Digital Foundry - Upscaling Face-Off: PS5 Pro PSSR vs PC DLSS/FSR 3.1 in Ratchet and Clank Rift Apart

Gaiff

SBI’s Resident Gaslighter
What? Which one? The lack of handling small particles? Or the colour inaccuracies in the entire image? but can be easiest seen at this extreme where the sky is definitely supposed to be blue, the top left bracket at the side is supposed to have another charcoal pixel to complete the shape, and the post metal panel next to it is supposed to be dynamically lit and shaded like the PSSR version.
The color accuracy. It's very obvious and I never heard of DLSS incorrectly resolving colors.
 

Fabieter

Member
So its mostly retains the graphics from the base ps5 with higher framerates. It's seems like good hardware but I still think it's too expensive for a console. The reason why everything is more expensive on consoles was because console makers didn't used to make money off hardware in a big way.
 

Vick

Member
Gaiff Gaiff

Nevermind was on the phone, I do notice the gamut differences.
I would have attributed it to a slight red/magenta push in white balance on PSSR, but it appears the opposite happens on vegetation so it can't be. Interesting.

Edit:

Just went on my panel to be sure, there is indeed a slight magenta push on the left (including vegetation). And a little bit of additional vibrancy. I could think of some explanations for the slight "dull", "desaturated" look on the right, but "DLSS incorrectly resolves colors" isn't really one of them imo.
 
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Radical_3d

Member
I would not be opposed to Sony sharing what they have learned with PSSR with AMD. Or maybe licensing out the tech even (assuming Sony owns it entirely). Nvidia needs viable competition.
I just don’t need frame generation. I’m not a hyper caffeinated kid playing Counter Strike at 140fps while he screams racial slurs. Or whatever kids today do. I just need to look pretty until we invent the GPUs that can keep up with the times and give native resolution.
 

PaintTinJr

Member
The color accuracy. It's very obvious and I never heard of DLSS incorrectly resolving colors.
It is inferring surfaces and giving them block colours of neighbouring pixels. You should be able to see it quite easy in the full pictures with the bright colours (orange, red, greens and blues) where they are at least one shade off. The sky seems like a more extreme case where it is at least 5 shades off
 
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vkbest

Member
Does pssr have the ability improve from software updates on ps5 pro or is it locked to hardware and can’t ?
PS5 Pro as Nvidia cards have neural units made for accelerating the running of a trained model. So yes, the model can be improved.
 
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Killer8

Member
The small amount of fizzling on the entire image for PSSR (*when zoomed in dramatically) is odd, but i'm wondering if that could even be intentional. Having experimented with RTX video enhancement on my PC in Media Player Classic BE, it's actually desirable to add a tiny amount of grain to the image after upscaling to remove the artificial look that AI upscaling can create. A small amount of grain can also increase the perception of sharpness. Perhaps the Sony engineers thought the same. Nvidia themselves adds post-sharpening to its DLSS image by default (which Alex had to disable in his video), so its obvious both companies think the image needs additional tweaking after the AI upscale pass.
 

Bojji

Member
So basically just ps4 games?

PS4 games will remain PS4 games (with all limitations).

PS5 games with locked framerates and fixed resolutions will be the same

PS5 games with dynamic resolutions will get boost, same is true for unstable framerates.

At least that is current knowledge about PS5 Pro.
 

Gaiff

SBI’s Resident Gaslighter
It is inferring surfaces and giving them block colours of neighbouring pixels. You should be able to see it quite easy in the full pictures with the bright colours (orange, red, greens and blues) where they are at least one shade off. The sky seems like a more extreme case where it is at least 5 shades off
Yeah, the sky is grey in this shot of DLSS. There are other direct comparisons and this doesn't seem to be happening.

Here it looks fine.

2p6EKvA.png
 

Kangx

Member from Brazile
New TLOU Part II PSSR footage:



Anthony Anderson Abc GIF by HULU


So goddamn good.


Not sure what I'm supposed to see in terms of color accuracy? Everything looks bordeline identical to me minus the sky, due to dynamic clouds, and some leaves, probably also dynamic.


There's much more full screen footage in it!

damn, this is what I am talking about. The theater scence with Ellie look extremely sharp. Give me these pin sharp 4k image unlike ratchet here.

Edit: so the post processing is a match for fidelity mode.
 
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Bojji

Member
damn, this is what I am talking about. The theater scence with Ellie look extremely sharp. Give me these pin sharp 4k image unlike ratchet here.

Over sharpening creates artifacts, I think it looks better without it.

Of course the best thing would be sharpening slider but developers don't like giving players options...
 

Kenpachii

Member
Hope for our console brothers that shimmering is a thing of the past with pssr. That's the biggest plus point for me about DLSS besides performance gain.
 

HeWhoWalks

Gold Member
damn, this is what I am talking about. The theater scence with Ellie look extremely sharp. Give me these pin sharp 4k image unlike ratchet here.
I mean, Ratchet is already a stupendous looking game. As much as I love Last of Us Part II, it is still just a crisper PS4 game, whereas Ratchet was an exclusive PS5 title where it's uptick won't be as pronounced.
 

Vick

Member
It is inferring surfaces and giving them block colours of neighbouring pixels. You should be able to see it quite easy in the full pictures with the bright colours (orange, red, greens and blues) where they are at least one shade off. The sky seems like a more extreme case where it is at least 5 shades off
Wouldn't sky be entirely caused by the fact it's completely covered by clouds on DLSS image?

Yeah, the sky is grey in this shot of DLSS.
As above, sky difference is entirely due to the fact it's a cloud we're looking at.

There are indeed other subtle differences however, I'm being completely clueless here but it's the kind I personally associate with the color "enhancements" we usually get from Sony electronics, magenta push being kind of a giveway.
 

Gaiff

SBI’s Resident Gaslighter
Wouldn't sky be entirely caused by the fact it's completely covered by clouds on DLSS image?
I don't think so. Even between the clouds, you can see the sky is more like a grey tint. Not 100% sure what's going on, to be honest. I could probably try with DLSS on and off later today.
 

Kangx

Member from Brazile
Over sharpening creates artifacts, I think it looks better without it.

Of course the best thing would be sharpening slider but developers don't like giving players options...
It is not an issue for console gamers. The sharper the image is the better because most sit further away. so yea, I would definitely prefer this over ratchet implementation.
 

Vick

Member
damn, this is what I am talking about. The theater scence with Ellie look extremely sharp. Give me these pin sharp 4k image unlike ratchet here.

Edit: so the post processing is a match for fidelity mode.
This footage on my panel looks absolutely immaculate. Like, the very definition of it.

Tridimensional and completely carved in stone. Once full screen, absolutely zero artifacts, just pristine stuff you can literally touch.
I do have every possible kind of processing, including obviously sharpening, entirely off on my video chain though.

If every videogame looked like this in terms of IQ I would never complain about "image quality" for the rest of my life.

I don't think so. Even between the clouds, you can see the sky is more like a grey tint. Not 100% sure what's going on, to be honest. I could probably try with DLSS on and off later today.
Kind of a moving, atmospheric mist layer?
Would be the only explanation imo as this doesn't happen elsewhere.

That footage is pristine!
It is!

200.gif
 

Fabieter

Member
PS4 games will remain PS4 games (with all limitations).

PS5 games with locked framerates and fixed resolutions will be the same

PS5 games with dynamic resolutions will get boost, same is true for unstable framerates.

At least that is current knowledge about PS5 Pro.

Big oof if they don't do more than that.
 

PaintTinJr

Member
Wouldn't sky be entirely caused by the fact it's completely covered by clouds on DLSS image?
I looked at in imaging software and adjusted the channels and it does seem to alter from impossibly faint blue to distinguishable blue. So I don't think it is, I think DLSS was supposed to do what PSSR does and instead incorrectly took the neighbour pixels shade.
 
Very impressive for PSSR. Though obviously the artifacts and issues stand out more in motion.. but it's incredibly close. Nothing you're ever going to be able to point out from normal gaming distances. At least not in this game specifically.
 
Very impressive for PSSR. Though obviously the artifacts and issues stand out more in motion.. but it's incredibly close. Nothing you're ever going to be able to point out from normal gaming distances. At least not in this game specifically.
Yeah, the increased viewing distance on consoles vs. PC will reduce the perception of artifacting a lot.
 

PaintTinJr

Member
Yeah, the sky is grey in this shot of DLSS. There are other direct comparisons and this doesn't seem to be happening.

Here it looks fine.

2p6EKvA.png
lJZQAo6.jpeg
yL4SGF2.jpeg

Can you see the colour tone differences(orange and blue water under the pipe are the obvious ones) in these closeups from your own posted screengrab? and that's even with an extra half a million more pixels for DLSS3.7 to work with than the last shot analysed at 1584p
 

Bojji

Member
lJZQAo6.jpeg
yL4SGF2.jpeg

Can you see the colour tone differences(orange and blue water under the pipe are the obvious ones) in these closeups from your own posted screengrab? and that's even with an extra half a million more pixels for DLSS3.7 to work with than the last shot analysed at 1584p

You are looking for something that isn't there...
 

Bojji

Member
Look at the tail and tell me you can't see the difference.

You mean fur? It resolves differently with both techniques and this was known for quite some time now.

I don't see differences in color, or even if there are some no one cares. Other than that you should compare both DLSS and PSSR to PS5 version using Insomniac upscaling to determine the right values.
 

Radical_3d

Member
Images combined with the differences highlighted.

Untitled-Diff-1.png
I love synth wave as well, but the main differences are shown in video, not static images. PSSR has less stability and a softer look than DLSS, but on the flip side resolves better the aliasing. Specially in high contrast areas. That almost tie alone is a great feat for the new upscaler, but compared to FSR is from another planet.
 

PaintTinJr

Member
You mean fur? It resolves differently with both techniques and this was known for quite some time now.

I don't see differences in color, or even if there are some no one cares. Other than that you should compare both DLSS and PSSR to PS5 version using Insomniac upscaling to determine the right values.
It isn't a resolve, it is an inference against a 16K or 8K trained models, and PSSR shows greater colour range from greater lighting range.

It is the reason why the tail colour on PSSR in the foreground has greater contrast, and is the reason why the Sky and bracket/plating on the post in the background on the first image had better contrast and greater range of shades.

That is a DLSS comparison issue because it is producing flatter inferenced lighting results in the foreground and the background in the two sample shots I looked at.
 
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