Currently there have been no statements that PSSR can be auto- enabled without specific dev integration. Similarly, no statements about what clock speed boost mode runs at AFAIK.What is boost mode of Pro? 36CUs at 2.35 GHz or other setting?
And is there Auto PSSR feature reported by media?
And settings too, intrigued. RT AO at 60fps on the Pro and at 30fps on the base model.They increased resolution too in both modes.
What is boost mode of Pro? 36CUs at 2.35 GHz or other setting?
And is there Auto PSSR feature reported by media?
Ratchet seems a modest upgrade, they couldn’t feature the NPC density of the current quality mode on the new performance mode of the Pro:
How could they do that given Pro's CPU upgrade?
Fidelity mode does have higher NPC count for the crowds, unless I am reading your comment wrong.if it was a cpu limit they would not be able to put more NPCs in fidelity mode ? they are just in the background with simple loop animations.
yeah Davis anthony implied the lower NPCs count was a CPU limit but if it was the case i think the count would be the same between fidelity and perf modes on PS5.Fidelity mode does have higher NPC count for the crowds, unless I am reading your comment wrong.
I think it is the opposite. Since fidelity mode targets 30 fps, it can allow itself the extra CPU time to have the crowds there that a 60 fps target maybe does not allow.yeah Davis anthony implied the lower NPCs count was a CPU limit but if it was the case i think the count would be the same between fidelity and perf modes on PS5.
That doesn't make sense. 30 fps affords more time for processing crowd members. Reduced crowds in PS5 Performance mode could be because of either limited GPU power or CPU power. In a machine with more GPU power still using the lower crowd density at 60fps, that then implies a lack of CPU power.yeah Davis anthony implied the lower NPCs count was a CPU limit but if it was the case i think the count would be the same between fidelity and perf modes on PS5.
No, it's just a talking point. What are we supposed to discuss on this discussion forum if not speculation about hardware performance? If you don't want to talk theories about rendering of games, you're in the wrong place. Please keep fanboy wars out of here. That's not a polite warning - it's a tired sentiment that shouldn't need regurgitating time and again.I wouldn't be surprised if they patch it to reach quality mode NPC level later. This is the new puddles drama for PS5 Pro and used by people to push some narrative about CPU.
yeah Davis anthony implied the lower NPCs count was a CPU limit but if it was the case i think the count would be the same between fidelity and perf modes on PS5.
Technically it depends where the workload for the NPCs is. The animation and skinning could be happening on either CPU or GPU, and the reason for the reduce NPC count on PS5Pro could be a lack of CPU or GPU capacity. If we have clear evidence that the animation is running on the CPU, we can conclude the reduce character count on Pro is for (the expected) CPU limits. Perhaps the PC version gives an indicator?That's not how it works.
In the 60fps mode the CPU simply isn't powerful enough to do everything it needs to do in 16.6ms, and that includes running higher NPC counts.
So yes, it is a CPU limitation.
And increases bandwidth costs on both as well. Quite the premium on a single pool of memory.Increasing crowds is both CPU and GPU on PC, especially with RT in where it Hits both even more