Guerrilla Games vs PSSR

mibu no ookami

Veteran
21 Feb 2024
2,066
1,825
I think we've spent a lot of time discussing what a great thing PSSR is and how it can usher in better visuals/performance on consoles compared to things like FSR, but I think sometimes we forget that there is a cost to using PSSR and it's more of a broad-based solution.

What's also interesting is advancements coming out of Guerrilla Games and their own reconstruction and anti-aliasing methods that might be able to better fine tune against specific environments in their own games compared to simply implementing PSSR. Creating your own custom reconstruction method is pretty unique to studios the size of Guerrilla Games, so you can certainly understand why most others won't follow in their footsteps, but it'll be curious to see how Guerrilla's solution stacks up against PSSR, especially as PSSR gets updated over time.

It'll also be curious to see how Guerrilla's solution scales to future consoles like PS6 compared to PSSR. It'll also be interesting to see if any internal studios end up using Decima in the future, which hasn't really been the case historically.


It's also worth wondering why GG didn't implement this solution for the base models at lower resolution. It's also interesting that this solution probably isn't being used in the Horizon Zero Dawn Remaster from Nixxes, but DF certainly seem to think this (HFW) is the best looking game on PS5 Pro.


DF does assume the remaster will have it too.
 
Last edited:
  • Informative
Reactions: Cool hand luke