PS5 Pro *spawn

Uh, pssr not that good as I thought. Some briliant examples like Stellar blade and FF r but also very poor. Artifacts and stability problem in Dragons Dogma 2, Alan Wake 2, Veilguard to the point its not that much better than fsr 2 in this games.
 
Uh, pssr not that good as I thought. Some briliant examples like Stellar blade and FF r but also very poor. Artifacts and stability problem in Dragons Dogma 2, Alan Wake 2, Veilguard to the point its not that much better than fsr 2 in this games.
Those games look broken (DD2 and Veil guard). Maybe some things aren't working well in those engines with the upscale. Alan wake 2 has the problem with post processing that maybe is making it alias more than it should, and still images look strange. I also wouldn't expect a 864p base to produce a good 4k image with PSSR, at least right now.
 
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Just finished the video, and with all the information that we have now, I can say that it's like if PS5 had been released in 2022, overpriced by at least 150$.

Not great.
 
Sure, but the complete 16:9 resolution is 2160p, and that is upscaled from 1080p with DLSS performance.

The 16:9 equivalent resolution would be about 2844x1600. I get extra pixels at the side vs the 16:9 render, nothing is cut off at the top and bottom. Essentially I sit as close as I can comfortably manage to the screen which is about 2-3ft. If the screen was 16:9 (same height but narrower) then I couldn't sit any closer. On the other hand if it was simply bigger overall (same width but taller) I would likely need to sit further away, thus giving a comparable image at 2160p as I currently get at 1600p anyway.
 
I think PS5Pro is perhaps bandwidth bound heavily visavis its potential compute/shading based on the modest upgrade in unpatched titles (30-35% in the good GPU bounds cases). It is also performing worse than the RX 6800 which is not too great. RDNA2+ on Desktop is leveraging Infinity Cache heavily for 4K and more... It not being here is probably a limiting factor with many more CUs to feed at high res.

As i Said elsewhere, this is more 3070 Ti Levels at best If that GPU Had more memory...
 
I think PS5Pro is perhaps bandwidth bound heavily visavis its potential compute/shading based on the modest upgrade in unpatched titles (30-35% in the good GPU bounds cases). It is also performing worse than the RX 6800 which is not too great. RDNA2+ on Desktop is leveraging Infinity Cache heavily for 4K and more... It not being here is probably a limiting factor with many more CUs to feed at high res.

As i Said elsewhere, this is more 3070 Ti Levels at best If that GPU Had more memory...
In elden Ring? Is the 6800 using the same native resolution ? Game on PS5 has DRS and runs at a very high res on PS5 Pro. Besides that game is not patched and who knows how many ressources it use in that mode.

Not sure using unpatched game is the right way to jauge PS5 Pro vs GPUs. What do you think?
 

I'm a little confused at the comparison between the PS4 image quality enhancement mode and Nvidia DSR at around 15min. I really don't see how they are comparable at all. DSR renders at a higher internal resolution and then scales the image back down to the display output resolution. It's true super sampling and will make the image look FAR better than the base display resolution at higher factors. The image will be sharper with more detail and much less aliasing both in stills and in motion. That's nothing at all like what was shown for the PS4 image quality enhancement which was described as simple post process filter that doesn't improve aliasing and offers no improvement at all on several graphical elements.
 
In elden Ring? Is the 6800 using the same native resolution ? Game on PS5 has DRS and runs at a very high res on PS5 Pro. Besides that game is not patched and who knows how many ressources it use in that mode.

Not sure using unpatched game is the right way to jauge PS5 Pro vs GPUs. What do you think?
Rich tested it using PS5's Quality Mode settings at 4K on the RX 6800.
 
PSSR's "wow factor" was always going to fall on the games which were terrible to begin with.. ala Final Fantasy 7: Rebirth. PRO will make a lot of games more consistent it quality, and performance.. so for the group that wants the best PS console experience possible, it will serve its purpose.
 
The 16:9 equivalent resolution would be about 2844x1600. I get extra pixels at the side vs the 16:9 render, nothing is cut off at the top and bottom. Essentially I sit as close as I can comfortably manage to the screen which is about 2-3ft. If the screen was 16:9 (same height but narrower) then I couldn't sit any closer. On the other hand if it was simply bigger overall (same width but taller) I would likely need to sit further away, thus giving a comparable image at 2160p as I currently get at 1600p anyway.
That's exactly the point. Using that ultrawide res you're upscaling to a lower res , not 4k but 2844x1600, so of course the input resolution can be lower than 1080p. If you're upscaling to 1440p you can manage lower base res with a competent upscaler like DLSS.
 
I think PS5Pro is perhaps bandwidth bound heavily visavis its potential compute/shading based on the modest upgrade in unpatched titles (30-35% in the good GPU bounds cases). It is also performing worse than the RX 6800 which is not too great. RDNA2+ on Desktop is leveraging Infinity Cache heavily for 4K and more... It not being here is probably a limiting factor with many more CUs to feed at high res.

As i Said elsewhere, this is more 3070 Ti Levels at best If that GPU Had more memory...
Any reason why Elden Ring's RT mode was not tested?
 
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