Digital Foundry Article Technical Discussion [2024]

The Performance Delta between PS5 & PS5 PRO is around 29% in these two Specific titles

which is inline to what DF already published in gameboost (including Alan Wake 2) to be around 30-35% between the two .

"up to 45%" is best case

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67% larger GPU for 30% better performance. They wanted to burn money for some reason.

At this point make the same GPU (with updated arch) as the PS5 and increase the clock speed by 30%, In line with higher end AMD GPU's and APU's.
 
DLSS can't take care about basic TAA-like ghosting? Very surprising.


How far can a Zen 2 CPU go though? Oliver mentions that he doesn’t know if it’s CPU-bound.
Above 60fps it's will likely start to be CPU limited in some extend. We have seen in purely GPU limited scenes (with framerate well under 60fps like in Elden Ring / Monster Hunter Wild quality modes) the boost is more around 35-40%. Which is expected because of a bit more of 60% (not 67%) more TFLOPs.

PSSR looks so good in motion. This is the first thing I noticed months ago. Compared to FSR it's 2 gen ahead. And actually narrowly beats DLSS in that area.

Here PSSR vs FSR by the same guy

PSSR vs DLSS in motion
LOU-8.gif
 
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DLSS can't take care about basic TAA-like ghosting? Very surprising.



Above 60fps it's will likely start to be CPU limited in some extend. We have seen in purely GPU limited scenes (with framerate well under 60fps like in Elden Ring / Monster Hunter Wild quality modes) the boost is more around 35-40%. Which is expected because of a bit more of 60% (not 67%) more TFLOPs.

PSSR looks so good in motion. This is the first thing I noticed months ago. Compared to FSR it's 2 gen ahead. And actually narrowly beats DLSS in that area.

Here PSSR vs FSR by the same guy

PSSR vs DLSS in motion
LOU-8.gif
In my experience the quality of DLSS depends on the version of the DLSS *.dll files.
I have manually updated CyberPunk 2077 as it has a older version than the one I can find online and that improved image fidelity.
But DLAA is far superior to any form of DLSS, but alas even a 4090 is not powerfull enough to run pathtracing games at 4K and playable FPS.

(I also think Digital Foundry mentioned swapping DLSS *.dll files in a game review, I can just not remember which game).

DLSS: https://www.techpowerup.com/download/nvidia-dlss-dll/
Frame Generation: https://www.techpowerup.com/download/nvidia-dlss-3-frame-generation-dll/
Ray Reconstruction: https://www.techpowerup.com/download/nvidia-dlss-3-ray-reconstruction-dll/

It is a shame these are not "auto updated" as the impact can be quite large.
 
DLSS can't take care about basic TAA-like ghosting? Very surprising.



Above 60fps it's will likely start to be CPU limited in some extend. We have seen in purely GPU limited scenes (with framerate well under 60fps like in Elden Ring / Monster Hunter Wild quality modes) the boost is more around 35-40%. Which is expected because of a bit more of 60% (not 67%) more TFLOPs.

PSSR looks so good in motion. This is the first thing I noticed months ago. Compared to FSR it's 2 gen ahead. And actually narrowly beats DLSS in that area.

Here PSSR vs FSR by the same guy

PSSR vs DLSS in motion
LOU-8.gif

needs a DLL swap as the PC version of that game to this day is not in a good Condition

i Reported something Similar back a year Ago even Native 4K with DLAA (no upscaling) experiencing ghosting

1732548266683.png
 
0:01:05 News 1: PS5 Pro PSSR issues analyzed
0:29:50 News 2: Silent Hill 2 patch tested: PSSR dropped!
0:39:02 News 3: STALKER 2 suffers launch woes
0:51:04 News 4: Assassin’s Creed Syndicate gets current-gen patch
1:02:23 News 5: Sony in talks to acquire From Software
1:12:34 News 6: PlayStation Portal updated with cloud streaming support
1:22:57 News 7: Callisto Protocol PS5 Pro patch released!
1:32:36 Supporter Q1: Are there any Nvidia graphics cards for $400 or less that are good deals?
1:42:29 Supporter Q2: When there are glaring performance issues in a game, what do you chalk them up to?
1:50:24 Supporter Q3: Why do games often offer so many console modes when one of them is clearly optimal?
1:57:13 Supporter Q4: Are you feeling Unreal Engine 5 fatigue?
2:01:29 Supporter Q5: Will Microsoft bring Xbox backwards compatibility to PC?
2:10:39 Supporter Q6: Which vaporware is better: Blast Processing or “the power of the cloud”?

 
0:01:05 News 1: PS5 Pro PSSR issues analyzed
0:29:50 News 2: Silent Hill 2 patch tested: PSSR dropped!
0:39:02 News 3: STALKER 2 suffers launch woes
0:51:04 News 4: Assassin’s Creed Syndicate gets current-gen patch
1:02:23 News 5: Sony in talks to acquire From Software
1:12:34 News 6: PlayStation Portal updated with cloud streaming support
1:22:57 News 7: Callisto Protocol PS5 Pro patch released!
1:32:36 Supporter Q1: Are there any Nvidia graphics cards for $400 or less that are good deals?
1:42:29 Supporter Q2: When there are glaring performance issues in a game, what do you chalk them up to?
1:50:24 Supporter Q3: Why do games often offer so many console modes when one of them is clearly optimal?
1:57:13 Supporter Q4: Are you feeling Unreal Engine 5 fatigue?
2:01:29 Supporter Q5: Will Microsoft bring Xbox backwards compatibility to PC?
2:10:39 Supporter Q6: Which vaporware is better: Blast Processing or “the power of the cloud”?

Will they do a dedicated video for Callisto Protocol's Pro patch? It's worth a look in my opinion.
 
So PSSR is no longer just "disappointing." It's just down right bad. Imagine developing an AI upscaler only for it to be trading blows with FSR 2. 💀
 
So PSSR is no longer just "disappointing." It's just down right bad. Imagine developing an AI upscaler only for it to be trading blows with FSR 2. 💀

They should give users the option to not use PSSR, and give alternatives such as fsr, taa etc. Then PSSR is optional and no one can really complain. Edit: DF is basically suggesting that developers should have the option to not implement PSSR.
 
You know it's dumpster fire when people are begging for FSR2 over the upscaler you've developed.

It works decent in first-party games, fine tuned for them but then again they could use their own implementations like Guerrilla's own tech which are just as good if not better. It's a pity that the ray tracing isn't that competitive with todays standards either.
 
DLSS can't take care about basic TAA-like ghosting? Very surprising.



Above 60fps it's will likely start to be CPU limited in some extend. We have seen in purely GPU limited scenes (with framerate well under 60fps like in Elden Ring / Monster Hunter Wild quality modes) the boost is more around 35-40%. Which is expected because of a bit more of 60% (not 67%) more TFLOPs.

PSSR looks so good in motion. This is the first thing I noticed months ago. Compared to FSR it's 2 gen ahead. And actually narrowly beats DLSS in that area.

Here PSSR vs FSR by the same guy

PSSR vs DLSS in motion
LOU-8.gif
Older dll of DLSS - the Version that has the sit still and Ghost Bug
 
Older dll of DLSS - the Version that has the sit still and Ghost Bug
It is a shame that one still has to go and manually update the .dll's, because the versions do differ a LOT in image quality presented.
And appareantly leads to confusion regarding image quality and not giving games the best outlook they can achieve, due to outdated version being used.
 
They should give users the option to not use PSSR, and give alternatives such as fsr, taa etc. Then PSSR is optional and no one can really complain. Edit: DF is basically suggesting that developers should have the option to not implement PSSR.
What is really suprising is how variable PSSR is, in some titles looks ok in some just terrible. I am wondering if people will even care to implement it in multiplatform titles. It is limited to just one platform and results are okish. Not sure if its worth the effort, unless is sony exclusive etc. Dissapointing tbh.
 
What is really suprising is how variable PSSR is, in some titles looks ok in some just terrible. I am wondering if people will even care to implement it in multiplatform titles. It is limited to just one platform and results are okish. Not sure if its worth the effort, unless is sony exclusive etc. Dissapointing tbh.

The error we make is comparing it to the industry leading dlss or even Intel/xess, backed by a multi-trillion company who's in the industry not just for gaming. A console at 700 dollars made by an enterainment company just for casual gaming isn't going to match that. The Pro just doesn't have the hardware nor software backings to achieve this. Not even AMD seems to be doing that. There's alot to it from training the models, neural networks, large teams of professionals just for the task etc. And then don't forget that it is not just the NPU/tensor hardware, things as reconstruction do require more vram and bandwidth to being with.
In that way a 700 dollars, or 800 to 1000 euro's even ain't that much money for todays hardware. Capable enough GPU's are atleast half that price already. For what it is the PS5 Pro does seem to sit right where it should be i think.

Compared to say FSR, pssr does a ok-ish job i guess, in first party games it is going to shine more but so do other implementations.
In the case of Sony exclusives their own TAAU etc solutions are just as good if not better, better it seems. Forbidden West's remake's implementation is very good.

It is early days and PSSR will evolve with the PS6, when the hardware is there, the software tamed and the neural networks build up. However by that time we're looking at whole new generations from the leading giants.
Rdna4 will have the improved ray tracing and upscaling / FSR4 so amd becomes more attractive in the pc gaming space.
 
The error we make is comparing it to the industry leading dlss or even Intel/xess, backed by a multi-trillion company who's in the industry not just for gaming. A console at 700 dollars made by an enterainment company just for casual gaming isn't going to match that.
Those are the only alternatives, though. Also, in console history, they used to be the premium place to play games. The dedicated solutions they came up with enabled things like smooth scrolling and multiple layers of parallax that weren't widely available on computers. Why shouldn't we be comparing new upscaling solutions like PSSR against other modern upscaling solutions. A dedicated gaming device should offer a compelling reason to own it, in features, price, or performance.
 
It is a shame that one still has to go and manually update the .dll's, because the versions do differ a LOT in image quality presented.
And appareantly leads to confusion regarding image quality and not giving games the best outlook they can achieve, due to outdated version being used.
I don't expect studios to forever update their games (especially offline solo ones)
At least you can improve things and it's not that hard with, for example, dlss swapper.
On another hand, what will happen to 99.99% of games on consoles when it comes to update upscaling algoritm month then years later ?
 
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I don't expect studios to forever update their games (especially offline solo ones)
At least you can improve things and it's not that hard with, for example, dlss swapper.
On another hand, what will happen to 99.99% of games on consoles when it comes to update upscaling algoritm month then years later ?
Just wondering, since they are .dll files, why they are not part of the driver.
Games could just point to the NVIDIA driver instead of a .dll in the game directory, problem solved.
 
Just wondering, since they are .dll files, why they are not part of the driver.
Games could just point to the NVIDIA driver instead of a .dll in the game directory, problem solved.
I think the idea is that you ship a game with a tuned version of DLSS for the type of game you are making. So a game that, say, has an art style and camera movement where ghosting isn't an issue might ship with a version of DLSS that creats a clean image while that same .DLL would make a fast moving game be a ghost fest.
 
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