While we dream about a PS5 patch for Bloodborne, heres the game running at 60FPS on a PS4 Pro – Destructoid

Lance McDonalds 60FPS Bloodborne spot is a showstopper

For a complete technical rundown, take a look at Digital Foundrys analysis from May. “A great deal of you may have currently seen me discussing this with Digital Foundry a long time ago,” he said this weekend on Reddit, “however I lastly hung around to evaluate the entire video game a couple of times through and recorded a lot of video.”

Before you get any funny concepts, McDonald says that “out of respect,” he wont openly release his informal high-frame-rate patch up until after the PlayStation 5 is out in November and Sony has “made it clear whether or not Bloodborne will be enhanced on that system in any way.” If that day never ever comes, “youll need a way to run anonymous code on a PlayStation console to utilize the utility once its released.”

When it comes to how any of this is possible, well, his 15-minute video is a great display.

Pushed for time, I d suggest avoiding to the 5:30 mark to see a boss montage (with major spoilers) that truly highlights the spots significant enhancement. These scenes– combined with the best-in-class soundtrack– make me desire to drop what Im doing and start a Bloodborne replay right this 2nd.

This modification was far from a simple flip of a switch with debug tools to uncap the 30FPS limit. “A large array of functions such as cloth physics, particle and unique results, ecological wind, enemy patrol pathing, motion blur, tasting rate, and elevator motion speed” required “manual patching.”

I really hope we can get an official PS5 spot. This game-of-a-generation deserves it.

Over the weekend, modder Lance McDonald revealed Bloodborne running at 60 frames per second on a PlayStation 4 Pro– the conclusion of lots and lots of tinkering. Its as lovely as all of us envisioned.

As a compromise, the rendering resolution was dropped from a native 1080p to 720p. “The engine still scales this to 1080p for the last video output” however it has an effect on “the in-game visuals and UI.”

The 60FPS video was captured in a bunch of areas. According to McDonald, the frame rate holds up regularly “across most of the games project, including The Old Hunters growth.”

McDonald had the ability to fine-tune everything by studying From Softwares PS4 Pro patch for Dark Souls III and applying his own “performance-focused optimizations” that werent in that video game or Sekiro.

Lance McDonald [Twitter]

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