do it's on the game story term's.
The story is nothing to write home about but the acting does punch it above it's weight.
The audio design is fantastic (which makes sense as a lot of the budget was on sound design )
Combat is like Dead Space but more melee heavy.
You dodge by pressing left or right on the stick during an attack and down to block.
Sounds simple enough? Yes it is... pretty natural actually
but for some just that couldn't get the flow of it
I imagine continuous frustrating deaths animations is what they experienced.
If you enjoy it is a question I can't answer, but given the price it's at....I really can't see how you could go wrong either way.
That's not the issue with the dodge tho, it sometimes doesn't connect, that's the issue. The mechanic doesn't work all the time, that's the biggest issue with the dodge. In my playthrough it worked like 50% of the time, if devs wanted to rely on using stick to dodge, they didn't refine it all. It's a legitimate gameplay flaw. Also the dodge works against 1v1 encounters only, that wouldn't be a problem if the game didn't decide to throw like 3 mutants at you now and then. You then have several problems of a dodge that sometimes don't connect, fast paced mutants, a character that is a bit slower than the attacking mutants, and a dodge system that was clearly build for 1 opponent at a time, thats a recipe for disaster. Sure people accept it as it is, but for people who want a tight/polished gameplay experience, it "might" hamper their experience. It's like if Capcom implement the parry mechanic in RE4R, but forgot the visual gameplay hints/prompt to help players to time their parry right.
 
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That's not the issue with the dodge tho, it sometimes doesn't connect, that's the issue. The mechanic doesn't work all the time, that's the biggest issue with the dodge. In my playthrough it worked like 50% of the time, if devs wanted to rely on using stick to dodge, they didn't refine it all. It's a legitimate gameplay flaw. Also the dodge works against 1v1 encounters only, that wouldn't be a problem if the game didn't decide to throw like 3 mutants at you now and then. You then have several problems of a dodge that sometimes don't connect, fast paced mutants, a character that is a bit slower than the attacking mutants, and a dodge system that was clearly build for 1 opponent at a time, thats a recipe for disaster. Sure people accept it as it is, but for people who want a tight/polished gameplay experience, it "might" hamper their experience. It's like if Capcom implement the parry mechanic in RE4R, but forgot the visual gameplay hints/prompt to help players to time their parry right.
Watch PhatRat's playthrough, as he played it on Hardcore with no damage :p.



For me, Callisto Protocol was not that difficult once I learned how to play it. You just have to use every advantage the game gives you, and when you do, it's a walk in the park, even when you're up against multiple enemies. You can guarante a block by holding analog stick (not tapping just before attack) and there traps all over the levels that you can use to insta-kill enemies with the gravity projector, just make sure you position yourself to face your enemies because they might grab you from behind.
 
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Skifi28

Member
Combined with the update that fixed the PS portal issues, I played a little last night and it looked absolutely gorgeous in the small screen and ran great. Being a very slow game with hefty animations, the input lag was not noticeable at all. I'm so getting the platinum.
 
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SweetTooth

Gold Member
Alex crying on beyond3d :messenger_tears_of_joy: :messenger_tears_of_joy: :messenger_tears_of_joy:

nYyzcj6.png
It has been clear as day that "some" individuals at DF do clearly hate Sony and never exhibit professionalism while covering anything Sony related.

It was clear long ago with Rich Xbox One damage control articles, to Pisser moniker early to current biased coverage for Pro games.

And haven't you noticed something? They never eent out of their way to badmouth MS about anything, how come DF never invistigated the laughable xCloud state? Never questioned the "Value" of Xbox SX 2TB?

They simply hate Sony for what they did and keep doing to their overloards 🤣
 

Gaiff

SBI’s Resident Gaslighter
That was 8 months ago were PSCloud has significantly improved and xCloud is still laughably bad.

I can guarantee you they would be beating this drum every week if the roles were reversed.

Hell even in the video you posted they went really soft on xCloud for how bad it really is.
Oh, GTFO with this bullshit. Unless DF posts a video of them on their knees fellating the top brass at Sony, you'll find something to bitch about.
 

Dafegamer

Member
Watch PhatRat's playthrough, as he played it on Hardcore with no damage :p.



For me, Callisto Protocol was not that difficult once I learned how to play it. You just have to use every advantage the game gives you, and when you do, it's a walk in the park, even when you're up against multiple enemies. You can guarante a block by holding analog stick (not tapping just before attack) and there traps all over the levels and you can use them to insta-kill enemies with the gravity projector, just make sure you position yourself to face your enemies because they might grab you from behind.

How is the game with kb+m? I played it on console and maybe the experience might be different for people, but the hold stick to judge is definitely finicky sometimes or the game doesn't connect it. It's been two years tho, so maybe they patched it. I would like for gameplay mechanics to work all the time when I need them to.
 
How is the game with kb+m? I played it on console and maybe the experience might be different for people, but the hold stick to judge is definitely finicky sometimes or the game doesn't connect it. It's been two years tho, so maybe they patched it. I would like for gameplay mechanics to work all the time when I need them to.
I played this game on gamepad. I tried playing with M+K for a few minutes but I did not like it, there was strong mouse acceleration. I only play fast-paced first-person shooters (games like quake) on K+M. For everything else I prefer the gamepad.
 

TGO

Hype Train conductor. Works harder than it steams.
GamingTech says this is a small update and theres no difference between 4k60fps or 8k.
And doubts there would be a big difference on an actual 8K TV.
He also said you can get a comparable experience with Xbox Series X with VRR enabled.
That dude straight up needs thicker lenses for his specs.
 

King Dazzar

Member
GamingTech says this is a small update and theres no difference between 4k60fps or 8k.
And doubts there would be a big difference on an actual 8K TV.
He also said you can get a comparable experience with Xbox Series X with VRR enabled.
That dude straight up needs thicker lenses for his specs.
In the past I've enjoyed some of his content and he has had some good takes. But then other times, I couldn't disagree with him more. I've been ignoring him more and more. Its a shame as he used to upload some decent HDR on occasion.
 

kruis

Exposing the sinister cartel of retailers who allow companies to pay for advertising space.
Look what I bought again.

THE KING IS BACK ON HIS THRONE LETS GO 8K BABY !
xoJlVw5.png

Hahaha ... :messenger_grinning_sweat: ... I did the same. I sold my copy of this game two months ago and yesterday I ordered a fresh new copy. Was only 10 euro. Callisto Protocol was a awful sales failure and at one point Mediamarkt was selling it for 5 euro in their shops. It's already become a hidden gem, soon it will become a hotly desired collector's item.
 

TGO

Hype Train conductor. Works harder than it steams.
New patch. Should we be worried?
My thoughts exactly, as it seems perfect as is.
Will check it out after I done GT7
PS5 feature Update too, had to restart my PS5 Pro...that's a first..🤔
Edit: I think they applied Raytraying to his sweat
FodZFyl.jpeg

Nah seriously you can see the sweat in his hair..WTF 😂
 
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Let me guess, you aren't being a fan since release of PS5 Pro?
What a dumb assumption ...what he said is a fact right now with PSSR and other upscalers as well. Every game that is below a certain native resolution is exhibiting issues right now. Better than FSR for sure but not without some aliasing/artifacting. What are the games that look pristine while using an internal resolution below, say 1200p? I'm curious?

Even Spiderman 2 now has aliasing that never existed previously in Fidelity mode and I'm guessing it's because the internal resolution is lower. Everyone knows that the lower the internal resolution the more shimmering you'll get so why insinuate he's jealous of the Pro?

Games where using pssr has resulted in what I'd call better than native 4k are Last of Us 1 and 2, Horizon, God of War Ragnarok for sure but I'd guess they are all at least 1440p internal
 

SlimySnake

Flashless at the Golden Globes
Exactly why is it so hard for developers fo make a good patch? Have you tried GT7? The RT mode sucks and looks worse than Forzas on SX
its not hard at all. they are making it hard by replacing their current upscaling techniques with Pssr which currently needs work on rt effects. also its not very good for sub 1080p resolutions. then again, neither is fsr2, but at least it can handle rt effects.

all these devs have to do is do nothing. most of these games if not all of them already use DRS. just let the gpu shoot for higher drs. fsr2 and tsr will work just fine at higher resolutions. AW2, Avatar, Star Wars outlaws, jedi survivor wouldve all run at over 1080p in performance mode and well over 1440p in fidelity mode. literally doing nothing wouldve been enough.

now the new RT speeds on the ps5 pro might require them to rebuild the game on the pro sdk but even then, just recompile the game on the pro sdk and just let the original drs handle the rest. you just might get double the performance in rt games just like we are seeing here.
 
Wow this is a nice upgrade patch! Nice variety of options and really pushing the perf envelope on what is one of the best looking games of this generation thus far.

Worth reminding everyone that running this game at native 4K/60 with the full ray tracing enabled is only possible on an RTX 4090 (not even the RTX 4080 or the 7900XTX can do it). So to see an AMD driven console pushing what appears to be native 4K/40fps with ray tracing is super impressive! We're talking roughly the experience of a 4070TI/7900XT here:

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BTW, this is not the first title that is optimized for AMD hardware and/or console to approach 7900 XT performance on the PRO. This seems to be a best case scenario :messenger_winking:
If only more games could get patches as good as this! BTW do you know if Callisto has RT in its 4k/60 mode?
 

SlimySnake

Flashless at the Golden Globes
Even Spiderman 2 now has aliasing that never existed previously in Fidelity mode and I'm guessing it's because the internal resolution is lower. Everyone knows that the lower the internal resolution the more shimmering you'll get so why insinuate he's jealous of the Pro?
cap the framerate in spiderman 2's fidelity mode if you want to turn on the new rt effects. leaving it unlocked makes it drop down to 1440p if not lower.

30 fps locked with the new rt effects is basically native 4k just like the base game was.
 

Thick Thighs Save Lives

NeoGAF's Physical Games Advocate Extraordinaire
Message from one of the devs who worked on the Pro patch as well as the OG game:
This week marks an important milestone for us with the launch of The Callisto Protocol for the PS5 Pro. We’ve poured our hearts into creating what we hope is a truly special experience. Back in 2022, with the original release of The Callisto Protocol, one of our goals was to work towards blurring the line between film and real-time gameplay, utilizing technologies and lighting fidelity that, until recently, were exclusive to the film industry.

This included not only the visual fidelity of the cutscenes but, more importantly, the visual fidelity within dynamic gameplay—which takes place in high-density environments illuminated by dozens of physically accurate lights, most of which feature ray-traced shadows, transmission, and reflections.
With the PS5 Pro, we’ve aimed to take this vision further—working to deliver this cinematic quality alongside smoother frame rates and enhanced image fidelity through high-resolution rendering.

Behind this achievement are not only exceptional developers but also incredible individuals with the biggest and most brave hearts—colleagues and now friends who came together to overcome challenges that once seemed almost impossible. I’m incredibly proud of what this dream team has accomplished. It is a true honor to share this journey with all of you.

 
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