Diablo is essentially a PC game, but the 4th main episode is multiplatform, so it’s worth looking at how it performs on consoles.
Even Diablo III first saw the light of day on PC (and it was this version that foreshadowed live service, meaning zero gameplay without a server connection). Only after that did Activision Blizzard start working on console ports, but Diablo IV was out on day-1 on PlayStation 5, Xbox Series, PlayStation 4, and Xbox One, in addition to PC. Digital Foundry has examined Diablo IV’s performance on Sony and Microsoft consoles in the video below.
On PlayStation 5 and Xbox Series X, it seems Activision Blizzard’s goal was a stable frame rate (and it’s primarily been achieved, as it rarely goes down to 58-59 FPS). However, to reach 60 FPS, a sacrifice had to be made so Diablo IV doesn’t have a high native resolution. The base resolution of the game is around 1260p on the current-gen consoles, which is surprisingly low, especially for a hack’n’slash, although the fine details and fast action may not make it noticeable at first. Meanwhile, it uses FSR to upscale the resolution to 4K, and the isometric camera view fits AMD’s technology neatly. There are hardly any reconstruction errors to be found, says Digital Foundry. The minimal frame rate drop is more noticeable on PlayStation 5. On Xbox Series S, the native resolution is 864p, and AMD FSR scales it up to 1440p.
On previous generation consoles, it’s a different story. Digital Foundry tested on PlayStation 4, and while the game is playable, significant sacrifices had to be made. Running at around 720p, Diablo IV is upscaled to 1080p, and the target frame rate for an intense action RPG is an unacceptable 30 FPS, and even that can’t be maintained, as it drops to around 10 FPS in some cases! The assets (textures, models…) are also blocky and less detailed; presumably, it’s no better on Xbox One. (The PlayStation 4 Pro and Xbox One X pair might have a stable 30 FPS… but we’re just guessing.)
So don’t expect much good on the 2013 consoles.