The Blood of the Dawnwalker Console Performance Raises Concerns Over 60 FPS
The game's console footage shows graphics modes of 30 FPS and 40 FPS, but visible slowdowns and image-quality issues are raising questions about its optimization.
News by Tahmid Mahi on Aug 23, 2026
Blood of the Dawnwalker is drawing attention for reasons unrelated to its story or setting. New console gameplay footage has highlighted performance concerns, particularly because The Blood of the Dawnwalker does not appear to offer a 60 FPS mode on PlayStation consoles.
This is especially true as these are current-generation consoles that are expected to power demanding titles for years to come. The PlayStation 5 Pro is also the more powerful of Sony’s consoles, so the absence of a 60 FPS option is even more glaring. The footage in question is for the console versions, so it doesn’t necessarily mean that the PC version will perform in the same way.

According to the footage, Blood of the Dawnwalker offers two graphics modes on PlayStation 5 Pro.
Quality mode uses dynamic 4K and targets 30 FPS, while balanced mode also uses dynamic 4K but targets 40 FPS. There does not appear to be a traditional performance mode that targets 60 FPS on PlayStation, and the same general limitation seems to apply across the console versions shown.
That immediately puts more attention on how The Blood of the Dawnwalker is optimized rather than simply how good it looks. The visuals themselves are one of the stronger parts of the footage, with detailed environments and character models that give the game a polished appearance.
There is a good level of visual detail visible in the protagonist’s armor too, and the world generally has a good level of visual quality. The problem is that the presentation doesn’t seem to translate into the kind of performance you’d expect from a current-generation console game.
30 FPS vs higher frame rates also makes a huge difference when you are moving and fighting. The 30 FPS presentation makes the footage feel noticeably less smooth, while the 40 FPS mode brings some improvement but can’t match the responsiveness of a proper 60 FPS mode.
This difference is most noticeable when the camera is moving fast or when there are a lot of things happening at once in combat. Even if you are primarily interested in the game's visuals, the frame rate can have a direct effect on how responsive The Blood of the Dawnwalker feels.
There were already some reasons to be cautious about the game's performance before this footage appeared. Its earlier system requirements had raised concerns about how demanding the game would be, especially after they were updated. That made it reasonable to expect that the console versions could face some challenges as well.
The combat shown in the footage also gives you a better idea of where the game stands mechanically.
The sword combat looks serviceable and has some elements that resemble The Witcher, particularly in the way encounters are structured and how parries are handled. The parry system, however, does not look especially smooth in the footage.

The vampire fight is more difficult to overlook. When the protagonist attacks enemies with his hands, the animations don’t seem to have the same weight as the sword attacks. In some encounters the movements can look stiff, making those attacks feel less convincing.
There are some combat elements in The Blood of the Dawnwalker that stand out well. Enemies don’t just wait their turn to be defeated one at a time; multiple enemies attack at the same time. This makes combat feel more dynamic and prevents groups of enemies from becoming too predictable.
The game's environments remain one of its more impressive aspects throughout the footage. Town areas, nighttime locations, and other parts of the world show plenty of detail, and the overall presentation gives the game a strong visual identity.
The nighttime sections are especially crucial, as they link to the protagonist’s vampire powers and give you an insight into how The Blood of the Dawnwalker changes its atmosphere. It’s clear that the developers have put significant effort into the world of the game, although there are performance issues.
However, the standard PlayStation 5 footage seems to have some image quality issues as well. You can see noticeable artifacting around the character’s body, especially when the character is in motion. It can look like motion blur, but it is not normal motion blur.
Upscaling can sometimes lead to strange visual effects, as the system has to recreate a higher-resolution image from a lower-resolution source.
Similar issues also appear in other forms of AI-assisted or reconstruction-based upscaling, where moving objects can develop strange blur or ghosting effects. The footage appears to show some of that behavior around the character in certain scenes.
Performance also appears to change depending on the environment. The town sections show some visible differences compared with the more controlled areas, and there are moments where the game seems to slow down. While the footage does not indicate that The Blood of the Dawnwalker is completely unplayable, the dips are noticeable enough to stand out.
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The XBOX Series X footage provides another point of comparison. Its quality mode targets 30 FPS, and there are moments during combat where the performance appears to dip. The slowdown is not extreme enough to make The Blood of the Dawnwalker look like it is completely falling apart, but the footage suggests that the frame rate can drop into the low 20s during heavier scenes.
There are also some visual differences between the Xbox Series X and PlayStation versions. Shadows can look quite different, while some areas of the town seem brighter than they did in the footage from the PlayStation 5 Pro. The changes show the console versions aren’t exactly presenting the same visual presentation.
The biggest problem is that the game doesn’t seem to be pushing hardware in a way that makes obvious sense for the frame-rate constraints. Blood of the Dawnwalker looks good, but the footage does not suggest that it is doing anything so technically extreme that a 60 FPS mode should be completely out of reach on the PS5 Pro.
Other games released over the past several years have delivered similar or more demanding visuals while providing higher frame-rate options. That makes the current performance targets feel more like an optimization decision than an unavoidable hardware limitation.
It is also important to separate the game's visual quality from its overall performance.
Saying that The Blood of the Dawnwalker looks decent does not automatically mean that the technical performance is acceptable. The frame rate is not as it should be, but you can still enjoy the environments, character models, lighting, and effects.
This is why the PS5 Pro version is drawing particular attention. The standard PS5 and Xbox Series X have their hardware limitations, but the PS5 Pro exists specifically to provide additional performance and visual improvements over the base console.
The fact that Blood of the Dawnwalker remains limited to 30 FPS and 40 FPS on that hardware makes the situation even harder to ignore. If optimization improves later, the current footage may not represent the final experience, but the present results are still worth noting.

The concerns also extend to the PC version, although it is too early to assume that the same issues will appear there. There is also a much wider range of hardware configurations available to PC players, and a powerful system might have been able to run The Blood of the Dawnwalker better than either of the consoles seen in the footage.
At the same time, PC games can also be poorly optimized, especially if the game is already demanding. The console performance therefore gives you a reason to pay attention to the PC version rather than assuming it will run smoothly.
There is also the possibility that additional optimization work will improve things before launch or through later updates.
Once released, games are patched for performance, improving frame rates, fixing image-quality problems, and reducing stuttering. Some of the issues seen in this footage could finally be less of a concern if the developers continue work on the console versions. But for now, players have the footage to give them a feel for what to expect.
The combat and visual presentation still have a lot of potential. The environments are well detailed, the armor looks good, the world has a distinct atmosphere, and enemies appear to act more aggressively than in games where the opponents just wait for their turn.
The sword fighting also feels more real than the vampire attacks, which could stand a bit more animation polish. All these shows of these factors show me that it is quite solid on the base even if the technical part needs more attention at the moment.
Ultimately, Blood of the Dawnwalker's console performance is becoming one of its biggest talking points. The game is targeting 30 FPS in quality mode and 40 FPS in balanced mode, with no apparent 60 FPS performance mode shown for PlayStation.
The footage doesn't prove that Blood of the Dawnwalker will be a bad game, nor does it tell you exactly how the final PC version will perform. But it does show that the developers still have some technical work to do if the console experience is going to meet the expectations that come with current-gen hardware. There’s definitely visual quality there, but the performance has to catch up.
Editor, NoobFeed
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