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Baldur’s Gate 3 PS5 Version Out Now; DualSense Features Detailed, Performance Mode Can’t Stick to 60FPS

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Baldur's Gate 3 PS5

Baldur's Gate 3 PS5 is out today, bringing Larian's highly acclaimed cRPG to Sony's consoles. Yesterday, the developer appeared on the official PlayStation Blog to share details on the DualSense implementation. Below is an excerpt on how Baldur's Gate 3 PS5 takes advantage of the controller's unique features:

In battles between magic wielders, the light bar will take on the color of your spell – matching the color of the damage type or colored to the spell intent that you’re casting. During moments of heightened pressure, its brightness will intensify, accompanied by resonating haptics.

When you’re affected by a core status like Paralyzed, Bleeding, or Charmed, your DualSense controller will light up with a matching color.

We’ve also made use of the controller’s adaptive triggers and added actuation points and feedback for left and right triggers, giving a sense of weight to the act of switching between menus. A light pull of the trigger will let you peek at your radial menus for a moment – a helpful feature in the heat of combat – while a hard press that pushes past the resistance point will lock in the menu.

On the technical front, Baldur's Gate 3 PS5 offers two modes. According to El Analista De Bits, Quality mode targets 1440p resolution and 30 frames per second, using a hybrid of Medium and High settings from the PC version. Performance mode targets 1440p and 60 frames per second by upscaling from a dynamic 1080p resolution and lowering the quality of settings such as vegetation, ambient occlusion, shadow resolution, and rendering resolution. However, it often falls short of the 60 frames per second target, and that's just in the initial part of the game. The real performance issues only start in Act 3, and the most recent patch only partially addressed them.

As a reminder, Larian's cRPG will also be released before the end of the year on Xbox Series S and X consoles. The developer got the greenlight from Microsoft to drop the split-screen feature on Series S, which was holding back the game for Series X as well.

Written by Alessio Palumbo

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