Digital Foundry: PSSR upscaling in PS5 Pro is a big step in the right direction

rofif

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24 Jun 2022
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"hard to tell these days"
Well no shit people were not happy with ps5 version... the image quality was too bad to not whine about it
 

Shadow2027

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Fake concerners (most Xbots who turned into PC gamers) are mad that PSSR is upscaling from low resolution when that's the whole point of it's existence LMAO. Sony is going to keep tuning and updating it and it's only going to get better with time!
For real about the xbox people who are actually PC people. Destin, Cognito, Parris, Colt are all huge Xbox people who also constantly talk about how they love their pc setups and mostly game there
 

Killer_Sakoman

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Not Sure why people are surprised with base resolution. This is how DLSS/ PSSR work. The developer maximizes graphics setting at lowest resolution and hughest framerate then apply PSSR to derive image resolution to the desired target.

847p will give a 1440p resolution
A 1080p + resolution is the minimum requirement for 4K. These numbers falls exactly within the same range of RTX 4070 or even better. PS5 pro is practically just as good as Mark Cerny already promised in his short video.
 

Yobo

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So devs can push graphics tech to their limit without worrying and we effectively get AI recontruction to above 1440p equivalent for free with 60 FPS and this is now an issue?

Sounds great to me Naughty Dog and other first party can go all out
 
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ToTTenTranz

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Last part, kinda says otherwise? But you never know...
Some people can't speak straight these days..

Last part refers to the current negativity surrounding the PS5 Pro, i.e. they don't know whether associating anything to the PS5 Pro is good or bad (just like it happened recently with Concord). Sony is apparently trying to navigate around a scale of negativity they seemingly didn't predict.






It's kind of embarrassing that they're using a cross-gen game as one of the five examples they chose out of the supposed 50 enhanced games.
 

ToTTenTranz

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Suddenly all the people who cant tell any difference between PS5 and PS5 Pro are gonna get technical lol

It's hard to compare with just this data.


Why are they comparing PSSR to DLSS2 Quality? I thought PSSR used only quarter base resolution (1080p) for 4K output (25% of the original amount of pixels), whereas DLSS Quality uses 1440p (47% the original amount of pixels).
If they're comparable at such a big difference in base resolution then it's a huge win for PSSR, though we don't know how PSSR behaves in motion.
 

Gediminas

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Last part refers to the current negativity surrounding the PS5 Pro, i.e. they don't know whether associating anything to the PS5 Pro is good or bad (just like it happened recently with Concord). Sony is apparently trying to navigate around a scale of negativity they seemingly didn't predict.







It's kind of embarrassing that they're using a cross-gen game as one of the five examples they chose out of the supposed 50 enhanced games.

Using Serrano, really?
Yes yes, sony running throught the leaps and bounds, editing shows etc 😂 yes yes, of course.. why not..
Maybe i, should qoute my own comments to look even more serious 😂
 
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ethomaz

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Dude totally confirmed the 840p resolution.

Not that it matters per se, though.
The resolution was confirmed the moment somebody did a pixel count to the footage Sony showed... at least that footage had this internal resolution... if late patches change that is another story.

Anyway 847p is the actual resolution on PS5 version of the game for Performance mode.
What I guess Remedy did here?

Took the PS5 Performance mode (because it is already a mode capped to 60fps).
Choose to not change the internal resolution and used PSSR to upscale to 4k.
Add RT and the quality settings from the Fidelity Mode on PS5.

What I'm trying to say here that there is a chance that Remedy never aimed to change the resolution at all but choose to use the PS5 Pro added processing power to boost others things like framerate, RT, graphic settings, etc.

Maybe they were fine with 847p + PSSR and got better results sparing processing power in others places.
 

ethomaz

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Should the PS5 Pro version be compared to DLSS Quality?
It should be compared with Balanced or Performance.

If I'm not wrong the internal resolution for DLSS Performance is 720p, no?
That is more closer to what you see in Alan Walk PS5 Pro we are talking in this thread.

There are the most common used internal resolution in DLSS.
For Quality 4k upscaling for example it needs a internal resolution of 1440p.

dlss-render-resolutions-v0-k2qx9ir5g6sa1.png



BTW that fits what Richard is saying in the video.
  • PSSR have better image quality than FSR 2
  • Closer to DLSS Performance... not DLSS Quality.
  • R&C: PS5 Pro 60fps sometimes have lower IQ than PS5 30fps.
 
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ethomaz

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And to cut for all the theories they where using YouTube footage for pixel counts.

Now, armed with a 65GB ProRes file of the Mark Cerny presentation, we can go deeper - much deeper - into the software that was shown and how good PSSR AI upscaling actually is.
 

Yurinka

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Is it system level or does every game need to apply it though?

Eg does it work.on older games
The PSSR (pisser) is a Cerny sauce, whose software implementation part is included in a library separated from the SDK. That sofware implementation (just to call a library to activate the required mode) is the only way available as of now to use the (Nvidia-like) AI dedicated hadware addon to make deep learning super sampling.

Meaning, devs have to implement it game by game to apply it to pre-PS5 Pro games. But devs aren't forced it to use it with the latest SDKs that have PS5 Pro support. To update pretty old games to the most recent SDK is normally a pain in the ass that requires a lot of work (and budget, which means normally isn't profitable for devs so they don't do Pro patches).

But in this case, to add PSSR support is pretty simple and quick, and can be used in the older SDKs, so doesn't require a lot of effort/budget, making more likely that devs of old games could update them just to add PSSR support.

But even games that don't implement PSSR or any PS5 Pro patch will be benefited with the PS5 Pro Boost mode, which -as happened in PS4 Pro or PS5- unlocks the extra raw horsepower of the new machine in the (in this case PS4, PS4 Pro and PS5) BC games. Which means fps will be more stable in games with capped fps, and will have fps in games with uncapped fps, and will get better native resolution for games with dynamic resolution.
 
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ToTTenTranz

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The PSSR (pisser) is a Cerny sauce, whose software implementation part is included in a library separated from the SDK. That sofware implementation (just to call a library to activate the required mode) is the only way available as of now to use the (Nvidia-like) AI dedicated hadware addon to make deep learning super sampling.

Meaning, devs have to implement it game by game to apply it to pre-PS5 Pro games. But devs aren't forced it to use it with the latest SDKs that have PS5 Pro support. To update pretty old games to the most recent SDK is normally a pain in the ass that requires a lot of work (and budget, which means normally isn't profitable for devs so they don't do Pro patches).

But in this case, to add PSSR support is pretty simple and quick, and can be used in the older SDKs, so doesn't require a lot of effort/budget, making more likely that devs of old games could update them just to add PSSR support.

But even games that don't implement PSSR or any PS5 Pro patch will be benefited with the PS5 Pro Boost mode, which -as happened in PS4 Pro or PS5- unlocks the extra raw horsepower of the new machine in the (in this case PS4, PS4 Pro and PS5) BC games. Which means fps will be more stable in games with capped fps, and will have fps in games with uncapped fps, and will get better native resolution for games with dynamic resolution.

PSSR doesn't require motion vectors?