Digital Foundry Article Technical Discussion [2025]

I don't understand PSSR even more now. If you're gonna do a refresh and your technical partner is working on a solid solution (FSR4) why not leverage that and adjust the hardware accordingly.

Instead you launch probably one of the most mediocre mid gen upgrades in memory and push the true next gen out even further.
 
I don't understand PSSR even more now. If you're gonna do a refresh and your technical partner is working on a solid solution (FSR4) why not leverage that and adjust the hardware accordingly.

Instead you launch probably one of the most mediocre mid gen upgrades in memory and push the true next gen out even further.
Because there's no guarantee that AMD will maintain binary compatibility with their current implementation of FSR4. AMD might even replace their entire upscaling technology at the driver level later on to better suit future hardware designs ...

Consoles have a hard requirement that their graphics code/libraries be statically linked to the game's binaries. PSSR is likely more deeply integrated (PSSR kernel itself which contains all of the models/weights/code) in a game's graphics stack than FSR4 (I'd assume it's a driver-side black box) is ...

PSSR and FSR4 have nothing in common with their implementations aside from their concept that they're AI upscalers. Sony listed their AI hardware as "custom RDNA" over "future RDNA" for a reason and it's also why we don't see any AMDGPU backend LLVM patches for 3x3 convolution shader instructions ...
 
I don't understand PSSR even more now. If you're gonna do a refresh and your technical partner is working on a solid solution (FSR4) why not leverage that and adjust the hardware accordingly.

Instead you launch probably one of the most mediocre mid gen upgrades in memory and push the true next gen out even further.
PSSR is probably very close to FSR4 in actual code, but seeing framerates on the 9700xt tells me that FSR4 would be too heavy for PS5 Pro. PSSR could maybe be a lighter version of the same upscaler, with some implementation optimizations for the hardware.
 
I don't understand PSSR even more now. If you're gonna do a refresh and your technical partner is working on a solid solution (FSR4) why not leverage that and adjust the hardware accordingly.

Instead you launch probably one of the most mediocre mid gen upgrades in memory and push the true next gen out even further.

Sony needed a solution to be ready at least 3 months before the PS5 Pro launched, so that it could be incorporated into launch games. This was probably something that was discussed even earlier than FSR 4.
I assume that FSR 4 was only ready in January of this year.

Another point is the requirement for more TOPS in machine learning hardware. For the PS5 Pro to have something like this, Sony would have to increase the silicon space for this, increasing costs.
 
Sony needed a solution to be ready at least 3 months before the PS5 Pro launched, so that it could be incorporated into launch games. This was probably something that was discussed even earlier than FSR 4.
I assume that FSR 4 was only ready in January of this year.
Why was PS5Pro forced to release when it did, though? They could have waited. Microsoft has already announced that they weren't doing a mid gen refresh, and delaying 5Pro's launch would really only benefit developers who were adding upscaling to their games.
 
PSSR seems like a questionable use of resources at this time. Maybe the details tell a different story but it looks like they are stuck having to maintain an inferior proprietary upscaler going forward.
 
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