I'm not sure how much simpler this can be. Tiny DLSS is limited so that it can run on only ~27 TOPS of INT8 compute, especially in 60 fps games. That's why its image quality is worse. Something had got to give. PSSR's issues on PS5 Pro are not because the hardware is weak, the Pro has over 300 TOPS.
I get what you're saying but this way of looking at it is flawed because the limit is set only by the frametime cost and a console fps target. Not a "physical" hard cutoff for hardware TOPS that makes it "physically possible" or not.
A laptop 3050 is also only 57 TOPS yet it runs the same path tracing and DLSS models as a 3352 TOPS 5090. Just not well, right? Same is true with Switch it was designed to run DLSS but the difference is that while you may put your 3050 on ray/path tracing and a given res and hit 20fps the Switch version has to hit a standardised performance target framerate so a specific version exists for it for those targets alone not because somewhere between 27 and 57 it becomes "physically impossible" to do otherwise. The switch 2 is physically capable of it and how much of that 57 TOPS is taken by pathtracing absent on switch too yet it runs standard DLSS like the 3050. The difference lies in the fact that you can't release a console game hitting 10fps and call it a day so it has bespoke low frametime cost DLSS
simply to hit fps targets for given hardware. Its actually an added effort over 3050 laptop DLSS support. Why would this idea not apply to PS5 Pro and PSSR to make something bespoke and lightweight requiring as little silicon as possible for PS?
On PS5 Pro the use of PSSR is the same tradeoff just at a higher res/settings/raytracing which uses its hardware as best it can at the time. So when they created PSSR they still tried to create "tiny" DLSS much like switch 2. As tiny a frametime cost as they can while trying to maintain raytracing and 60fps or 120hz modes in games, hoping to boost IQ to near 30fps quality resolution with minimal frametime cost. PSSR is also "limited" from the beginning by the same constraints and they try to use the full capability of the hardware.
The noise/artifacts people sometimes see are just early-model or training issues, not hardware limits.
I agree some early model artifacts absolutely can be improved with minimal performance cost and those advancements in quality/efficiency naturally come as time goes by but
I was debating the idea that one hardware has unused headroom while another does not based on their absolute theoretical TOPS. This is simply wrong to me. They both have bespoke upscalers based on their framerate/settings targets and naturally higher fps/res/raytracing/settings require more computing power but this hardware is based on the framerate targets and settings and not so much vice versa especially for Pro. They dont really have unused headroom in TOPS, it's simply because those initial performance targets required that hardware.
DLSS just worked backwards, it was developed before for other hardware then it targeted weaker hardware with bespoke DLSS for their perf targets, whereas PSSR was developed for PS5 Pro from the beginning still taking that given hardware and 60fps framerate/higher settings targets into account. The PS5 Pro has the disadvantage that it is tied and always compared to PS5/XSX so anything lower in framerate or settings or much higher in price is considered a failure of the system too, so they have to keep PSSR frametime cost very low with a high res hence why it has a given TOPS not because of some "maximum model size" that they're not hitting yet and leaving TOPS on the table or something. It's all about frametime targets for a given res/settings and the methods and efficiency will improve on both.
Had standard DLSS not existed outside of Switch 2 I doubt standard CNN DLSS would have even came to it at launch to be honest. They would have concentrated on the bespoke tiny DLSS/"NSS" even with those 33ms frametimes just as Sony seem to have only concentrated on one PSSR version performance target for now.
They will release PSSR2 and will no doubt improve things but the performance cost is unknown. It may even be more costly in terms of frametime cost. That would really prove the idea that there is unused hardware headroom wrong. I hope it is in fact more efficient in addition to quality improvements though. We might get several profiles for use. Assasins Creed Shadows PSSR turned out well when they worked with PS. So maybe they push specifc ones for different engines/games based on feedback from devs and we might even get a tiny PSSR for 120hz modes or something. We know very little about it for now.
Sorry I've ranted for so long.