So if GTA 6 for example has a 4K 30 fps and 1440p 60 fps mode on base PS5 we could see a 4K 60 fps mode on the pro model right?
GTA 6 trailer is 1440p 30 fps but with RT on base PS5.
So if GTA 6 for example has a 4K 30 fps and 1440p 60 fps mode on base PS5 we could see a 4K 60 fps mode on the pro model right?
The upscaling algorithm itself has a performance cost, which varies between algorithms and the hardware they run on.It doesn't matter if you use TAAU, FSR, DLSS or TSR, if they all have the same input the resolution, the image quality will differ but the performance won't.
So if they had a 1440p 60 fps mode then it could be upscaled to 4k 60. Because I dont think the game is going to be 1440p 30 fps on base. Its most likely going to be 4K 30 fps. Because your point assumes the base game is going to be 1440p 30 fps, unless I'm missing something. Genuinely asking.GTA 6 trailer is 1440p 30 fps but with RT on base PS5.
The upscaling algorithm itself has a performance cost, which varies between algorithms and the hardware they run on.
So if they had a 1440p 60 fps mode then it could be upscaled to 4k 60. Because I dont think the game is going to be 1440p 30 fps on base. Its most likely going to be 4K 30 fps. Because your point assumes the base game is going to be 1440p 30 fps, unless I'm missing something. Genuinely asking.
Thankfully on the PS5 pro there's hw acceleration for this on shared unified memory so lower latency. I think the pro version of GTA 6 will either be a 4K 30 fps RT or 4K 60 without RT.
ah yes, I just misunderstood your statement.What? PS5 is running between 720p and 1216p reconstructed with fsr2 to 1440p, PS5 pro is using pssr from 960p to 1440p.
You're sure they dont have a mode thats 4K 30 using baked lighting instead of Real Time RT and the game is going to be only 1440p 30 fps on base?The trailer is 1440p 30fps with RTGI and partial RT Reflections. They can't do 4k 30 fps with RT GI and partial RT Reflections on PS5 or XSX. If the final version is the same this is very good and much better than most game.
The upscaling algorithm itself has a performance cost, which varies between algorithms and the hardware they run on.
So if GTA 6 for example has a 4K 30 fps and 1440p 60 fps mode on base PS5 we could see a 4K 60 fps mode on the pro model right?
Thankfully on the PS5 pro there's hw acceleration for this on shared unified memory so lower latency.
You're right, I was quite sleepy when I replied, thanks for the correction.Both DLSS and XeSS are hardware accelerated too but there is still a cost associated with their use.
And I'm not sure what unified memory has to do with it. Upscaling is purely a GPU operation. It's not like there's any dependency on cross PCIe communication for it. In fact if anything the unified memory is a disadvantage here since it means less bandwidth available to the GPU due to memory contention.
You could make the argument that DLSS performance has less motion artifacts but better image quality? Yea not at
This is clearly subjective and there's no argument here except back and forth yeah but nah but yeah. Self moderate on this, please.I disagree. If upscaling to 4k, DLSS performance can often look good.
We can also blame the proliferation of TAA for that.
It's an interesting conundrum, just like many of the RTX 40 cards having the same or even less VRAM than their predecessors despite some of the RTX 40 series' best selling points - even more RT, DLSS 3, and non-gaming AI workloads - increasing VRAM requirements.something that puzzles me about the PS5 Pro and its only apparent flaw is that they didn't increase the amount of RAM (16GB) compared to base PS5.
How are they going to fit more complex RT effects and higher resolutions when the system RAM is the same? I expect bottlenecks and fps drops.
Developers will also get more access to overall system memory. Games can use an additional 1.2GB of system memory on the PS5 Pro, so that’s 13.7GB overall compared to the 12.5GB allocated to games on the base PS5.
DF reported month ago that ps5pro has 13.7gb of ram available for games vs 12.5 on ps5something that puzzles me about the PS5 Pro and its only apparent flaw is that they didn't increase the amount of RAM (16GB) compared to base PS5.
How are they going to fit more complex RT effects and higher resolutions when the system RAM is the same? I expect bottlenecks and fps drops.