Lies of P and Stellar Blade developer details PlayStation 5 Pro enhancements

Shmunter

Veteran
22 Jul 2022
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No, I'm not an expert, but seemingly know a lot more than you.

Your problem is you inherently think this is just a matter of sliders, but it isn't.

The biggest question you have to ask is whether you want to implement PSSR over existing reconstruction and then you have to adjust from there. You have to find out what native resolution you want to input into PSSR and how that output looks. PSSR still has a cost to it, so a lot of that extra horsepower you're getting on the PS5 Pro's rendering is going to go into that.

You also have to decide whether you want to improve visuals and to what degree.

And then you need to QA all of it.

That all takes time and resources. The more aggressive you want to go with it the better the result, but the more the resources are needed.

Look at Square Enix and FF7 Rebirth. First they have a large amount of resources, they don't have a single major game releasing anytime soon, nothing even on the radar. Where is Dragon Quest 12? Kingdom Hearts 4? Nothing on the horizon. Second, they probably got access to PSSR before anyone else did outside of Sony 1st party and 2nd party.

The combination of these factors is why they're able to really be more aggressive with the PS5 Pro than others. Similar with Hogwarts Legacy and WB, probably one of the first studios Sony went to.

Game Science wasn't even able to implement an LFC 40 fps mode on PS5 yet.

Almost all of the Sony studios games are getting PS5 Pro enhancements, but who is missing from at least day 1. Helldivers 2, Returnal, not even a confirmation for Astro Bot. Smaller teams. Bluepoint is doing Demon's Souls, but again it's a light touch not a heavy one.

CDPR is a major candidate to do a PS5 Pro enhanced Cyberpunk, but it's a massive game to update and they're very busy with The Witcher and Witcher 4, so who knows if we'll see anything or how heavy the update will be.

One thing we might see is developers getting used to using PSSR and then going back to implement it on older games when they have time, but this idea that it's like flipping a switch is just massively ignorant.
You're corporate whiteknighting knows no bounds
 

mibu no ookami

Veteran
21 Feb 2024
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The only rebuttal is, as consumer expect more, not less. Don’t make excuses for bare minimum.

As a consumer, if you don't think something is worth it don't buy it.

That's the exact message that is being send by a company who says, we're focusing resources on something else. The expectation isn't oh they'll still buy it, but rather we think they'll buy our next product, which is why we're focused on that.

Living in some dream world where putting business resources towards something old makes sense 100% of the time just isn't realistic.

It's a two way street. There is no guarantee that if every company pours months into PS5 Pro updates that every game is going to sell big numbers. There are diminishing returns here.

If the PS5 Pro sold 25% of all PS5s sold and the PS5 sold 120 million units life time you'd still only be looking at 30 million units... Now the likelihood is Ps5 pro owners will be the biggest spenders, but 30 million owners aren't going to make it worth it for every company to pour tons of resources into every game...

Grow up.
 

Shmunter

Veteran
22 Jul 2022
3,047
3,533
As a consumer, if you don't think something is worth it don't buy it.

That's the exact message that is being send by a company who says, we're focusing resources on something else. The expectation isn't oh they'll still buy it, but rather we think they'll buy our next product, which is why we're focused on that.

Living in some dream world where putting business resources towards something old makes sense 100% of the time just isn't realistic.

It's a two way street. There is no guarantee that if every company pours months into PS5 Pro updates that every game is going to sell big numbers. There are diminishing returns here.

If the PS5 Pro sold 25% of all PS5s sold and the PS5 sold 120 million units life time you'd still only be looking at 30 million units... Now the likelihood is Ps5 pro owners will be the biggest spenders, but 30 million owners aren't going to make it worth it for every company to pour tons of resources into every game...

Grow up.

Bla bla bla..."Grow up"

Thanks for playing.
 

Evilms

Graph Master
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21 Jun 2022
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every-ps5-pro-enhanced-game-confirmed-v0-mq8hsn1ymkwd1.jpeg
 

Evilms

Graph Master
Icon Extra
21 Jun 2022
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Version 1.005.000 Release Notes​


Ratchet & Clank: Rift Apart version 1.005 adds support for PlayStation 5 Pro, including new graphic modes and toggles. Please read below for more information!

THE NEW GRAPHICS MODES

PERFORMANCE PRO (Default for PlayStation 5 Pro)
This mode targets a smooth 60 frames per second while retaining the image quality of the standard Fidelity mode through use of PlayStation Spectral Super Resolution (PSSR). All ray-tracing (RT) features are on, including ray-traced reflections, ray-tracing on water, and ray-traced window interiors. This mode is recommended for most players.

FIDELITY PRO
This mode targets 30 frames per second for players who want to experiment with new ray-tracing graphical features. These new features can be tuned individually to reach higher intermediate frame rates, especially when using the “VRR” or “120 Hz Display Mode” options. Pedestrian and traffic density may be increased in some areas, and fine hair detail is increased.

NEW GRAPHICAL TOGGLES

RT Reflections: Medium (Performance) / High (Fidelity default)
Set the quality level for ray-traced reflections. The “Medium” setting ray-traces at half render resolution, and the “High” setting ray-traces at full render resolution. The “High” setting will also improve smoothness of animation in reflections. Only available in the “Fidelity Pro” graphics mode.

RT Ambient Occlusion : Off (Performance) / Medium / High (Fidelity default)
Use ray-tracing to compute additional ambient occlusion lighting information. The “Medium” setting uses that information to augment screen-space ambient occlusion. The “High” setting also adds a screen-space GI bounce for additional ambient lighting information. The visual impact of this feature will vary greatly based on the scene.

MISCELLANEOUS FIXES
  • Fixes missing fur wetness in some cinematics on Corson V that was introduced in a previous patch

Version 1.004.000 Release Notes​


Marvel's Spider-Man 2 version 1.004 adds support for PlayStation 5 Pro, including new graphic modes and toggles. Please read below for more information!

THE NEW GRAPHICS MODES

PERFORMANCE PRO (Default for PlayStation 5 Pro)
This mode targets a smooth 60 frames per second while retaining the image quality of the standard Fidelity mode through use of PlayStation Spectral Super Resolution (PSSR). All ray-tracing (RT) features are on, including ray-traced reflections, ray-tracing on water, and ray-traced window interiors. This mode is recommended for most players.

FIDELITY PRO
This mode targets 30 frames per second for players who want to experiment with new ray-tracing graphical features. These new features can be tuned individually to reach higher intermediate frame rates, especially when using the “VRR” or “120 Hz Display Mode” options. Pedestrian and traffic density may be increased in some areas, and fine hair detail is increased.

NEW GRAPHICAL TOGGLES
RT Key Light Shadows : Off (Performance) / On (Fidelity default)

Use ray-tracing to calculate sun shadows at mid- to far-distance, replacing cascaded shadow maps. This improvement is most impactful on city views. Only available in the “Fidelity Pro” graphics mode.

RT Reflections & Interiors : Medium (Performance) / High (Fidelity default)
Set the quality level for ray-traced reflections and building window interiors. The “Medium” setting ray-traces at half render resolution, and the “High” setting ray-traces at full render resolution. The “High” setting will also improve smoothness of animation in reflections and interiors. Only available in the “Fidelity Pro” graphics mode.

RT Ambient Occlusion : Off (Performance) / Medium / High (Fidelity default)
Use ray-tracing to compute additional ambient occlusion lighting information. The “Medium” setting uses that information to augment screen-space ambient occlusion. The “High” setting also adds a screen-space GI bounce for additional ambient lighting information. The visual impact of this feature will vary greatly based on the scene.
 

dmaul1114

Newbie
18 Oct 2024
15
8
This is all great an all. Fantastic game by the way, but all these upgrades are so pointless in my eyes lol. The Pro should have launched alongside a big AAA game or first Party game..

People really buying this console to go replay old games 🤔

Definitley would have been nice to have an AAA launch title for it.

But I still preordered and not to replay games. I have a handful of games I haven't gotten around to (some I own already, some I haven't bought yet) that are getting boosts like Spider-Man 2, Resident Evil 4, Alan Wake 2 and others, along with boosts for new release going forward.
 

Evilms

Graph Master
Icon Extra
21 Jun 2022
1,833
3,665


Rise of the Ronin Update Ver. 1.08

PS5 Pro Support:


Enhanced visual fidelity that takes advantage of the PS5 Pro.

Both "Prioritize FPS" and "Prioritize Graphics" settings feature sharper and clearer visuals as well as higher and more stable framerates during combat.
 
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