First up, there is a key improvement to the PS4 version that has a profound benefit for all tested consoles. Image quality comparisons for each PlayStation system stacked up against their Xbox equivalent reveal a much more stable image. Fine geometric elements and foliage seem sharp and solid, while even Series X running at 2160p with 2x MSAA has an unstable resolve with obvious jagged edges.
I initially suspected we were just looking at simple TAA on PS5, but the options menu indicates that FSR2 is actually in use here - AMD's popular temporal upsampling and anti-aliasing solution. The weird thing is that every shot on both PS4 Pro and PS5 seems to resolve to a full 4K resolution, meaning the FSR2 is providing anti-aliasing coverage without a performance benefit, as the game is already running at native resolution. There's a possibility dynamic res is in place, but I didn't spot any evidence of it in my testing. It's unusual for sure, but that seems to be the situation. So, in effect, developer Double Eleven is using FSR2 as a temporal super-sampler - and the benefits are obvious. Xbox consoles retain the 2x MSAA of Xbox 360 and while it's still impressive on One X and Series X in particular, PlayStation just looks smoother and cleaner.
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One notch in favour of the PS5 comes down to shadow quality. The Series X version, just like the Xbox 360 original, has messy shadows at a distance and rough-looking self-shadows for character models. Resolutions get boosted across the board on the new PlayStation version, with much higher resolution shadow maps in every scenario. I'm not sure this is a complete win though, because the higher resolution combined with the original shadow filtering gives the PS5 a bit of a harsh look in a lot of scenes - clinical, precise and hard-edged. Uniformly softer shadows would probably look more realistic, but I'd still score this as a win for the PlayStation version overall.
Additionally, the PlayStation code does have a slightly different gamma presentation relative to Xbox versions. This looks like an artefact of the Xbox 360's system-level gamma tweaks, which often produced a punchier image on 360 hardware. Your mileage may vary here in terms of preference, but the PS5's more neutral image preserves shadow detail before any TV processing, so I do think that's preferable.
The rest of the game looks much the same between the two consoles.
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That said, it's not a totally even 30fps output. Certain cutscenes on the new PlayStation versions operate with an animation pacing issue, where some animations will slow down for a few frames at a time. In practice, it looks like the game is constantly stuttering, at least when you have linear movement like a swooping camera pan to make the inconsistency obvious. This doesn't apply to all cutscenes, but when it is present it can be quite annoying. The Xbox versions of the game don't appear to suffer from this issue. Curiously, this is quite similar to the animation issues that afflict the GTA 5 re-releases on current-gen and last-gen consoles.
Resumen: la nuevas versiones para Playstation 4, Playstation 4 Pro y Playstation 5 vía retrocompatibilidad, exhiben un resultado muy similar a la versión por retrocompatibilidad que ofrece Xbox. Las principales diferencias radican en un mejor antiliasing (FSR2 vs MSAA), mejores sombras y distancia de dibujado para las versiones de Playstation. En lo relativo al rendimiento, 30 fotogramas por segundo sin caídas, aunque en algunas cinemáticas existe shuttering, cosa que no sucede en la versión retrocompatible de Xbox.