GOKUSSJ2
Member
Really exciting news
I'll watch the video when I'm back from work.
Anyway just started RE9 last night and it looks fantastic in ray raytracing mode on the Pro:
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Really exciting news
I'll watch the video when I'm back from work.
Anyway just started RE9 last night and it looks fantastic in ray raytracing mode on the Pro:
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this is pssr->pssr. It's a software algorithm.Excited to try it but they still require patches for the full experience. The toggle is just to brute force it which can clearly cause problems or they wouldn't have given us the toggle.
I'll be leaving it off and relying on patches.
My main point is that the way (so far) that it's being talked about and advertised, it would make most people think all PS5 games on the Pro can and will take advantage of this new PSSR with this toggle. And that is clearly not true.It's not exactly brute force
Iirc Sony introduced thin middle layer somewhere in PS4 gen so it can inject/replace features, instead of coding to metal that explicitly requires patches to change things. Like PS5/Pro can use it's extra power on non-native games for them or PSSR version can be changed on the fly.
But as games were not formally tested for new features - there is still a chance something go wrong and for this there is a switch and disclaimer.
My main point is that the way (so far) that it's being talked about and advertised, it would make most people think all PS5 games on the Pro can and will take advantage of this new PSSR with this toggle. And that is clearly not true.
Sony in particular seems to have an inability to just be fully transparent about the Pro from the start. Marketing I'm sure but it still stinks.
Any PSSR-enabled game will benefit from this update, VR included.Will this apply to VR titles like GT7?
I'm totally for frame generation from 60 to 120FPS, results are very good on PC.
But from 30 to 60... Nooooo.
But you are right, for some people it sucks until Cerny brings it to PS consoles haha.
I'm assuming that most of us that bought the Pro are the types of nerds that know whether a game is using PSSR, FSR or some other upscaler because we're also the types to inhabit boards like this. Almost nobody that owns a Pro is confused by them saying what they said. If it was using PSSR, it will be using better PSSR. That is it.My main point is that the way (so far) that it's being talked about and advertised, it would make most people think all PS5 games on the Pro can and will take advantage of this new PSSR with this toggle. And that is clearly not true.
Sony in particular seems to have an inability to just be fully transparent about the Pro from the start. Marketing I'm sure but it still stinks.
You say what they are saying is "clearly not true". Based on what?
Yeah this is INT8 FSR4.1
It's just one toggle, bro. Just like their PS4 IQ improvement toggle.Based on what the PS Blog says in text.
...and a little bit based on the semi-empty promise the Pro has been so far. Mark told us that the machine was designed to make the choice between Quality and Performance less of a big decision. Blur the line I believe he said and that is not how it worked out. There are numerous games with worse IQ and we have more options to toggle on and off\decide about than ever.
I know I'm in the minority but I game on console because it's easier. If I wanted to click\compare\toggle 1000 options, I'd get a PC.
I'm assuming that most of us that bought the Pro are the types of nerds that know whether a game is using PSSR, FSR or some other upscaler because we're also the types to inhabit boards like this. Almost nobody that owns a Pro is confused by them saying what they said. If it was using PSSR, it will be using better PSSR. That is it.
My point is that per game optimization will always be the way to get the maximum out of any software feature. The override available here is still a major plus as most games with PSSR and dynamic resolutions or good enough performance wouldn't need per game optimization. It's the whole point of the toggle and everyone understands it well. So no need to doubt other's reading comprehension. But given your responses to everyone trying to explain this to you, it seems you are just being contrarian. So like you said, don't use the toggle, and just wait for patches while the rest of us enjoy it.Any game that uses PSSR already. Not sure what your point is. The way DF explained the toggle is disingenuous. Granted they probably don't know since it's not out yet but still..
Based on what the PS Blog says in text.
blog.playstation.com
Pretty sure they won't unfortunately. Gotta have a selling point for new hardware.I wonder if AMD will bring it to RDNA2/3. It's the final form of that leaked int8 build.
It's just one toggle, bro. Just like their PS4 IQ improvement toggle.
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The Pro is definitely not for you if that's your stance.That's fair. I am not one of those people. I just want the best graphics on console with minimal effort. And so far the Pro doesn't provide that overall. That's I'll leave the toggle off because I won't know if it's causing a problem or not. Rely on the patches for the games that get them and call it a day.
Where exactly? You just want to see things.My main point is that the way (so far) that it's being talked about and advertised, it would make most people think all PS5 games on the Pro can and will take advantage of this new PSSR with this toggle. And that is clearly not true.
Sony in particular seems to have an inability to just be fully transparent about the Pro from the start. Marketing I'm sure but it still stinks.
There will also be a system software update at that time; selecting "Enhance PSSR Image Quality" in Settings on PS5 Pro will allow you to experience the new PSSR with any PS5 Pro games that currently support PSSR!
A) it's not out yet, you don't know how it will work.
B) it clearly says that it can cause problems. Pro owners now have YET ANOTHER SETTING we may have to micromanage to get the best visuals out of our games. I seem to recall them saying the Pro was designed in part to not have to make settings\modes decisions.
From RE9 it's clearly working well but that game was optimized for it. If anyone really thinks we will get that level of a jump in older PSSR titles just by clicking a little button...
A) it's not out yet, you don't know how it will work.
B) it clearly says that it can cause problems. Pro owners now have YET ANOTHER SETTING we may have to micromanage to get the best visuals out of our games. I seem to recall them saying the Pro was designed in part to not have to make settings\modes decisions.
From RE9 it's clearly working well but that game was optimized for it. If anyone really thinks we will get that level of a jump in older PSSR titles just by clicking a little button...
Jack Huynh from AMD seems to suggest that updated FSR might also be on the way on X:
Grateful for the shared vision with @cerny on Project Amethyst.
Through deep co-engineering between @PlayStation and @AMD, we're seeing that vision power the PlayStation 5 Pro, delivering higher resolution, higher frame rates, and beautiful visual fidelity for gamers.
With continued co-innovation, we're helping architect the next era of real-time graphics together.
And we're just getting started. Stay tuned for our next FSR update, bringing these advancements to more players worldwide.
Thank you @cerny and the entire Sony team for the trust, vision, and partnership!
See below. If anything, it would be via the mod scene, but not official.or be expanded to support older int8 model AMD GPUs RDNA2/3??
Pretty sure they won't unfortunately. Gotta have a selling point for new hardware.
Kojima used the Guerrilla tech (Pico)Incredible!
Kojima. Patch DS2 please homie. Thanks
Ohhh, you knowww.Only way I get any DLSS v4+ on any of these are by global or game specific override just like here so why the complaint when its the same on console?
I don't know how to upload an image but I quote from the PS blog.
"We look forward to more news in March, when multiple existing games upgrade to the improved PSSR."
----- not sure how this is open to interpretation...
"...model to improve image quality in some supported games."
----again...seems to be pretty clear to me
"Turn this off if you experience unexpected behavior during gameplay."
----yea...
I'm basing my opinion based solely on what it says here. Not what DF or hope say.
He is the example of people Sony use as reference to don't make things like this.So what part is "clearly not true"?
When there's money involved, that's always what makes sense.See below. If anything, it would be via the mod scene, but not official.
Games on my PC that use DLSS.
(DLSS v2.3.5) / Horizon Zero Dawn: Complete Edition
(DLSS v3.5.10) / Horizon Zero Dawn Remastered
(DLSS v2.3.1) / Rise of the Tomb Raider
(DLSS v3.1.1) / the Witcher 3: Wild Hunt
(DLSS v3.1.30) / Throne and Liberty
Only way I get any DLSS v4+ on any of these are by global or game specific override just like here so why the complaint when its the same on console?
My understanding is 1.0 is heavier than FSR 4. So I'm hoping the cost would be less. Hopefully, a game like GOW Ragnarok would easily prove it as it drops frequently below 60 with 1.0 to the extent that I had to disable it.Now, without discussion, PSSR is indeed an upgrade. It will be interesting to know and see if the new version has a more FPS cost for past PSSR games with the toogle. There will surely be many comparisons to find out if.
On another note, it seems that FSR 4 might also receive an update (leaked FSR4.1 or be expanded to support older int8 model AMD GPUs RDNA2/3??
That's great news. Makes me much more satisfied with my Pro purchase.
I'm not a tech-savvy guy, so I have a question. Even though PSSR 2.0 is a "system-wide implementation," individual developers will still need to do some work to make sure it's implemented on their game, right? For instance, Crimson Desert or GTA 6 will not automatically be upscaled via PSSR 2.0 unless the developers "opt in" to PSSR 2.0 somehow, presumably by building in some code that enables it. Games are not automatically upscaled via PSSR 2.0 unless the developers do some work (although from what I gather, the level of work is now much less, because "per-game patches" are no longer needed).
Am I understanding that right?
HAHAHAHAHAHA Kid, please. You had to pay for an overpriced "pro" system without disc drive, and wait almost year and half for the first actual Pro game, and it can´t even make Path Tracing or FG. Don´t make me laugh, i´ll play it on my PC.
The people complaining about more toggles can stick to PS5, it's that simpleGames on my PC that use DLSS.
(DLSS v2.3.5) / Horizon Zero Dawn: Complete Edition
(DLSS v3.5.10) / Horizon Zero Dawn Remastered
(DLSS v2.3.1) / Rise of the Tomb Raider
(DLSS v3.1.1) / the Witcher 3: Wild Hunt
(DLSS v3.1.30) / Throne and Liberty
Only way I get any DLSS v4+ on any of these are by global or game specific override just like here so why the complaint when its the same on console?
Games will have to come with PSSR2.
If you use the toggle and the game already supports 1.0, it will override it with 2.0. Now whatever performance benefits (or losses) comes from such an override will not be automatically adapted by the game, unless it is also using DRS, in which case it would result in better framerate (or worse base resolution). The reason devs would still need to be involved is to make sure that performance benefit/loss is properly compensated for and achieving the desired result. For example, if there is a performance benefit in swapping to 2.0, but the game was already hitting 60 fps with 1.0, the dev can choose to use that to improve IQ or LOD or effects further. Or if the IQ benefit is large enough, they can afford to reduce the base resolution further to get more performance etc... But by offering this toggle, the users can experiment with it and reap the benefits of a version swap even if the dev hasn't patched the game.That's great news. Makes me much more satisfied with my Pro purchase.
I'm not a tech-savvy guy, so I have a question. Even though PSSR 2.0 is a "system-wide implementation," individual developers will still need to do some work to make sure it's implemented on their game, right? For instance, Crimson Desert or GTA 6 will not automatically be upscaled via PSSR 2.0 unless the developers "opt in" to PSSR 2.0 somehow, presumably by building in some code that enables it. Games are not automatically upscaled via PSSR 2.0 unless the developers do some work (although from what I gather, the level of work is now much less, because "per-game patches" are no longer needed).
Am I understanding that right?
I guess I'm asking how much work is involved on the part of the developer to have that happen, for a game to "come with" PSSR 2.0? Is the process noticeably easier and more consistent now that there is a "systerm-wide implementation"? With the original PSSR, many developers did not choose to build it in (I guess because it took too much work?), and others implemented it poorly. Will the same thing happen with PSSR 2.0?
Oh yeah, I love buying an unfinished product. Imagine having to wait 1.5 year to see the benefits lol especislly when next gen might be around the corner.
What a retarded comment.Oh yeah, I love buying an unfinished product. Imagine having to wait 1.5 year to see the benefits lol especislly when next gen might be around the corner.
The people complaining about more toggles can stick to PS5, it's that simple