Sony PlayStation 5 Pro

Baldur's Gate 3 is one of the best optimized game for PSSR
Hair look bad as like vegetation this is the worst use case for FSR. But even on the character PSSR is so much better even though this should be the best use case for FSR. But PSSR resolves at like twice the perceptible resolution the details (like the sword). The performance mode looking better than the quality mode with FSR according to the tweet! Interestingly I also read that some people are comparing PSSR to the quality of DLSS2.

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Hair look bad as like vegetation this is the worst use case for FSR. But even on the character PSSR is so much better even though this should be the best use case for FSR. But PSSR resolves at like twice the perceptible resolution the details (like the sword). The performance mode looking better than the quality mode with FSR according to the tweet! Interestingly I also read that some people are comparing PSSR to the quality of DLSS2.

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I wonder how it compares to DLSS in this game. DF, where comparisons?
 
So here we can better see what I immediately noticed in the new AA of Horizon FW. Yes there is less shimmering but the vegetation is quite blurred in motion, reminding me FSR artefacts.

The performance is also usually worse than base PS5 which is a bit disappointing. I do think they are using a higher base resolution to make it cleaner and use a purely compute solution for that. This is likely not using any kind of AI upscaling, probably to keep the tech compatible with PC. Overall it's a disappointing update. Still no RT. Worse performance and no AI upscaling sharing some problems with FSR. Sure it's going to look superb on a 4090, but it seems to me they clearly don't want to use any specific Playstation hardware.

 
So here we can better see what I immediately noticed in the new AA of Horizon FW. Yes there is less shimmering but the vegetation is quite blurred in motion, reminding me FSR artefacts.

The performance is also usually worse than base PS5 which is a bit disappointing. I do think they are using a higher base resolution to make it cleaner and use a purely compute solution for that. This is likely not using any kind of AI upscaling, probably to keep the tech compatible with PC. Overall it's a disappointing update. Still no RT. Worse performance and no AI upscaling sharing some problems with FSR. Sure it's going to look superb on a 4090, but it seems to me they clearly don't want to use any specific Playstation hardware.

But they’re using PSSR for Spidey 2 and Rift Apart and those are both on or coming PC.

FW is already on PC, so why wouldn’t they want to use proprietary upsacaling tech? Those reasons don’t make much sense.
 
Think it’s a first that someone calls horizon update…disappointing. Both John and Oliver absolutely gushed over the image quality and seeing it for myself, I gotta agree with them, it’s quite amazing. And I’m not sure why you’re looking for RT? I don’t think that’s something they would just tack onto a remaster.
 
Has anyone tested the PS5 Pro's "enhanced" mode in the PS4 games The Order 1886 and Driveclub? The results are likely to be very interesting.
 
So here we can better see what I immediately noticed in the new AA of Horizon FW. Yes there is less shimmering but the vegetation is quite blurred in motion, reminding me FSR artefacts.

The performance is also usually worse than base PS5 which is a bit disappointing. I do think they are using a higher base resolution to make it cleaner and use a purely compute solution for that. This is likely not using any kind of AI upscaling, probably to keep the tech compatible with PC. Overall it's a disappointing update. Still no RT. Worse performance and no AI upscaling sharing some problems with FSR. Sure it's going to look superb on a 4090, but it seems to me they clearly don't want to use any specific Playstation hardware.

I checked it and its big difference, quality is now like 30 or 40 fps modes on base but with 60fps now
 
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One of the major advantages of pushing resolution higher and higher is that there is just much more data to work with for these upscaling and temporal algorithms to do their work, ever getting closer to native without needing to have that power footprint.

That being said, I disagree with Martin here. Unless consoles want to play in the $1000 base unit price point, I just can't ever see it being a thing unless there is intention to drop off graphics quality. in which I would rather have more quality with lower resolution than the opposite
 
The performance is also usually worse than base PS5 which is a bit disappointing. I do think they are using a higher base resolution to make it cleaner and use a purely compute solution for that. This is likely not using any kind of AI upscaling, probably to keep the tech compatible with PC.

What on Earth are you talking about? Both the original and the remaster of Zero Dawn use DLSS on PC. So does Forbidden West.
 
So we can do pretty simple math to demonstrate that 8k really does require a very large FOV display to make a perceptible difference to 4k if we're just talking sheer clarity. I've talked about this plenty.

That said, if you've got a game with some fairly severe aliasing, either as a whole or just on some common asset types(grass, hair, worst offender types like those), then yes, 8k rendering can help clean these up further, improving the stability of the image quality, and creating a more cohesive and immersive experience. That said, you still dont need an 8k display to gain those benefits. Just downsampling from 8k to a 4k screen will get you all those benefits, with negligible downside.

So yea, I will still maintain to my death that there is essentially no real use for 8k TV's at the sort of distances people use their big TV's at(and obviously not useful for smaller TV's in any situation). Though I can maybe see them being something in the monitor space, where >32" monitors at fairly close viewing distances can produce a perceptible difference, though I still maintain not a big one(diminishing returns are very heavy beyond around 80 pixels per degree even for people with unusually good eyesight) and that 5k would probably be a smarter endpoint.
 
Based on Ollie’s article here:

On a more general level, I think the enhance image quality mode for PS4 software on PS5 Pro is perhaps a preview of the future. Console backwards compatibility efforts have struggled against the constraints of older hardware, unlike the PC where games can usually scale in fidelity. It's not possible to expose the full capabilities of the PS5 Pro's GPU to a PS4 title, and increasing resolution for older games requires case-by-case effort that can't be applied broadly across all titles.

So hmm, I guess this settles whether there is an emulation layer happening. I think the answer is no.

I did spot one other performance issue with the enhanced mode, which was pointed out to me by CodeMalfunction on the Digital Foundry Supporter Discord. In Just Cause 3, enabling the enhancement causes a major graphics issue, which goes away with the enhanced toggle turned off. I didn't notice any similar issues across testing in dozens of other titles, but there does seem to be some limited potential for graphical bugs.

That’s unfortunate. They are most definitely locked into AMD if they want to maintain BC here back to PS4 with the quality gains; they really need that emulation layer if they want to continue BC while pushing the limits of the future consoles.

Now i guess the question is; how did they do it.
 
Now i guess the question is; how did they do it.
The existence of a graphical glitch on JC3 pretty much rules out the hypothesis that it's a post effect IMO. A post effect will happen after the game has been rendered exactly as it was with no effect applied. There must be something sitting on the render pathway and being applied before the PS4 game writes to the final buffer.
 
The existence of a graphical glitch on JC3 pretty much rules out the hypothesis that it's a post effect IMO. A post effect will happen after the game has been rendered exactly as it was with no effect applied. There must be something sitting on the render pathway and being applied before the PS4 game writes to the final buffer.
Indeed.
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However, when we introduce the enhance image quality feature, all of a sudden performance drops noticeably on Pro. It's not a gigantic difference, but enhanced image quality drops about 10 percent in performance or slightly more in demanding scenes.
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The PS5 Pro claims the enhanced mode is selective - so what games does it apply to? In my testing, it seems like it doesn't apply to PS4 software that outputs above 1080p resolution.
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My thoughts after few days of testing. Its ok. Almost 3x more space for games, 30% performance boost with not updated games its not bad. We can have much bigger improvements in updated (re4 higher res +50% fps boost, Ff7r briliant pssr or Stellar Blade, solid improvements in psvr2 games like no man sky) but also quite major without patch like in gt7 or vertigo 2 psvr2. Biggest dissapointment is that in games with lower internal res like alan wake 2 and silent hill 2 pssr break and that was scenario that I thought improvements will be biggest. Hope pssr algo will improve in future.
 
In all the videos that dismantle the PS5 Pro, do any of them list the chips with id's? Or rather does anybody identify the WiFi chip?
 
the wifi is more powerful in the pro for sure.
My gaming room is upstairs and i had often a loss of wifi signal while playing online, it still has not happened yet with the pro, my max speed was around 50mbps with the PS5, now it's around 190mbps.
 
the wifi is more powerful in the pro for sure.
My gaming room is upstairs and i had often a loss of wifi signal while playing online, it still has not happened yet with the pro, my max speed was around 50mbps with the PS5, now it's around 190mbps.
experienced similar, games downloaded significaly faster
 
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