Cyborg
Member
And only one of these is just release with its first ever implementation. Give it time and chance, new version is coming in 2026.Hierarchy of ML upscalers looks like this now:
DLSS4>FSR4>DLSS3>XeSS>PSSR
And only one of these is just release with its first ever implementation. Give it time and chance, new version is coming in 2026.Hierarchy of ML upscalers looks like this now:
DLSS4>FSR4>DLSS3>XeSS>PSSR
And only one of these is just release with its first ever implementation. Give it time and chance, new version is coming in 2026.
Exactly why are people bringing up DLSS in a thread about a PS5 Pro specific game?
FSR4 is not coming out of a vacuum, it can be compared to a PSSR v2 on newer even less constrained HW. I think we are being a bit unfair to PSSR here…FSR4 is good since day one.
Pssr already got updates (Jedi survivor) and it will improve for sure.
So they did atate for certain PSSR is coming? I was going by the part of the devs statement that was posted here so don't jump on me for saying it was not confirmed by the dev. Here are my impressions of AC Shadows: first off didn't waste my time trying to play this at 1080/60 because that is way too blurry, but based off of Quality mode the game looks phenomenal (rtgi is the shit and this is the best game on console to show it off) with the caveat that even at 30 fps it's rather soft looking. No way to turn off chromatic aberration on consoles is bullshit (especially after AC Mirage patched in the option after many people complained) so between that, the TAA, and fog the game can look a bit blurry. If they do get PSSR working without any issues than holy hell this game will be so gorgeous.
FSR4 is not coming out in a vacuum, it can be compared to a PSSR v2 on newer even less constrained HW. I think we are being a bit unfair to PSSR here…
Yes, they decided to put 4 next to FSR for no reason whatsoever.FSR4 is good since day one.
Pssr already got updates (Jedi survivor) and it will improve for sure.
Yes, they decided to put 4 next to FSR for no reason whatsoever.
They also decided to put 2 next to DLSS despite 1 being a spatial upscaler and 2 being a temporal one.Yes, they decided to put 4 next to FSR for no reason whatsoever.
We are making PSSR or more like the use of it by devs a bit more of an issue than it actually is.We heaven't seen incomplete/full of issues versions of FSR4, of course it wasn't what it is now few months ago.
But it's not unfair to expect things working ok on day one, this should be the norm...
FSR4 has nothing in common with previous versions.
FSR1 - spatial upscaler
FSR2/3 (it's the same thing) - raster reconstruction (similar to TSR or insomniac solution)
FSR 4 - ML reconstruction.
FSR4 is something completely new for AMD, naming is irrelevant.
Yes but they replaced those and improved them due to problems/missing features in earlier iterations while improving the same underlying thing too which is upscaling. It would be akin to Sony adding framegen and calling it PSSR2 then somebody saying PSSR has never had artifacts. The aim is to create a good upscaler. That hasn't changed and FSR4 isn't the first iteration or attempt. "Nothing in common" is a stretch.They also decided to put 2 next to DLSS despite 1 being a spatial upscaler and 2 being a temporal one.
Sure, but the techniques are so different that they’re similar mostly in names, not applications. If we’re gonna do that, we may as well say that checkerboard rendering was really PSSR1.Yes but they replaced those and improved them due to problems/missing features in earlier iterations while improving the same underlying thing too which is upscaling. It would be akin to Sony adding framegen and calling it PSSR2 then somebody saying PSSR has never had artifacts. The aim is to create a good upscaler. That hasn't changed and FSR4 isn't the first iteration or attempt. "Nothing in common" is a stretch.
I don't think anyone has tried to maintain image quality with 4K upscaling from 800-900p in FSR4 yet. (Shadows and RT are at even lower resolution on console.)We heaven't seen incomplete/full of issues versions of FSR4, of course it wasn't what it is now few months ago.
But it's not unfair to expect things working ok on day one, this should be the norm...
The techniques might differ but its goal is exactly the same. Nothing in common is just a lie. Saying FSR4 "is good since day 1" as if to say PSSR is bad but ignoring that it is the latest release of an upscaler, newer than both DLSS and PSSR, is like suggesting others were a poor attempt just because things have been improving over time. I'm sure FSR4 also has some not discussed issues upscaling from lower res that might be addressed in FSR5. DLSS likewise, it had plenty of artifacts that have been improved from iteration to iteration. This thread is about the exact same happening to PSSR.Sure, but the techniques are do different that they’re similar mostly in names, not applications. If we’re gonna do that, we may as well say that checkerboard rendering was really PSSR1.
I also recall a few claiming that PSSR would beat DLSS because of Sony’s experience in image processing. Then it turns out it doesn’t and all of a sudden, it’s great for a first attempt.
Regardless, this discussion between PSSR and DLSS is kind of irrelevant. They’re not even competing solutions. There isn’t one game on the market that allows you to choose one or the other, so the debate is moot.
Unfortunately we can't categorically say if the base PS5 TAA and Pro TAA take the same time given the additional width, it is quite conceivable that the TAA scales by the 60 CUs to run faster, meaning the 1.6ms for TAA might become 1.6x 36/60 ~= 0.96, meaning the PSSR was actually 1.1 - 1.2ms of the 2.1ms.Wouldn't the cost be the frame time difference though vs TAA? So ~0.4ms. I don't think the frametime cost is that much of a concern if you were already applying some kind of AA.
Yeah and by that time PS6 will have released lolIt is clear that PS5 Pro will improve over time, just as FSR and DLSS have improved, increasing the gap with the base consoles.
Not yet, coming in patch updatebut they are not using PSSR?
That makes sense. So I guess 1ms cost on a pro is a pretty good ballpark then.Unfortunately we can't categorically say if the base PS5 TAA and Pro TAA take the same time given the additional width, it is quite conceivable that the TAA scales by the 60 CUs to run faster, meaning the 1.6ms for TAA might become 1.6x 36/60 ~= 0.96, meaning the PSSR was actually 1.1 - 1.2ms of the 2.1ms.
And only one of these is just release with its first ever implementation. Give it time and chance, new version is coming in 2026.
Yeah and by that time PS6 will have released lol
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I also recall a few claiming that PSSR would beat DLSS because of Sony’s experience in image processing. Then it turns out it doesn’t and all of a sudden, it’s great for a first attempt.
You should put up comparison images from a game to show what you mean, because it sounds like something else is wrong with your setup if TAA isn't improving image quality for you.TAA is trash, and has always been trash. I disable it on PC, destroys textures. I'd rather run no AA
Is Ubisoft on waiting game if the game will be a success before they decide to add the ps5 pro patch? Or whatever happen, the ps5 pro patched will be added?Not yet, coming in patch update
The patch was submitted for certification before the launch of Shadows. So there is no waiting on the game's success. It's coming very soon.Is Ubisoft on waiting game if the game will be a success before they decide to add the ps5 pro patch? Or whatever happen, the ps5 pro patched will be added?
.50ms difference between them (max), that's not too bad.It’s in the video.
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They aren't guessing. Tom says "it seems" because the cost varies between 2ms to 2.21ms. This checks out with the leaked documents that says PSSR costs around ~2ms as well.
Hoping we get the PSSR patch for AC Shadows tomorrow. I read somewhere that the patch is already in the PS Database just not live yet. Hoping it's not a hotfix and it's actually the PSSR update Ubi mentioned.
Why you need to label people as PC gamers, or console gamers. Are you into platform wars?This is a thread about consoles. *$349-$699 consoles
As high-end PC users who find the 2880p FSR ugly and unplayable, aren't you and Boji in the minority here?
I think the following three are the ones to compare:
XSS (540p- FSR) vs. PS5 & XSX (720p- FSR) vs. PS5Pro (900-1440p PSSR)
However, I personally welcome those of you with a wealth of information on high-end PC.
Everyone knows that YT compression blurs the image, especially during motion. However, if the YouTube video shows a comparison on the same frame and I can see more detail on one side (which is how Digital Foundry usually presents their comparisons), then you cannot use this YouTube compression excuse.Shimmering can be judged to some extent in YouTube videos.
However, I don't think we should judge the upscaling quality because YouTube's quality is so bad.
Even when DF uses 2x zoom, it's nowhere near the actual screen of the PS5 Pro.
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DF Youtube vs. PS5 Pro screen shot(Performance Mode) *900p(RT)/60fps PSSR up to 4K
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PS5 Pro:JPEG image without zoom (PNG was too large to post)
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Are you slow? It's a joke to say the improvements will take years to see in games! Just because it's releasing in 2026 doesn't mean devs are going to utilise properly/immediately. I'm talking about future games once it releases.The PS6 is rumored to release in Fall 2027 at the Earliest and most think Fall 2028. A version of FSR4 will be on the PS5 Pro in 2026.
So what are you talking about?
I think this is common knowledge now but the truth is that PSSR at launch was not trained on RT workloads. No coincidence that the games with the most egregious IQ issues were games that featured widespread RT (e.g. Jedi Survivor, Avatar FOP, Dragon Age Veilguard, Star Wars Outlaws). By widespread RT I mean RT that is full screen (e.g. RTAO, RTGI) as opposed to more isolated RT effects like RT reflections and shadows. In addition, the upscaler needs very clean guide buffers as it doesn't handle denoising on it's own and required to some tweaks to function with many existing denoisers (e.g. Call of Duty BO6). RT denoising is also a weak spot (see the noisy RT Reflections in Hogwarts, Alan Wake 2, and SW Outlaws) as there is no DLSS-RR type solution here and many consoles games make this worse with such low ray counts compared to high end PC.From what I have seen, PSSR can offer much better image quality than FSR3.1 in some games, even beating TAA native (Stellar Blade, The Last of Us 1), but there are also games like Avatar or Silent Hill 2 where PSSR offers even worse image quality than FSR3.1. It seems that PSSR looks great in raster games, but it has problems with games that use dynamic GI. Ubisoft said the latest version of PSSR has much better image quality than their own TAA solution, but we will see. As of now PSSR is somewhere between FSR3 and old DLSS 2.0.
They have been working with Sony to fix some technical issues, like we saw in Silent Hill 2. It's a classic case of Sony releasing something without proper support and expecting devs to work it out. Once Ubisoft fix and are happy with the result, they will release.Is Ubisoft on waiting game if the game will be a success before they decide to add the ps5 pro patch? Or whatever happen, the ps5 pro patched will be added?
Exactly why are people bringing up DLSS in a thread about a PS5 Pro specific game?
Speaking of SH2 remake. I love the game, I enjoyed it on my base ps5. But I saw some videos and impressions, that up to now the game hasn't received a substantial ps5 pro upgrade. I don't know if it's something to do with UE5, but Cryengine, Decima and Anvil are pretty impressive on Ps5 pro right now.They have been working with Sony to fix some technical issues, like we saw in Silent Hill 2. It's a classic case of Sony releasing something without proper support and expecting devs to work it out. Once Ubisoft fix and are happy with the result, they will release.
UE5 has issues, yes. Even the PC version suffered some image quality stuff with SH2 (though, like the Pro, it needed an update and got it + the DLSS 4.0 patch). Looks a good deal better.Speaking of SH2 remake. I love the game, I enjoyed it on my base ps5. But I saw some videos and impressions, that up to now the game hasn't received a substantial ps5 pro upgrade. I don't know if it's something to do with UE5, but Cryengine, Decima and Anvil are pretty impressive on Ps5 pro right now.
It's a thread about comparing AI solutions in a game that is also on other platforms with other AI solutions day and date...
I was impress with the visuals on my base ps5 of SH2 remake. I played at quality mode and it was playable and stable even at 30 fps and visuals is very good. I was just disappointed from what I heard, saw, and read about Ps5 pro upgrade on SH2 remake, especially RT noise, frame rate hit, and flickering. You said it is just on the opening scene which is from the car, walking through the forest going to Silent hill, is that correct? Well those scene and levels has so many water effects, mud, light and shadow effects, and moving leaves.UE5 has issues, yes. Even the PC version suffered some image quality stuff with SH2 (though, like the Pro, it needed an update and got it + the DLSS 4.0 patch). Looks a good deal better.
As I am just getting back around to the Pro version after beating the PC version back in October, once you get beyond the opening scene in Quality Mode, it actually looks pretty good.
Are you slow? It's a joke to say the improvements will take years to see in games! Just because it's releasing in 2026 doesn't mean devs are going to utilise properly/immediately. I'm talking about future games once it releases.
Please let me know how it works then.That's not how this works.
Who knows if it's issues is a limitation with the dev's ability or something more, Sony is working with various devs to provide support. I ended up playing SH2 on quality mode on my Pro because the game luckily does not rely heavily on combat and is slower movement. Performance mode's IQ wasn't great and so it was more immersive on Quality.Speaking of SH2 remake. I love the game, I enjoyed it on my base ps5. But I saw some videos and impressions, that up to now the game hasn't received a substantial ps5 pro upgrade. I don't know if it's something to do with UE5, but Cryengine, Decima and Anvil are pretty impressive on Ps5 pro right now.
Please let me know how it works then.
Please let me know how it works then.
Who knows if it's issues is a limitation with the dev's ability or something more, Sony is working with various devs to provide support. I ended up playing SH2 on quality mode on my Pro because the game luckily does not rely heavily on combat and is slower movement. Performance mode's IQ wasn't great and so it was more immersive on Quality.
How can you understand what I'm saying if you don't know the posts that came before my comments? For starters the original OP was talking about FSR4, I was just making an exaggerated joke that by the time we start reaping the benefits the PS6 will be out, meaning years. You know, in saying once released, it will take a while for devs to fully take advantage.They're not going to stop improving PSSR between now and 2026.
When developers release new games they release on the latest or recent SDKs. Those SDKs will include updated versions of PSSR. Issues with implementation are going to be things that will be improved over time as well...
You trying to convince yourself that the PS6 is coming out sooner rather than later just to minimize the need for the PS5 Pro is laughable since everything we've seen indicates a later rather than sooner release of the PS6.
Court documents, the release of the PS5 Pro, the very investments they're putting into PSSR. They have zero incentive to rush the release of the PS6, but even when the PS6 does release, having a trove of PS5 Pro titles to enhance are going to make the PS6 even more impressive. Hopefully more and more games release feature rich with unlocked framerate/vrr modes.
Pretty much all this guy does.I think you've completely mis-comprehended everything and me having to explain/breakdown a joke about waiting for good FSR4 implementation is absurd.
How can you understand what I'm saying if you don't know the posts that came before my comments? For starters the original OP was talking about FSR4, I was just making an exaggerated joke that by the time we start reaping the benefits the PS6 will be out, meaning years. You know, in saying once released, it will take a while for devs to fully take advantage.
You trying to convince yourself that the PS6 is coming out sooner rather than later just to minimize the need for the PS5 Pro is laughable since everything we've seen indicates a later rather than sooner release of the PS6.
What the actual fuck are you on about? Where did I say or elude or even give the impression, I think the PS6 coming out sooner? Of course it's years away, the point of my actual fucking joke! I'm 41 and been gaming like 30+ years, you don't think I know a thing or two about console lifecycles and when it may be released! Why are you making shit up and putting words in my mouth? Are you sure you're even responding to the right person? Seems like you're having a completely different conversation. I don't even know how you can get all that out of my previous very short sentenced comments.. You must be a wizard!
I think you've completely mis-comprehended everything and me having to explain/breakdown a joke about waiting for good FSR4 implementation is absurd.
Pretty much all this guy does.
Unlike you who did so a long time ago.Stop trolling, you're quickly exposing yourself as a low quality poster...