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It's Official: New PSSR Confirmed For Resident Evil Requiem + FSR 4/DLSS 4.5 Comparisons

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?

It's exactly the same implementation as DLSS/FSR and PSSR1. Right now vast majority of PC games have those options, UE5 have simple plugins. So devs know exactly how to do this. If they don't implement PSSR2 in their games it will have to be intentional (like performance reasons or something).

Without ingame support of PSSR1/2, system toggle will do nothing.
 
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.

Also would be funny if Capcom release a patch for RT enabled on base PS5 and Series X at 30 fps....

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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.
I'm happy it's finally added but c'mon, it's not like they have added frame gen or that we Can play with path tracing.

Any Pro owner who doesn't admit they paid for the privilege of being a beta tester for PS6 features is fooling themselves. The best Pro game currently out doesn't even use PSSR.

Although it looks like RE9 is going to dethrone it.
 
Damn, I read the Cerny blog post and this seems very compelling, especially since it does seem to apply to titles released earlier as well. If it shows drastic results overall I might be looking into getting a PS5 Pro afterall.
 
As announced, it will arrive in early 2026. This PSSR2 is a huge improvement for the PS5 Pro and will continue to improve; the difference with the base consoles is quite significant. Let's see how the collaboration between Sony and AMD progresses, but it looks very promising, this has few pages after all the hate the console has received.
SRZetTgYvw84sIoN.gif
 
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Good to see, I wasnt going to get a Pro but with all the shortages and delays to next gen I thought I would pick 1 up before the price went up, got 1 for 550 Keir Starmer credits. This is going to be the console to play on for the next few years now it looks like we have a decent version of PSSR .
 
For real lmao these guys refuse to admit that the PS5 pro is a very disappointing machine. If you wanted the disc version, it cost 920€ (!!!) and you could barely tell the difference with PS5 unless you zoomed in 300x in most games.

I regret the purchase. Unlike the PS4 Pro, the plus side is so much harder to see. When there are NUMEROUS big titles that literally run and look worse than the base machine...it kind of calls the whole thing into question.
 
Any Pro owner who doesn't admit they paid for the privilege of being a beta tester for PS6 features is fooling themselves. The best Pro game currently out doesn't even use PSSR.

Although it looks like RE9 is going to dethrone it.
I bought mine knowing it was a console that was going to age like fine wine compared to OG PS5.

Not disappointed.
 
I regret the purchase. Unlike the PS4 Pro, the plus side is so much harder to see. When there are NUMEROUS big titles that literally run and look worse than the base machine...it kind of calls the whole thing into question.
You can sell the console, you will be happy, we will be even happier
 
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.

Also would be funny if Capcom release a patch for RT enabled on base PS5 and Series X at 30 fps....
Your PC has a disc drive?
 
When there are NUMEROUS big titles that literally run and look worse than the base machine...it kind of calls the whole thing into question.
I can only thing of Silent Hill F as a game that still has issues on the pro and even then it's not that bad and it's debatable whether the base version with worse IQ and performance is really better over some flickering in very specific vegetation. Pretty much everything else has been patched and improved and even has toggles so "numerous" games that "literally run and look worse" is pure hyperbole.
 
It's exactly the same implementation as DLSS/FSR and PSSR1. Right now vast majority of PC games have those options, UE5 have simple plugins. So devs know exactly how to do this. If they don't implement PSSR2 in their games it will have to be intentional (like performance reasons or something).

Without ingame support of PSSR1/2, system toggle will do nothing.

Ok, I was getting confused by the terms "system-wide implementation" and "no per-game patches necessary." I thought they meant PSSR 2.0 would be implemented automatically on every new game, without the dev needing to do any work (or maybe just a little) -- but actually, that refers not to new games but to old ones, games with PSSR 1.0 already implemented.

I think I get it now.

Well, hopefully it won't be too much trouble for devs to implement it in new games. And hopefully, the improved results will motivate them to go to the trouble of implementing it.
 
Oh wow, what a great update, now everybody playing in the first row in a cinema can see a difference!

Seriously, all the comparison shots are 400% zoomed in, how the fuck am I supposed to see a difference? I'm sitting 2.5m away from my 77" OLED, my eyes are 36 years old, there's no chance PSSR 2.0 will change anything for me.

Give me an update that gets rid of all the fps caps in PS4 titles, now that would make a huge difference.
 
I've been playing RE9 on my Pro tonight and the cutscenes look really sharp. PSSR 2 is a really good upgrade.
 
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I wonder if toggling PSSR2 will have a performance impact compared to PSSR1, or if the improvements of it are strictly down to the algorithm used, and don't actually need more hardware power.
 
Glad to see good things for the pro. I'd love to have one, and my GFN sub is ending. I'd consider buying one but 1k is too much for me to take right now. Open box pro's are intriguing me. Those are $150 off new. But I'd be paranoid not getting it new.
 
I can only thing of Silent Hill F as a game that still has issues on the pro and even then it's not that bad and it's debatable whether the base version with worse IQ and performance is really better over some flickering in very specific vegetation. Pretty much everything else has been patched and improved and even has toggles so "numerous" games that "literally run and look worse" is pure hyperbole.

SH2, SHf, Jedi Survivor (stilll looks like ass), DD2 (problems with RTGI and AO), Nioh 3 (pixelation of SSR), all other UE5 games with noise problems (Hell is Us, Outer Worlds 2 etc.).

That's what I remember right now, I think all Ubisoft games were patched? But even in games in which PSSR1 was working well enough you still have full screen "filmgrain" noise effect (like Alan Wake 2).

So ALL games should see improvements, bigger or smaller depending on how well PSSR1 behaved.
 
I demand a dreamy Mark Cerny video reading that PlayStation blogpost to me.

I'd love to actually see it in motion on RE9. But my main TV is off for repair and my spare is ancient
 
president obama youre welcome GIF
Testing PSSR 2 for all you future PS6 owners
Just like people did on the PS4Pro with checkerboard paving the way for all future (ML) upscalers.

And was laughed at, at one time, ironically.

Clanker edition:

Yes, checkerboard upscaling (or more accurately, checkerboard rendering/reconstruction) paved the way for machine learning (ML) upscaling, such as NVIDIA DLSS, by establishing the viability of temporal reconstruction in real-time gaming. It proved that using data from previous frames to fill in missing pixels could produce high-quality, high-resolution images while rendering at a lower, more efficient resolution.

Here is how checkerboard rendering acted as a precursor to ML upscaling:
  • Pioneered Temporal Data Utilization: Before checkerboarding, traditional scaling simply stretched pixels. Checkerboard rendering (popularized by the PS4 Pro) renders only half the pixels in a checkerboard pattern, then uses motion vectors to reconstruct the missing pixels from previous frames. This "temporal, reconstruction-based" approach is the exact foundation that modern AI methods like DLSS 2.0 built upon.
  • Proven Demand for Efficiency: Checkerboard rendering proved that gamers would accept near-4K image quality in exchange for much higher frame rates on constrained hardware. It established the "4K-like" rendering standard, which ML approaches later perfected.
  • Shift from "Hardcoded" to "Learned" Reconstruction: While checkerboard rendering used hardcoded mathematical algorithms to fill in pixels (which sometimes caused ghosting or artifacting, especially on thin lines), it taught developers that AI could do this better. ML upscaling (DLSS) replaced the human-programmed algorithm with a neural network that is trained to know what the image should look like, filling in, or "generating," new details rather than just guessing based on previous pixels.
Key Differences Between the Two:
  • Checkerboard: Uses 50% new pixels and 50% old pixels, using math to fill the gaps.
  • ML Upscaling (DLSS): Uses AI to infer details, often starting with even lower input pixel counts (e.g., 25% or 44%) and creating higher-fidelity output with fewer, if any, artifacts.
In short, checkerboard rendering was the necessary "bridge technology" between traditional rendering and modern AI-driven upscaling.

 
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I've been checking comparisons and its a very good upgrade in image quality

This should be a celebration and not a reason to create more fights

PCMR just lost the MLA upscaling advantage they had, as this is basically a copy of FSR 4.1 if not better as it's targeting a single spec....

So they are salty as usual

As simple as that

Now they will try again to tell us that you can build a PC better than PS5 Pro at the same price

Lmao Lol GIF
 
PCMR just lost the MLA upscaling advantage they had, as this is basically a copy of FSR 4.1 if not better as it's targeting a single spec....

So they are salty as usual

As simple as that

Now they will try again to tell us that you can build a PC better than PS5 Pro at the same price

Lmao Lol GIF
When is DLSS 4.5 coming to PS5 pro?
 
Oh wow, what a great update, now everybody playing in the first row in a cinema can see a difference!

Seriously, all the comparison shots are 400% zoomed in, how the fuck am I supposed to see a difference? I'm sitting 2.5m away from my 77" OLED, my eyes are 36 years old, there's no chance PSSR 2.0 will change anything for me.

In the DF video, John says that the improvements with PSSR 2.0 are "extremely good" and "even better on TV" (as opposed to sitting close to a monitor).
 
Man, if this isn't an acceptable mid-gen upgrade, I don't know what is. Still a league behind the path tracing version, but.... dayummm



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PCMR just lost the MLA upscaling advantage they had, as this is basically a copy of FSR 4.1 if not better as it's targeting a single spec....

So they are salty as usual

As simple as that

Now they will try again to tell us that you can build a PC better than PS5 Pro at the same price

Lmao Lol GIF
Warriors!

Cat Kitty GIF
 
Future proof with a zen 2 CPU? Not sure about that one bro.
It gives Ps5 pro at least 3 to 4 more years to its console life. For its price , ps5 pro is still a decent upgrade for tech enthusiast, especially with GPU, RAM and SSD price and PC rig upgrade is going up due to AI boom.
 
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It's always pssr image quality arguments with the pro, and barely any about all the games you can run at much higher frame rates on it

It has similar cost to FSR2/PSSR1, so it won't improve framerates compared to those techniques. Just image quality.

PCMR just lost the MLA upscaling advantage they had, as this is basically a copy of FSR 4.1 if not better as it's targeting a single spec....

So they are salty as usual

As simple as that

Now they will try again to tell us that you can build a PC better than PS5 Pro at the same price

Lmao Lol GIF

You see, even PSSR2/FSR4.1 won't save image quality if game resolution is 720p/864p. And many games on consoles have resolution like that (UE5 games, AW2, JS...)

Resident evil 9 is slightly above 1080p, that's a very good base resolution for 4k upscaling.

Developers are still able to make bad looking games with PSSR2.
 
I wonder what "PSSR1 is so good" people will say now. It was bad from the start, now Pro is FINALLY delivering good stuff and I love it!

It wasn't bad from the start. In some games it was good like GT7, F12024, FF7, Ratchet ... but it had some issues ( like shimmering).
 
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Expecting path tracing from the Ps5 Pro makes no sense. The fact that we are getting Ray Tracing on consoles at 60 fps is a huge plus. Might pick this up on the Pro. Still deciding on it or the PC.
 
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.
I'm happy it's finally added but c'mon, it's not like they have added frame gen or that we Can play with path tracing.
Consoles, games, etc...nowadays in a way or another never release at their best no matter what. Same for most PC parts which is why drivers exist. If everything worked so perfectly on PC specially on day 1 we wouldn't have topics on PC performance for god knows how many games lol.

Also pretending that we weren't seeing benefits from PS Pro since its release is factually wrong. I hope you know that. Final Fantasy VII Rebirth being one of the examples i'm thinking about right now.
 
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