Curated by THEOUTPOST
On Tue, 17 Sept, 12:03 AM UTC
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Alan Wake 2 on PS5 Pro uses PSSR to upscale from 864p, sub Full-HD, to hit 4K 60 FPS
One of the big criticisms of Sony's big PlayStation 5 Pro reveal was that it was hard to see the difference in visual quality when it showcased footage from games like Ratchet & Clank running on the baseline PS5 hardware, comparing it to the beefed-up PS5 Pro. Like others, part of the issue stems from Sony dealing with YouTube compression and artifacts when live-streaming a presentation. As part of its next DF Direct show, Digital Foundry has gotten access to uncompressed or direct-feed-like footage of the PlayStation 5 Pro running Ratchet & Clank: Rift Apart, Alan Wake 2, Horizon Forbidden West, Hogwarts Legacy, Gran Turismo 7, Assassin's Creed Shadows, and Dragon's Dogma 2. Although currently locked behind a paywall for its members, X user @JMaine518 has posted a summary of Digital Foundry's findings. Specifically, Sony's brand-new AI upscaler PSSR (PlayStation Spectral Super Resolution). The good news is that PSSR delivers a higher-quality image than AMD's FSR. However, it falls short of NVIDIA DLSS regarding image stability - in that some scenes have noticeable ghosting and shimmering. And PSSR is required to hit 4K 60 FPS and even 4K 30 FPS in games. With PSSR enabled, Remedy's Alan Wake 2 is rendering in a sub-HD 864p to hit 4K 60FPS with PSSR or 1260p to hit 4K 30FPS, presumably with advanced ray-tracing. This might sound like a cause for alarm, but rendering at a lower resolution is typical for modern high-fidelity games. Alan Wake 2's incredible path tracing mode on PC requires DLSS 3, Frame Generation, and Reflex rendering at 1080p to run at 4K 80+ FPS on the GeForce RTX 4090. That said, the higher the base resolution, the better the image quality - which is why DLSS Quality in 1440p or 4K looks better than or on par with native rendering. Here's a quick summary of the PlayStation 5 Pro's performance per Digital Foundry. In response to this analysis, Digital Foundry has responded to the initial knee-jerk reaction of the PS5 Pro running a game at a sub-1080p resolution. "The reason why high-quality upscaling was created was to shift the balance from quantity of pixels to quality of pixels, and opening the door to smoother performance. It's down to developers to strike the right balance, but PSSR is a big step in the right direction."
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DF Weekly: PS5 Pro's PSSR AI upscaling could be a game-changer
A new DF Direct Weekly arrives today and it's essentially two hours of myself, Oliver Mackenzie and Alex Battaglia revisiting the Mark Cerny reveal for PlayStation 5 Pro in the light of broadcast quality footage made available to the press after the event. It's a chance to reassess the introduction of the new hardware by being able to actually see the difference, with the blurry haze of YouTube compression artefacts removed from the presentation. In the process, we've learned more about the games shown and have some initial opinions about PSSR - PlayStation Spectral Super Resolution - the new AI upscaling technology used by PS5 Pro. Think of it as Sony's take on Nvidia's game-changing DLSS. Of course, we've made a YouTube video about it embedded on this page and by extension, the audience might be wondering how we can show you the games running well on this medium if prior YT presentations could not. Well, we've been doing this for some time now and recognise that there's a limited amount of video bandwidth available - and you can get more from that bitrate budget by slowing footage down, freezing it and zooming it for extra clarity. This is particularly useful for users on mobile devices - well over half of our views the last time we looked and only growing in importance. Still not good enough for you? Well, this Direct and the Cerny presentation are available as pristine quality video downloads via the Digital Foundry Supporter Program. The majority of titles seen in the Sony presentation last week are using PSSR upscaling and it turns out that 'countable pixel edges' - which we use to calculate internal rendering resolutions - are very easy to find, meaning we have a pretty firm lock on the details. It was somewhat disappointing to see newcomers to the DF Supporter Program share those details this weekend ahead of the show's public release and with none of the surrounding, crucial context. But hey - let's give you those rendering resolutions and then allow me to explain perhaps why the developers have made those choices and why it's important to consider the overall presentation, not the internal pixel counts alone. The Last of Us Part 2: The clip shown in the presentation operates at the same native 1440p rendering resolution as the performance mode in the standard PS5 game. However, PSSR is used instead of a more basic upscale, giving a presentation comparable with native 4K. Why didn't Naughty Dog increase resolution? Well, PSSR has a computational cost on its own, while various elements such as post-processing are likely running at native 4K resolution. Ratchet and Clank: Rift Apart: The footage looks to show much the same visual feature set as the existing Performance RT mode. However, internally rendering resolution varies between 1440p and 1800p, with a pass of PSSR to deliver a 4K output. Alan Wake 2: There isn't much video here, but there are clearly 30fps and 60fps modes, targeting 1260p and 864p respectively. Again, as the footage was easily countable, we're confident this is using PSSR. Screen-space reflections are evident in the 60fps mode, but they are not in 30fps, suggesting RT may be in play. Gran Turismo 7: Adding quarter res (1080p) ray-traced reflections in gameplay has a hit on GPU performance, so internal resolution drops in the clips seen to 1188p and - again - PSSR upscaling is used for a 4K output. In terms of the rest of the presentation, we counted Assassin's Creed Shadows at 864p, targeting 60 frames per second, while there are no signs at all of PSSR present in the upgraded Horizon Forbidden West. I'm reminded of Guerrilla rolling its own checkerboard solution for PS4 Pro, as opposed to using the hardware. Putting aside the caveat that these games may not be final - and that the upgrades may be lower resource retrofit patches as opposed to from-the-ground-up PS5 Pro implementations, it's important to understand exactly what Mark Cerny's 'Big Three' enhancements are supposed to achieve. PS5 Pro receives extra GPU horsepower, enhanced ray tracing capabilities and machine learning capabilities. The idea is for the Big Three to work in tandem, delivering superior quality visuals from a more holistic standpoint. Internal resolution is only one element of overall image quality and PSSR is already showing some promise, delivering results that diminish the importance of the base pixel count. I can understand why some users may find some of the numbers above alarming. It's not necessarily true of Sony's first-party efforts, but many games are running at low resolutions on the standard PlayStation 5, with FSR 2 upscaling pushed too far in attempting to hit 1440p or 4K outputs. However, already we can see that the upscaling quality of PSSR lacks many of the profound issues we've noted when FSR 2 is running at very low resolutions. It's early days, it's not perfect, but there's grounds for optimism. Based on our testing, Alan Wake 2 runs at 864p internal resolution on PlayStation 5 Pro in the 60fps clip, while the equivalent base PS5 mode operates at 847p. Firstly, we can safely assume that in transitioning from FSR 2 upscaling to PSSR, we will see a substantial quality upgrade. However, perhaps more important is to consider what Remedy will be doing with the Pro's extra resources in increasing quality elsewhere because obviously, the extra GPU horsepower in the Big Three is going to be used for features that Remedy prefers over simply increasing resolution. This is basic commonsense. The key question remaining is how good PSSR actually is. What this week's DF Direct Weekly shows - particularly in the Ratchet and Clank footage, where we can compare to other upscaling solutions - is that Sony has made an interesting start and the fundamentals are in place, but this is still very much an emerging technology. The crucial success is that at similar resolutions, PSSR possesses fewer of the distracting artefacts that blights FSR 2 presentations that are pushed beyond their comfort level. Problems in motion in particular are far less pronounced. However, PSSR is still a nascent technology for Sony - and I would not be surprised at all if this is a proving ground for PS6. As you'll see in the Ratchet segment in this week's Direct, PSSR has some way to go before it matches DLSS - but that's just one game, of course, and similar to other upscaling technologies, we should expect to see results of various quality on a per-implementation basis. The paradigm has been shifting for a long time now from quantity of pixels to quality of pixels and in bringing machine learning-based upscaling to consoles for the first time, PSSR allows developers to spend more system resources on how good a game can look as opposed to how high the resolution is. Now, don't get me wrong, upscaling quality does tend to improve the higher the base resolution - but it's down to developers now to choose the best balance for their games. Should they go for a 1080p presentation richer in detail, or a higher resolution 1440p alternative? Developers will need to make that call - but ultimately, it's all about the quality of the final presentation. The flexibility of machine learning-based upscaling means that 'how good the game looks' takes precedence over 'how high the pixel count is'. Just to be clear then: if a game runs at a 'low' resolution on PS5, and an equally 'low' resolution on PS5 Pro, they are not the same thing. Improved upscaling makes a difference, but bearing in mind the extra horsepower of the Pro, we can imagine that the developers are doing more with those pixels. The extent to which this is going to be successful is ultimately down to a more subjective assessment of the presentation for each title - and that's what we'll be looking at once software arrives for review. In the meantime, enjoy this Direct and look forward to more PS5 Pro coverage.
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Sony's PlayStation 5 Pro is set to revolutionize gaming with its PSSR AI upscaling technology, promising 4K 60 FPS gameplay from lower resolutions. This advancement could significantly impact game performance and visual quality.
Sony's upcoming PlayStation 5 Pro is poised to make a significant impact in the gaming world with its innovative PSSR (PlayStation Spectral Super Resolution) AI upscaling technology. This advancement promises to deliver stunning 4K resolution at 60 frames per second (FPS) from much lower base resolutions, potentially revolutionizing the way games are optimized for next-generation consoles 1.
PSSR is an AI-powered upscaling solution that appears to outperform traditional temporal upscaling methods. According to reports, it can take a base resolution as low as 864p and convincingly upscale it to 4K, maintaining an impressive 60 FPS performance 1. This capability is particularly noteworthy as it allows for significant performance gains without sacrificing visual quality.
One of the first games to showcase the potential of PSSR is Remedy Entertainment's Alan Wake 2. Originally running at 30 FPS on the standard PS5, the game is expected to achieve 4K resolution at 60 FPS on the PS5 Pro, thanks to PSSR technology 2. This dramatic improvement in performance while maintaining high visual fidelity demonstrates the power of AI-driven upscaling.
The introduction of PSSR could have far-reaching effects on game development for the PS5 Pro. Developers may be able to focus on optimizing games for lower resolutions, knowing that PSSR can effectively upscale the output to 4K. This approach could lead to more consistent frame rates and improved overall performance across a wide range of titles 2.
While AI upscaling is not entirely new in the gaming world, with technologies like NVIDIA's DLSS already in use, Sony's PSSR appears to be a significant step forward for console gaming. Its ability to produce high-quality 4K output from sub-1080p resolutions is particularly impressive and could set a new standard for console performance 1.
As the gaming industry continues to push the boundaries of visual fidelity and performance, technologies like PSSR may become increasingly crucial. The PS5 Pro's implementation of this AI upscaling could mark the beginning of a new era in console gaming, where advanced AI algorithms play a central role in delivering high-quality gaming experiences 2.
While the promise of PSSR is exciting, it's important to note that its effectiveness may vary depending on the game and implementation. Questions remain about how it will perform across different genres and visual styles, and whether all developers will be able to fully utilize its capabilities 2.
Reference
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The PlayStation 5 Pro introduces PSSR, an AI-powered upscaling technology that promises to revolutionize image quality in gaming. This article explores the impact of PSSR, its comparison to existing technologies, and its potential for future gaming experiences.
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Sony unveils the PlayStation 5 Pro, showcasing significant improvements in performance and graphics. Early hands-on previews and developer insights reveal exciting advancements for next-gen gaming.
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The rumored PS5 Pro is set to introduce PlayStation Spectral Super Resolution (PSSR), a game-changing upscaling technology. This advancement could potentially eliminate the need for performance modes and bring significant improvements to the gaming experience.
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Sony plans to implement AMD's FSR 4-based AI upscaling technology in the PS5 Pro by 2026, enhancing graphics quality through their ongoing collaboration called Project Amethyst.
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The upcoming PS5 Pro is set to significantly enhance gaming experiences, particularly for PSVR 2 titles. With an expected launch in November, the console will feature upgraded hardware and support for numerous enhanced games.
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