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

It can be even seen in gif form:

ezgif-2-2340aa9a11.gif




When it comes to image quality it does, difference is in performance.
Your giff conversion has anti aliased the part that is most offending, slow the rate to 1/8 and lets see if the giff preserves the noise.
 
It can be even seen in gif form:

ezgif-2-2340aa9a11.gif
Yeah, that makes it super obvious. Surprisingly not just the grate either, but almost the entire image has some instability. Even the RT reflections have that wonky issue. It's probably something that can be fixed in future.

Edit: URL dead or just on my side?
 
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Aliasing is fine as long as it is not temporal, DLSS has evolved a lot at minimizing temporal aliasing while preserving sharpness, if those saw tooth edges do not crawl too much when moving the camera it is better than blurring them.
 
You can clearly see what it shows in 4k video, gif is only to demonstrate it in forum environment.
The video is a stacked comparison for the PC and I only caught it because of your gif, the frame-rate on the PC is off the scale and being downsampled as a massive cheat for comparing stability,
 
Oh that's bullshit and you know it.
No it isn't, the light pulsing on the Pro up and down cover 2 or more times the distance on the PC in the same time, even though it is very faint so I only locked in on it for the PC given how it stood out on the Pro, and went to compare thinking it was noise.
 
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Yeah, that makes it super obvious. Surprisingly not just the grate either, but almost the entire image has some instability. Even the RT reflections have that wonky issue. It's probably something that can be fixed in future.

Edit: URL dead or just on my side?

different upload:

WgjqvE0.gif


The video is a stacked comparison for the PC and I only caught it because of your gif, the frame-rate on the PC is off the scale and being downsampled as a massive cheat for comparing stability,

What?

 
different upload:

WgjqvE0.gif
This, and we can still see the fizzling even with this lower quality side-by-side. I do like the smoother lines of PSSR, but the instability is much more distracting.

Will be my last comment in this thread. Not a very productive use of my time lol.
 
Looks pretty awesome for a 1st gen tech. Next step is implementing it system wide so devs can choose to toggle it easily for every game on the store.
 
different upload:

WgjqvE0.gif




What?


In your own changed gif you can see the robot does an extra second or two's worth of animation to turn its head and open its mouth. If frame-rate was locked at 60fps they'd be in sync perfectly but the Pro is way behind in the animation by the end.
 
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In your own changed gif you can see the robot does an extra second or two's worth of animation to turn its head and open its mouth. If frame-rate was locked at 60fps they'd be in sync perfectly but the Pro is way behind in the animation,

I recorded (in 4k) video that was 4k, then made gif from it. You can see source video in my previous post. Animation differences are from how Alex captured it.

You can see how unstable image is on PSSR side in my video, on gif and in original DF video. Don't make fool of yourself.
 
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I recorded (in 4k) video that was 4k, then made gif from it. You can see source video in my previous post. Animation differences are from how Alex captured it.

You can see how unstable image is on PSSR side in my video, on gif and in original DF video. Don't make fool of yourself.
I wasn;t accusing you.

I know the animation differences are DF, and that is where the comparison is stacked. And then lets see he's randomly chosen another resolution just for that shot that will again alter aliasing and instability for the PC, possibly in an advantageous way just for that shot,
 
In your own changed gif you can see the robot does an extra second or two's worth of animation to turn its head and open its mouth. If frame-rate was locked at 60fps they'd be in sync perfectly but the Pro is way behind in the animation by the end.
Mate, he literally just captured a few seconds of the video and then converted the clip into a gif. He didn't change anything. How can we have a serious discussion when you're always out there being more paranoid than Bin Laden?
I wasn;t accusing you.

I know the animation differences are DF, and that is where the comparison is stacked. And then lets see he's randomly chosen another resolution just for that shot that will again alter aliasing and instability for the PC, possibly in an advantageous way just for that shot,

oh boy dunk GIF


Here we go again. Evil DF trying to make Sony look bad. Anyway, I'm out. You guys have fun.
 
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I wasn;t accusing you.

I know the animation differences are DF, and that is where the comparison is stacked. And then lets see he's randomly chosen another resolution just for that shot that will again alter aliasing and instability for the PC, possibly in an advantageous way just for that shot,

He said he was pixel counting PS5 Pro side in every spot (dynamic res) and adjusting internal res of DLSS to match it. I have no reason not to believe him.
 
Blurred vs aliased. Pick one.
I am guessing the ps5 has lower value sharpness compare to even the pc version at zero. Look at the box at 12:10, the pro almost eliminate most the aliasing but appear to look softer. If you take look from left to right, it seem obvious the setting go from lower to high.

Edit: also, if you look at the lower box for DLSS sharpness = 0, it seems to exibit a bit of artifacts where it is pretty clean on the pro.
 
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In your own changed gif you can see the robot does an extra second or two's worth of animation to turn its head and open its mouth. If frame-rate was locked at 60fps they'd be in sync perfectly but the Pro is way behind in the animation by the end.
So Alex didn't sync the video perfectly, to demonstrate an effect that had nothing to do with the animation of Ratchet.
 
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All this oh'ing and ah'ing over pssr in Ratchet while im over here thinking why do i want to play Performance mode again?

This should be Fidelity mode ...the ps5 pro will be a failure unless Sony starts making Fidelity Pro modes ...wtf guys the Pro should be plenty powerful for this by just dropping the native resolution and adding pssr ....i really don't understand you guys accepting a lack of Fidelity modes in Sony exclusives ....
 
Normal people: I am glad everyone is enjoying good games!
Gaf sony deranged fanboys: the 400x zoomed in pixels that no one will notice in normal gameplay is better than PC!!!!1 PC SUCKS!!!!

Common Sense Monkey GIF by Travis
 
He said he was pixel counting PS5 Pro side in every spot (dynamic res) and adjusting internal res of DLSS to match it. I have no reason not to believe him.
So what is the explanation of the animations not synching? And are you saying that you can fairly compare temporal instability if using 2 or 4 times the number of animation frames on PC for the same animation length on Pro or not?
 
Except you can use much higher settings on PC:

3__Pro.jpg
KpnjXxe.jpeg


Alex had to limit PC version to PS5 performance mode for fair comparison.
Because doesn't makes sense to compare a Pro with a 4.000$ monster that Alex rocks. You have the same bad habit as Batalla of talking about PC as it where a system.
"Except you can use much higher settings on PC". On what PC? I have a PC. Can my 1060 manage that much detail? If I update to a 4060 can I? Will it run at 60 with a 4070? Can a 7600 manage RT as well? PC is not a system. It's a platform and it doesn't makes sense talk about it as an absolute and much less as the better case scenario of 1% of 4090 owners.
 
So Alex didn't sync the video perfectly, to demonstrate an effect that had nothing to do with the animation of Ratchet.
No there is at least twice the time of animation on the PC condensed into the same duration as the Pro animation - is what I saying appears in that clip.
 
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So what is the explanation of the animations not synching? And are you saying that you can fairly compare temporal instability if using 2 or 4 times the number of animation frames on PC for the same animation length on Pro or not?

Focus is on the floor, not Ratchet idle animation...

Because doesn't makes sense to compare a Pro with a 4.000$ monster that Alex rocks. You have the same bad habit as Batalla of talking about PC as it where a system.
"Except you can use much higher settings on PC". On what PC? I have a PC. Can my 1060 manage that much detail? If I update to a 4060 can I? Will it run at 60 with a 4070? Can a 7600 manage RT as well? PC is not a system. It's a platform and it doesn't makes sense talk about it as an absolute and much less as the better case scenario of 1% of 4090 owners.

I don't even understand this post.

I captured this image on my 4070ti super, I could have done it on 4070 I had in 2023 as well or any other modern GPU. While you can't see high quality RT on Pro because insomniac don't give a fuck and use performance mode.
 
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Focus is on the floor, not Ratchet idle animation...
But the instability of the aliasing on the DLSS image is in-effect being fast-forwarded and the 60fps downsampling is blending away the instability that will be present because of the stair step aliasing in the stills of the DLSS footage.
 
But the instability of the aliasing on the DLSS image is in-effect being fast-forwarded and the 60fps downsampling is blending away the instability that will be present because of the stair step aliasing in the stills of the DLSS footage.

Camera is literally in fixed position - there should be zero instability on Pro side.
 
Camera is literally in fixed position - there should be zero instability on Pro side.
Forget the noise in the pro image, lets talk about why this isn't a comparison lock at 60fps on the PC and the animation isn't in-synch and appears twice as fast, making the comparison of temporal instability illegitimate.
 
Bruce Harwood Happy Cry GIF


Give it to me, now!

FF Rebirth screenshots are absolutely hysterical though. Looks good on Pro, but the original is just beyond laughable.


Damn, we definitely needed as many reasonable people as possible here..
Interesting. So the pro is not really taking the performance with PSSR, but most likely the fidelity mode. More grass and post processing from fidelity mode all confirm from this video is in the pro mode.
 
Camera is literally in fixed position - there should be zero instability on Pro side.
The temporal shimmering on fine details is one of the most bothersome elements of TAA and FSR, even DLSS isn't perfect. I hope they clean it up because it's one of the most distracting elements of games now. In 4K minor aliasing artifacts aren't that disturbing when actually playing games, but pixel crawl and fine elements flickering like cables and fencing+ghosting can be really distracting. That said the PSSR seems much, MUCH better at it than FSR.
 
No there is at least twice the time of animation on the PC condensed into the same duration as the Pro animation.
If you take a 120 FPS animation and throw away half the frames to display in a 60 FPS video, how is the 60 FPS animation any different from one that "natively" rendered at 60 FPS?
 
Btw I noticed something interesting and I don't have the game in front of me to check the base game, but it looks like DLSS loses image information in exchange for temporal stability. Look how the color in the orange stripe is shifting in PSSR whereas you can barely see it in the DLSS version. I'm surprised DF didn't say anything about this.
umvMsLK.jpeg
 
Don't read the comments in the new DF Last of Us 2 video people are having a complete meltdown...I still can't get over how crisp and clean it looks even on YouTube. I can't wait for titles to be built from the ground up with PSSR in mind. I like how Oliver took a step back and relayed how good it looks when it's not under a microscope lol yeah no shit we're not going to be playing games at 4x zoom it would be cool if they could acknowledge that going forward because it seems that point gets lost.
 
If you take a 120 FPS animation and throw away half the frames to display in a 60 FPS video, how is the 60 FPS animation any different from one that "natively" rendered at 60 FPS?
I think (guessing) his argument is that at higher framerates the differences between each frame will be smaller and therefore the temporal accumulation will have less errors and end up being more stable. I don't know if that's accurate or not.
 
Forget the noise in the pro image, lets talk about why this isn't a comparison lock at 60fps on the PC and the animation isn't in-synch and appears twice as fast, making the comparison of temporal instability illegitimate.

Looks like I have too much time today...

I have made this video for you, 60fps locked:



Zoomed in version:



This is using 4k with DLSS Quality so lower resolution compared to Alex video. One object is blinking (shadows on high?), other than that floor is stable.
 
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Looks like I have too much time today...

I have made this video for you, 60fps locked:



Zoomed in version:



This is using 4k with DLSS Quality so lower resolution compared to Alex video. One object is blinking (shadows on high?), other than that floor is stable.

You can really see the loss of image information in motion on the orange stripes in that clip. I bet the next step in these upscalers is to have heuristics that apply different machine learning algorithms to different parts of the image, or maybe multiple passes, to result in actually better-than-native image quality
 
I think (guessing) his argument is that at higher framerates the differences between each frame will be smaller and therefore the temporal accumulation will have less errors and end up being more stable. I don't know if that's accurate or not.
That's perfectly true, but my question was about the animation. His argument is that because the animation is different, Alex must have run at a different frame rate. Where as, as I see it, if Alex had downsampled from 120 FPS footage, we would expect the animation to be the same, but the image quality to be cleaner due to DLSS having more samples to work with.

To simply assume that Alex was running at a higher frame rate due to DLSS being more stable is just question begging. We start with evidence, not assumption.
 
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6A.webp




PSSRvs-DLSS-C.gif







image.gif




The most impressive aspect of PSSR is in its ability to remove specular aliasing, giving it almost a prerendered CG look








PSSRvs-DLSS-A.gif



It shows in the latest Ratchet video all around
I know I said this in another thread, but thanks for making these comparisons. Seeing them like this is so much more informative than just side-by-side.
 
You can really see the loss of image information in motion on the orange stripes in that clip. I bet the next step in these upscalers is to have heuristics that apply different machine learning algorithms to different parts of the image, or maybe multiple passes, to result in actually better-than-native image quality

In game i can clearly see those moving stripes from point I had made video. Closer they look like this:



Crazy, sounds like there is a lot of graphic potential being left on the table.

Maybe you are right but maybe (far) more ai power wouldn't make the difference for type of calculations dlss is doing. At this point only difference is speed of rendering.
 
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In game i can clearly see those moving stripes from point I had made video. Closer they look like this:


It's probably an artifact of it being at an angle and DLSS being confused about whether it's noise or not. Still an interesting thing to see that there's still cracks in these AI upscalers where you can see it's not choosing the correct thing to do. With the push towards AI framegen I wonder if they'll try to predict user input next.
 
We really have too see in actual run of ps5 pro to make comparison. But pssr ml in this early stage is already evolving, learning and new updates upcoming. we have to wait for more improvement. think ps5 pro of it deliver will gaming development even on the base ps5 because developers will now have higher target mark. Ps5 pro for me might even help us delay early adoption of ps6 possibly coming out 3 to 4 years from now.
 
I see more and more clear that in the end PS5pro, if it will be equivalent to an average PC with a 4070 super for 799€. Being mounted on a small tower, silent, basic use and without the problems of the PC, I see it as a better and better purchase.
 
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